NFSMW HUD redone
I also changed some things like scratches, the skid marks and changed the color of EA TRAX to blue.
So far, i edited the following files:
(the files still have some original textures)
extract and drop the files into your NFSMW folder
(better do backups!)
--i am aware that edoo1 uploaded a similair mod , however it only resizes the original textures--
v0.5 first release; many icons etc missing
v0.55 added some more icons
v0.6 added more textures(FrontB.lzc,LanguageTextures.bin);imported car manufacturer icons from nfsw; added speedo font less prone to aliasing; turned down blue of EA TRAX;
tried improving damage texture
v0.6fix adressed the issue with the Golf tachometer needle by recompiling the HUD.bin file
v0.75 added many icons; new light flares;completely new damage texture; new carmaker logos from carlogos.org; added HUDS_Custom_02;
-the tachometer HUDS_Custom_02 (alias Apex) doesnt show the turbo needle
edoo1 (May 19, 2019 @ 00:27)looks like you did a lot of changes on the mod since the last time I was on nfsmods....
L0calH0rst (May 14, 2019 @ 18:44)Unfortunately i had to use the old .bin file . I am genuinely confused about the whole HUD texture thing.
On top, the cartoolkit doesnt support some .dds types so i wasnt able to test all possibilities with a fresh .bin file .
NFSBusiness (May 13, 2019 @ 02:00)Interesting. I really like the re-done apex gauge by the way.
9000 rpm texture causes both the rpm and turbo needle to not show up as well.
I imported one of my own turbo needle textures, and it showed up but it was essentially garbled. (Showed a scraggly outline of it but it was still present)
It seems you didn't change the formats of anything at all. I guess changing the formats of all the textures to ARGB didn't work the same way as the first one?