How to add a new car (Burnout Paradise): Difference between revisions

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(<vehicle_id>_ANIM is used for the bikes.)
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== Tools ==
== Tools ==

* [https://github.com/burninrubber0/Bundle-Manager/releases Bundle Manager]
* [https://github.com/burninrubber0/Bundle-Manager/releases Bundle Manager]


== Steps ==
== Steps ==
# Get a vehicle file (_AT.BIN and _GR.BIN)
# Get a vehicle file (_AT.BIN and _GR.BIN)
# Open up the vehicles/vehiclelist.bundle in Bundle Manager
# Open up the VEHICLES/VEHICLELIST.BUNDLE in Bundle Manager
# Copy Entry for Hunter Cavalry
# 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 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.
# 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
# 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.
## 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:
# 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'''
## Edit by clicking on the menu "Edit > Edit ID" and typing in the string in '''lower case'''
## If it worked the name will show up in BundleManager
## 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"
# 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
# Put in the AttribSys ID from step three and save


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! File !! ID in BundleManager !! Replace with !! Comment
! File !! ID in BundleManager !! Replace with !! Comment
|-
|-
| VEH__AT || AttribSysVault || <vehicle_id>_AttribSys ||
| VEH__AT || AttribSysVault || <vehicle_id>_AttribSys ||
|-
|-
| VEH__AT || VehicleAnimation || <vehicle_id>_VANM ||
| VEH__AT || VehicleAnimation || <vehicle_id>_VANM ||
|-
|-
| VEH__AT || StreamedDeformation || <vehicle_id>DeformationModel ||
| VEH__AT || StreamedDeformation || <vehicle_id>DeformationModel ||
|-
|-
| VEH__AT || BodyPartRemapData || <vehicle_id>_BPR ||
| VEH__AT || BodyPartRemapData || <vehicle_id>_BPR ||
|-
|-
| VEH__GR || GraphicsSpec || <vehicle_id>_Graphics ||
| VEH__AT || AnimationCollection || <vehicle_id>_ANIM || Only available for the bikes.
|-
|-
| VEH__CD || ResourceID || <vehicle_id> ||
| VEH__GR || GraphicsSpec || <vehicle_id>_Graphics ||
|-
| VEH__CD || ResourceID || <vehicle_id> ||
|}
|}


Also change the name and hash in cleartext in VEH_<vehicleid>_CD. The hash in clear text is not bitswapped.
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 ==
== How to select the new car ==
Use BPR Modder and install Brick Remastered. You can then select with F9 the new car in the Portable Junkyard.

Use BPR Modder and install Brick Remastered. You can then select with F9 the new car in the mobile Junkyard.


== How to name the car ==
== How to name the car ==
Search your language in LANGUAGE/LANGUAGE_X.bundle and open it up with BundleManager
Search your language in LANGUAGE/LANGUAGE_X.bundle and open it up with Bundle Manager


# Calculate the [[Common Data Types (Burnout_Paradise)#LanguageResourceHash |Language Resource 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
# Calculate the [[Common Data Types (Burnout_Paradise)#LanguageResourceHash |Language Resource 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
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You should now see your new name and description of the car!
You should now see your new name and description of the car!


== (Currently) Unavailable features ==
== Things, that are not yet possible ==


=== Using a new vehicle manufacturer ===
=== Using a new vehicle manufacturer ===
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=== Adding a new icon for your new vehicle ===
=== Adding a new icon for your new vehicle ===


==== Relevant Files ====
==== Relevant Files ====
* GUIAPT/B5PARADISEICON.bundle → Regular Cars
* GUIAPT/B5PARADISEICON.bundle → Regular Cars
* GUIAPT/B5BIKEICONS.bundle → Bikes
* GUIAPT/B5BIKEICONS.bundle → Bikes
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* GUIAPT/B5ICONICARICONS.bundle → Legandary Cars
* GUIAPT/B5ICONICARICONS.bundle → Legandary Cars


==== Issues ====
==== Issues ====
* Not yet clear how to add an entry to AptData.
* Not yet clear how to add an entry to AptData.
* Importing a new icons file with BundleManager breaks the game ([https://github.com/burninrubber0/Bundle-Manager/issues/5 Issue])
* Importing a new icons file with BundleManager breaks the game ([https://github.com/burninrubber0/Bundle-Manager/issues/5 Issue])