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vannacut.com — field notes

Take it apart, write it down.

Mods, Maps, Tutorials, Reverse Engineering

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1 min read

First Addon-Map for Meccha Chameleon

As I just found out that the currently viral trend-game Meccha Chameleon does feature Mod-Maps I recently released my very first attempt for a Mod for MC. It is a MC-revised take…

1 min read

Autumn Eight for NFS:HS

The concept of this track is as old as nfs3, at least for me. Since I discovered the possibility to mod tracks I always wanted to have a pretty short eight-shaped track.…

3 min read

NFS3 multi road tracks

ever since nfs3 hot pursuit was out it was uncanny that all tracks in this game have a counterpart. Hometown <-> Country Woods, Redrock Ridge <-> Lost Canyons, Atlantica <-> Aquatica, Rocky…

1 min read

Classic vs. MMO – thoughts

Regarding my long term deep hearted project “High Stakes Racing” I simply cannot decide which road I gonna take. On the one hand I “just” want a – more or less –…

2 min read

Research: MCO .frd file format

1. File Type: .FRD in MCO 2. Core Structure: DEADBEEF Blocks 3. basename from info.ini Track basename Hex Occurrences in .FRD Tr1 1200 0x04B0 25 Tr2 1300 0x0514 29 Tr3 1100 0x044C…

6 min read

Converting a NFS1 track to blender

As it turned out, using already converted NFS1 tracks (e.g. NFS3, NFS4 or Assetto versions) being highly inaccurate (e.g. NFS3 “Rusty Springs” is actually a reskinned “Oasis Springs”) I got deeper into…

5 min read

Importing a NFS5 PU track into Unreal Engine 5

The tutorial explains how to import a Need for Speed 5: Porsche Unleashed track into Unreal Engine 5 using Blender for 3D modeling and UE5 tools for rendering and lighting adjustments. It details processes such as extracting the original game files, converting track elements to usable formats, and adapting the materials for modern graphics engines. The article provides step-by-step guidance on managing textures, lighting, and Unreal Engine 5's capabilities to breathe new life into classic tracks, making them playable within UE5.