
However, it's preferable to set Compatibility to NFS:Shift to see these properties. It's important for cockpit models, while exterior models could be used as is. NFS:Shift filter has it's own meaningful properties for an objects. Object names in square braces are used as-is on export and not appended with model name in a begining. I don't know why it differs in name (BMW_135 i), so I leave it as is. For example, you can see in a bottom of the list a part named. Some objects that don't match common pattern " model name + part name" are imported as is and their name is given in square bracets. Please, read Damaged Models paragraph below regarding damaged models Finaly, under certain dummy nodes the phisical geometry mesh is located ( kit00_bonnet_loda) which usually supplied with "damaged/deformed" version having _damage on a tail of name. In most of cases, there are two level of detail: high-quality and low-quality which have a _loda and _lodb indicators some models could have very low detailed lod ( _lodc). These part name are a grouping dummy node that contains dummies for "Level of Detail" (lod) models. For example, kit00_bonnet part actually was loaded from bmw_135_kit00_bonnet file. It's important that you give proper name to model on import, since it's used to truncate names of the rest of objects. Scene root node matches model name: BMW_135. Now you can import model again and you will get proper model loaded with no warnings or errors: In my case it's a C:\Documents\Dev\Textures folder - the folder with common textures and it contains NFSEnvMap.bmp texture too. Note, if you don't have these settings in profile editor, restart ZModeler.Īdditionally, pick Services\Textures on a left side and add a path with your commonly used textures into a set of textures lookup paths: Pick in main menu Options\Settings\Profile\Editor, Locate a Preferences\Filters\EA NFS Shift branch and change EnvMap key entry to NFSEnvMap.bmp: Adjust filter preference in profile editor. You will get an error in a log window flaming Failed to locate preferable environment texture "chrome.dds". You can leave it blank when importing model from game folder. For example, when you import cockpit model ( bmw_135_ file, Model Name should be set to bmw_135. Usually, it matches the folder you are importing from, but it's not a must.

For example, it could be "C:\My Documents\Textures"). (Right-click and save target image on your drive in a folder with commonly used textures. You can use the following texture as environment: It's still preferable to use this option and load environment textures, since you might get improper shader configuration on export if you don't load environment textures. Shift material definitions does not refer to specific environment texture, since real-time reflection maps are created. Use Environment option will assign environment/reflection texture on materials, if they use it. You need to specify folder only once.ĭisable Bumpmap option will disable normal/bumpmap texture layer even thought according textures will be loaded and assigned to materials. Then you will see a folder location on the button (like on an image above). You have to press button next to Unpacked Shift: and locate NFS:Shift game folder (folder with unpacked Shift files). Configuration dialog box for the filter will appear in a bottom: Pick File\Import in ZModeler and change File Type to "NFS Shift (*.vhf.bml *.meb) in drop list. Unfortunally, this folder does not contain textures, so you need to adjust filter settings properly. This folder contains binary geometry objects (*.MEB files) and material definitions too (*.BMT files), so filter will load them. Thes files are laid in unpacked vehicle\_car_name_ folder. The filter will deal with binary vehicle definition files *.VHF.BML even thought game contains edtiable text version of these files (*.VHF). It will take much longer to load game or race, but that's the only option for modding the game at the moment. It will force game to use files as is, instead of reading them from packed BFF files. You can modify Shift game shortcut to add "-loose" argument. I don't have the game and can't provide you any other solution.īy unpacking files, your Shift game folder will get lots of other folders with really huge amount of files. You can search the web for batch file for unpacking, if you are not familiar with command prompt. This tool have to be run from command prompt. You need to unpack Shift\Pakfiles\*.bff files with QuickBMS tool

ZModeler version is written in a caption of main window filter version can be found in Options\Settings\Plugins\Manager window: This guide thread is for NFS Shift filter version 2.2.3 Build 259 and higher (supplied with ZModeler version 2.2.3 Build 970 and higher). NFS:Shift Import/Export filter in ZModeler v2.2.3.
