How to add a new car (Burnout Paradise): Difference between revisions
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# Edit the binary files: |
# Edit the binary files: |
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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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## Calculate the |
## Calculate the [[Common Data Types (Burnout_Paradise)#CgsResourceID|CgsResourceID]], by following the schema in the table below, change all letters to lowercase, generate a CRC32 value with HxD and bit swap them |
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## Open up the File in Bundle Manager and look at the IDs. They are corrected, so you have to bit swap them when looking for them, e.g. ac21de43 is 43de21ac in the binary file. |
## Open up the File in Bundle Manager and look at the IDs. They are corrected, so you have to bit swap them when looking for them, e.g. ac21de43 is 43de21ac in the binary file. |
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## Open Hexedit and search for the IDs to find out where you have to replace it |
## Open Hexedit and search for the IDs to find out where you have to replace it |
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##If it worked the name will show up in BundleManager |
##If it worked the name will show up in BundleManager |
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# Unpack the VEH_<vehicleid>_AT with the Noesis and the noesis plugin to a folder |
# Unpack the VEH_<vehicleid>_AT with the Noesis and the noesis plugin to a folder |
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# |
# Calculate the [[Common Data Types (Burnout_Paradise)#Hash Int|Hash Int]] by taking AttribSys ID from step three and hash it as a lookup8 with [https://bpr.bo98.uk/lookup8/ lookup8]. The hash int is the little endian value. |
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# Edit the file in the AttributeSysVault folder, replace the values starting from 0x2E8 with the [[Common Data Types (Burnout_Paradise)#Hash Int|Hash Int]] |
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# Pack it up, rename it to VEH_<vehicleid>_AT and replace it in vehicles. |
# Pack it up, rename it to VEH_<vehicleid>_AT and replace it in vehicles. |
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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 BundleManager |
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# Calculate the |
# 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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# 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 |
Revision as of 14:55, 6 April 2022
Tools
Steps
- Get a vehicle file (_AT.BIN and _GR.BIN)
- Open up the vehicles/vehiclelist.bundle in Bundle Manager
- Copy Entry for 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.
- Edit the binary files:
- Find the IDs that you have to edit. For all values in the table below, do the following:
- Calculate the CgsResourceID, by following the schema in the table below, change all letters to lowercase, generate a CRC32 value with HxD and bit swap them
- Open up the File in Bundle Manager and look at the IDs. They are corrected, so you have to bit swap them when looking for them, e.g. ac21de43 is 43de21ac in the binary file.
- Open Hexedit and search for the IDs to find out where you have to replace it
- Replace
- If it worked the name will show up in BundleManager
- Unpack the VEH_<vehicleid>_AT with the Noesis and the noesis plugin to a folder
- Calculate the Hash Int by taking AttribSys ID from step three and hash it as a lookup8 with lookup8. The hash int is the little endian value.
- Edit the file in the AttributeSysVault folder, replace the values starting from 0x2E8 with the Hash Int
- Pack it up, rename it to VEH_<vehicleid>_AT and replace it in vehicles.
Then you should see your new car!
Values to change
File | ID in BundleManager | Replace with | Comment |
---|---|---|---|
VEH__AT | AttribSysVault | <vehicle_id>_AttribSys | |
VEH__AT | VehicleAnimation | <vehicle_id>_ANIM | |
VEH__AT | StreamedDeformation | <vehicle_id>DeformationModel | |
VEH__AT | BodyPartRemapData | <vehicle_id>_BPR | |
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.
How to select the new car
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
Search your language in LANGUAGE/LANGUAGE_X.bundle and open it up with BundleManager
- Calculate the 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
- Add the hash at the bottom with the new string
- Click on File → Apply changes to apply your changes
- Wait! Applying the change takes a while!
- Save your changes
You should now see your new name and description of the car!
Things, that are not yet possible
- Using a new vehicle manufacturer
- Adding a new icon for your new vehicle