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 == |
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* [https://github.com/burninrubber0/Bundle-Manager/releases Bundle Manager] |
* [https://github.com/burninrubber0/Bundle-Manager/releases Bundle Manager] |
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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 |
# Open up the VEHICLES/VEHICLELIST.BUNDLE in Bundle Manager |
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# Copy |
# Copy the entry for (as an example) the [[Hunter Cavalry]] |
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# Give it a new vehicle |
# 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 |
# 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. |
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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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## 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''' |
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## If it |
## If it works, the name will show up in Bundle Manager |
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# Open up VEH_<vehicleid>_AT, right |
# Open up VEH_<vehicleid>_AT, right-click "bunrnoutcarasset", then in the menu click "Change CollectionHash" |
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# 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 |
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| VEH__AT || AttribSysVault |
| VEH__AT || AttribSysVault || <vehicle_id>_AttribSys || |
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| VEH__AT || VehicleAnimation |
| VEH__AT || VehicleAnimation || <vehicle_id>_VANM || |
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|- |
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| VEH__AT || StreamedDeformation || <vehicle_id>DeformationModel || |
| VEH__AT || StreamedDeformation || <vehicle_id>DeformationModel || |
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|- |
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| VEH__AT || BodyPartRemapData |
| VEH__AT || BodyPartRemapData || <vehicle_id>_BPR || |
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|- |
|- |
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| VEH__AT || AnimationCollection || <vehicle_id>_ANIM || Only available for the bikes. |
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|- |
|- |
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| VEH__GR || GraphicsSpec || <vehicle_id>_Graphics || |
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|- |
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| VEH__CD || ResourceID || <vehicle_id> || |
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|} |
|} |
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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. |
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== How to select the new car == |
== How to select the new car == |
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⚫ | |||
⚫ | |||
== How to name the car == |
== How to name the car == |
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Search your language in LANGUAGE/LANGUAGE_X.bundle and open it up with |
Search your language in LANGUAGE/LANGUAGE_X.bundle and open it up with Bundle Manager |
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# 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! |
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== (Currently) Unavailable features == |
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== Things, that are not yet possible == |
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=== 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 === |
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==== Relevant Files ==== |
==== Relevant Files ==== |
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* GUIAPT/B5PARADISEICON.bundle → Regular Cars |
* GUIAPT/B5PARADISEICON.bundle → Regular Cars |
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* GUIAPT/B5BIKEICONS.bundle → Bikes |
* GUIAPT/B5BIKEICONS.bundle → Bikes |
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* GUIAPT/B5ICONICARICONS.bundle → Legandary Cars |
* GUIAPT/B5ICONICARICONS.bundle → Legandary Cars |
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==== Issues ==== |
==== Issues ==== |
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* Not yet clear how to add an entry to AptData. |
* Not yet clear how to add an entry to AptData. |
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* 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]) |
Revision as of 00:06, 27 April 2022
Tools
Steps
- 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
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
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
Search your language in LANGUAGE/LANGUAGE_X.bundle and open it up with Bundle Manager
- 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
- Save your changes
You should now see your new name and description of the car!
Using a new vehicle manufacturer
Adding a new icon for your new vehicle
Relevant Files
- 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
- Not yet clear how to add an entry to AptData.
- Importing a new icons file with BundleManager breaks the game (Issue)