Right here you find a useful list of our own tutorials regarding the old “Need for Speed” Series 1-5.
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Converting tracks/blender files to NFS:HS FRD file format

When it comes to (nfs)-modding, the modding of tracks was always more of my favourite as creating cars, because tracks are the world that gives you more creativity as you can race, drive and roam, beside a car is more or less a static object. The mod tools – talking about back in the days…
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NFS5PSX file format description
1. Summary of the achieved state Version 0.2.8 of the NFS5 PSX Asset Explorer can be regarded as the first fully usable milestone for extracting the fundamental car and track assets from the original PlayStation release of Need for Speed: Porsche Unleashed. For cars, geometry, local vehicle textures, paint and livery palettes, detail textures, and…
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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. But as the tools when I stopped modding nfs years ago where not able to achieve this, I recently gave my old idea…
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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 Pass <-> The Summit and Empire City <-> Tr02b. Fair enough, TR02B was canned and ist just a remain in the psx release,…
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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 – classic racing game combining all cars and tracks from NFS1 to NFS6 in more modern graphics with additional features, on the other hand…
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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 18 4. Structure Around basename Values 5. Structural Consistency Across Tracks Summary of Confirmed Roles Element Role / Purpose info.ini Declares basename, which…
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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 getting the original geometry exported. Upon research I discovered the mighty tools of Andrew Gura (andrew_gura) within the discord community of RENFS. I…
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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.…
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Converting a NFS5 PU track to blender

In this tutorial I show you the (for me, yet) best way to convert a track from NFS5 aka Porsche / Porsche Unleashed to a blender-compatible format. First of all you obviously need a original copy from nfs5 pu for your pc. I will target the PSX version in another tutorial. Futhermore you need the…
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Main Menu for High Stakes – Artwork and WIP

When it comes to game development sooner or later you will have to think about the thing most people see when they launch a game – the main menu. When it comes to “High Stakes” I do wanted to achieve three things So, in first place, I took a deeper look to all menus of…