How to add a new car (Burnout Paradise)
Tools[edit | edit source]
Steps[edit | edit source]
- Get a vehicle file (_AT.BIN and _GR.BIN)
- Open up the
VEHICLES/VEHICLELIST.BUNDLE
in Bundle Manager - Copy the entry for (as an example) the Hunter Cavalry
- Give it a new vehicle ID (try to format it like the game does i.e. PUSMC01 for P_US_MuscleCar_01).
- Give it a new AttribSys ID in the VehicleList. Can be any ID, but try to keep it as a number over 1000000 to prevent conflicts with existing IDs.
- Rename the files to have the structure VEH_<vehicleid>_AT.BIN, VEH_<vehicleid>_CD.BIN, VEH_<vehicleid>_GR.BIN
- If you don't have a _CD.BIN file for your car, just pick another one and rename it.
- Alternatively, you can take the original files and use Bundle Manager's "Save As..." feature to give them the new name.
- Find the IDs that you have to edit. For all values in the table below, do the following:
- Edit by clicking on the menu "Edit > Edit ID" and typing in the string in lower case
- If it works, the name will show up in Bundle Manager
- Open up VEH_<vehicleid>_AT, right-click "bunrnoutcarasset", then in the menu click "Change CollectionHash"
- Put in the AttribSys ID from step three and save
Then you should see your new car!
Values to change[edit | edit source]
File | ID in BundleManager | Replace with | Comment |
---|---|---|---|
VEH__AT | AttribSysVault | <vehicle_id>_AttribSys | |
VEH__AT | VehicleAnimation | <vehicle_id>_VANM | |
VEH__AT | StreamedDeformation | <vehicle_id>DeformationModel | |
VEH__AT | BodyPartRemapData | <vehicle_id>_BPR | |
VEH__AT | AnimationCollection | <vehicle_id>_ANIM | Only available for the bikes. |
VEH__GR | GraphicsSpec | <vehicle_id>_Graphics | |
VEH__CD | ResourceID | <vehicle_id> |
Be sure to also change the name and hash in cleartext in VEH_<vehicleid>_CD. The hash in clear text is not bitswapped.
How to select the new car[edit | edit source]
Use BPR Modder and install Brick Remastered. You can then select with F9 the new car in the Portable Junkyard.
How to name the car[edit | edit source]
Search your language in LANGUAGE/LANGUAGE_X.bundle and open it up with Bundle Manager.
- Calculate the Language hash, by click on Tools → Hash in the Language Manager and typing in CAR_CAPS_<vehicle_id> for the name or CAR_BLURB_<vehicle_id> for the description.
- Add the hash at the bottom with the new string.
- Click on File → Apply changes to apply your changes.
- Save your changes.
You should now see your new name and description of the car!
How to change the attributes of a car[edit | edit source]
- Open up VEH_<vehicleid>_AT.BIN with Bundle Manager
- Open up the AttribSysVault
- At the top, you can see the attributes, which you can change
- Double-click on the attribute you want to change
- Change the values at the bottom
- Save
[edit | edit source]
Adding a new vehicle category[edit | edit source]
Using a new vehicle manufacturer[edit | edit source]
Adding a new icon for your new vehicle[edit | edit source]
Relevant Files[edit | edit source]
- GUIAPT/B5PARADISEICON.bundle → Regular Cars
- GUIAPT/B5BIKEICONS.bundle → Bikes
- GUIAPT/B5BOOSTCARICONS.bundle → Boost Cars
- GUIAPT/B5COPCARICONS.bundle → Cop Cars
- GUIAPT/B5TOYCARICONS.bundle → Toy Cars
- GUIAPT/B5ICONICARICONS.bundle → Legandary Cars
Issues[edit | edit source]
- Not yet clear how to add an entry to AptData.
- Importing a new icons file with BundleManager breaks the game (Issue)
Changing car speed with Bundle Manager[edit | edit source]
- Open BundleM anager and put it in Bundle mode
- Click the little folder in the top right
- Find your Burnout game location
- Find the car that you want to edit the _AT file of
- Open that _AT in Bundle mode and double click the File with the type "AttribSysVault"
- Find the classname called physicsvechiclebaseattribs and scoll down to max speed, as an example
- Change the parameter to whatever top speed you want
- Close and save, you are done!
- Bear in mind that the increased top speed may cause handling issues.