How to add a new car (Burnout Paradise): Difference between revisions
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== Steps == |
== Steps == |
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# Get a vehicle file (_AT.BIN and _GR.BIN) |
# Get a vehicle file ('''_AT.BIN''' and '''_GR.BIN''') |
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# Open up the VEHICLES/VEHICLELIST.BUNDLE in Bundle Manager |
# Open up the <code>VEHICLES/VEHICLELIST.BUNDLE</code> in Bundle Manager |
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# Copy the entry for (as an example) the [[Hunter Cavalry]] |
# Copy the entry for (as an example) the [[Hunter Cavalry]] |
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# 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'''). |
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# 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. |
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# 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''' |
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## 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. |
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#* Alternatively, you can take the original files and use Bundle Manager's "Save As..." feature to give them the new name. |
#* Alternatively, you can take the original files and use Bundle Manager's "Save As..." feature to give them the new name. |
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# 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: |
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Be sure to 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. |
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== How to select the new car == |
== How to select the new car == |
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Search your language in LANGUAGE/LANGUAGE_X.bundle and open it up with Bundle Manager. |
Search your language in LANGUAGE/LANGUAGE_X.bundle and open it up with Bundle Manager. |
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# 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 |
# 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. |
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# Add the hash at the bottom with the new string |
# Add the hash at the bottom with the new string. |
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# Click on File → Apply changes to apply your changes |
# Click on File → Apply changes to apply your changes. |
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# Save your changes |
# Save your changes. |
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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! |
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== How to change the attributes of a car == |
== How to change the attributes of a car == |
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# Open up VEH_<vehicleid>_AT.BIN with Bundle Manager |
# Open up '''VEH_<vehicleid>_AT.BIN''' with Bundle Manager |
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# Open up the AttribSysVault |
# Open up the AttribSysVault |
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# At the top, you can see the attributes, which you can change |
# At the top, you can see the attributes, which you can change |
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#Click the little folder in the top right |
#Click the little folder in the top right |
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#Find your ''Burnout'' game location |
#Find your ''Burnout'' game location |
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#Find the car that you want to edit the _AT file of |
#Find the car that you want to edit the '''_AT''' file of |
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#Open that _AT in Bundle mode and double click the File with the type "AttribSysVault" |
#Open that '''_AT''' in Bundle mode and double click the File with the type "AttribSysVault" |
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#Find the classname called '''physicsvechiclebaseattribs''' and scoll down to max speed, as an example |
#Find the classname called '''physicsvechiclebaseattribs''' and scoll down to max speed, as an example |
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#Change the parameter to whatever top |
#Change the parameter to whatever top speed you want |
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#Close and save, you are done! |
#Close and save, you are done! |
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#Bear in mind that the increased top speed may cause handling issues |
#Bear in mind that the increased top speed may cause handling issues. |