Need For Speed Undercover - PS2. I can not remember if this game or 'Need For Speed:Carbon' is the last one of the Ps2 series???Can someone let me know???
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I just wanted to say, thank you for what you are doing. This tool you are working on, seems to be one hell of a beast! Got a few questions though.
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Which games will be supported? You said in one comment that Pro Street has lower priority for you, but how about older titles? And does NfS World fit into this? It uses maps from older titles, but I'm not sure if it was made on the same engine. Also, will it be possible to add map files from custom files? If so, that would open whole wide world of new possibilities! Another thing that really makes me curious - is NfS Toolkit only about maps, or also other parts of the games, like cars?
And if yes, will it be able to add new cars, as new cars, without the need to replace the old ones? Can't wait to see the tool availible to use, even though I never really made any mods to NfS MW, I used to play it a lot as a child. It brings so much nostalgia. Keep up the good work kind sir, I wish you the best of luck! Good luck, I could get bored with this waiting and pathetic doing it date, we know the implementation of the term tools given fashion, textures for nfs m in 2005 without change would be: 1.Mods Car 2. For example, a snow mod and a hike on a map interesting in which place on the map I would race with Razor it would be epic and interesting speech to the carbon map in the nfs m style in 2005 and also others. The previously mentioned games in the commentary - Crash Time 3 and 5, then TDU1 and TDU2, then NFS THE RUN and WORLD, Burnout Paradise.
And that would be enough Thanks to the success of the assembly. Will the NFS-Toolkit include any sound editing tools also? I only ask because I managed to change the BNKl extension in the ABKInsert.exe from either Zenhax or Xenhax (not sure which one the.exe came from) to S10A, the codec used on Carbon. But I'm having a bit of trouble. When I go to port the.wav file into the Carbon.abk file, it gives this, for example, in the case of ABK file - wav file - sample number to replace: ABKinsert.exe ccartranny.abk cartranny03.wav 1 cartranny.abk Sounds: 0 Not sure whats going on. I've been wanting to port the NFSMW transmission whine sound to Carbon, because I remember Carbon on PS2, Gamecube and Wii used the transmission whine from Most Wanted. New features and improvements in this release: Many fields now have names instead of just numbersAutomatic insertion of new line at the end of the ScriptEditorNew Collection Editor fully integrated with the ScriptEditor Improved Find function.
Added the possibility to search in Nodes, Fields and Values Added ability to configure visual and collision model in the MODEL field Now the ModScript supports checkboxes and radiobuttons. It allows to select which features of the mod will be installed. Mods are not now installed automatically but only after clicking on the Install button. Fully supported 64-bit hash algorithm (Most Wanted) Dark Theme minor improvementsAdded new hashesand many minor improvements Issues fixed in this release Incorrect expansion of base fields outside the range, for example: resizefield pursuitlevels heat06 cops -100Shifting sound disappeared after the database was saved (Most Wanted, Carbon)Camera issue in autosculpt mode (ProStreet)Invalid format for the stockPaint an.
Game or Patch Questions?