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  1. Evo Exedy
    Sections: Downloads \ Street Legal Racing: Redline \ Paint Jobs
    Tags: Evo, Exedy, Paint Job, Slrr

  2. No stock cars in MWM catalog
    Sections: Downloads \ Street Legal Racing: Redline \ Miscellanious Parts
    Tags: 221, Cars, Le2Mwm, Mwm, No, Slrr, Stock

  3. JDW AE86 0.4 Released!
    Sections: News
    Tags: 221, 221Le2Mwm, 230Le, Ae86, Corolla, Mwm, Slrr, Toyota

    Click the picture!

  4. New SLRR 2.3.1 video
    Sections: News
    Tags: 2.3.1, Built_In_Html_Parser_Sucks, Raxat, Slrr, Video

    Finally, new SLRR 2.3.1 video is available! :) this time introducing paint booth and the new trade-in dealership:

  5. Move, b****! horn
    Sections: Downloads \ Street Legal Racing: Redline \ Sound Mods
    Tags: Bitch, Funny, Horn, Legal, Move, Racing, Redline, Slrr, Street

    This is not a serious horn, it's just for fun. You can use it, you don't have to use it.

  6. HQ Menu Sounds!
    Sections: Downloads \ Street Legal Racing: Redline \ Sound Mods
    Tags: Menu, Slrr, Street Legal Racing Redline


    Hello! I have changed the sounds of SLRR's menus! This is my first Mod to this awesome game! I hope you like it! :)

    Video link: https://www.youtube.com/watch?v=cMCqR2ZL2u0


    Mirror: https://www.dropbox.com/s/ebld53bmzpoqori/FizziSoda%27s%20Menu%20Sound%20Pack.rar

  7. Volk TE-37
    Sections: Downloads \ Street Legal Racing: Redline \ Rims and Tires
    Tags: Mod, N00B, Rim, Slrr, Volk

    Volk TE-37 in two sizes - 19x11 and 19x13. Fits best stock SLRR's tyres and BiggBoss93's 3d Tyres 2 (not tested on first version).

    Due to fact, it's my first mod, it can have bugs etc.

  8. Redline_Racer remakes the old Shutukou C1!
    Sections: News
    Tags: C1, Shutukou, Slrr, Street Legal Racing Redline

    Also showcases:
    Custom Physics/Car Dynamics
    Stock (no upgrades) RB26 Sounds

    And yes, it will be released soon, but for now enjoy the teaser ;)


  9. SLRR Icon 2!
    Sections: Downloads \ Street Legal Racing: Redline \ Miscellanious Parts
    Tags: Exe, Icon, Paint.net, Slrr

    A new SLRR icon by me.

    The icon is integrated into the EXE meaning you don't have to create a shortcut for it. This also means it will ONLY WORK for 2.2.1 MWM! Because of this it means there are no idiots who do not know how to install a .ico. But I decided to include it in the zip for people who still use 2.3.0 LE or BASE.

  10. Clean Daytime Valo City
    Sections: Downloads \ Street Legal Racing: Redline \ Miscellanious Parts
    Tags: 221, 2Mwm, City, Clean, Le, Mwm, Slrr, Slrrmwm, Valo

    Makes daytime Valo City have only traffic and police. No dummy fake racers to crash your game.

    Unlike Corradoskj's mod, this leaves some life to the city and night racing is still available. (This mod actually fixes night time traffic crash too.)

  11. Clean Daytime Valo City
    Sections: News
    Tags: 221, City, Clean, Slrr, Valo

    Click the picture!

  12. Vorsteiner VSR-163
    Sections: Downloads \ Street Legal Racing: Redline \ Rims and Tires
    Tags: Rims, Slrr, Vorsteiner

    Made a small pack of Vorsteiner VSR-163 :)

    It comes in three different sizes: 18x10, 19x11 and 20x11.

    I recommend to use Bigg Boss93's 3D tyre pack 2 on these rims.

    Rim model - JonVer87x
    Bolts - Res' Workshop

    If you want to upload this on a different site, please give me credit. :)

  13. Toyota Corolla 1995
    Sections: Downloads \ Street Legal Racing: Redline \ Car Mods
    Tags: 221, Corolla, Le2Mwm, Mwm, Slrr, Toyota


    Have Fun!

    -Stock parts
    -Used stock parts
    -EU and US parts
    -Racing parts
    -Custom bodykit
    -2 different sets of fender flares
    -wide fenders
    -comes fully built in catalog, uses the 4A-GE from JDW's AE86
    -has it's own wheels & tyres

  14. Toyota Corolla 1995
    Sections: News
    Tags: 221, Corolla, Le2Mwm, Mwm, Slrr, Toyota

    Click the picture!

  15. Javas for Harrison15's New Painter
    Sections: Downloads \ Street Legal Racing: Redline \ Miscellanious Parts
    Tags: Java, Painter, Painter Script, Script, Slrr

    Just what it says in the link. Includes the Java sources for standard game and BB93 2015 versions of the painter. Useful if you want to convert it to a different resolution, make your own color palettes without having to do it in-game, or if you want to see how it works.

    Included AS-IS. I will likely not help you if you don't know what you're doing and you mess around with it too much!

  16. MOONEYES Stickers
    Sections: Downloads \ Street Legal Racing: Redline \ Decals
    Tags: Autosports, Cars, Classic, Custom, Decals, Drag, Hot Rod, Low Ride, Moon, Mooneyes, Nhra, Parts Shop, Rat Fink, Retro, Slrr, Sponsors, Stance, Sticker, Stickerbomb, Windshield Stickers

    Download MOONEYES Stickers for Street Legal Racing Redline

    Decals pack for SLRR

    -Includes 94 stickers + 1 stickerbomb from online store MOONEYES.

    -Not all stickers in good quality.

  17. |FATLACE|ILLEST|HELLAFLUSH| 150+ Stickers Pack
    Sections: Downloads \ Street Legal Racing: Redline \ Decals
    Tags: Decals, Fatlace, Hellaflush, Illest, Slrr, Sticker, Stickerbomb, Texture Mod


    This modification is a pack of decals for the game Street Legal Racing Redline includes stickers from Hellaflush \ Illest \ Fatlace. The pack includes nearly 150+ decals, which textures are taken from the original directory online store Fatlace. Decals are available in different color variations. Minimum resolution - 700x700 pixels. Also includes few custom maded stickerbombs.

    HAVE FUN!!!

    Avanced Download Links:
    [url=https://onedrive.live.com/redir?resid=412E83A02917B129%21842 ]LINK-OneDrive[/url]

  18. SLRR 221 LE2MWM clean
    Sections: Downloads \ Street Legal Racing: Redline \ The Full Game
    Tags: 221, Le2Mwm, Mwm, Slrr

    A fresh version of SLRR including the MWM and LE2MWM patches. I made this for those who want to start completely afresh with no mods, but do not want trough the trouble of downloading and installing MWM and LE2MWM.

  19. rFactor To SLRR Map Conversion Tutorial
    Sections: Tutorials \ Street Legal Modding Tutorials
    Tags: Rfactor, Slrr, Tracks, Tutorial

    rFactor Map Conversion Tutorial
    [Part #1] - What software is needed to follow this tutorial
    [Part #2] -
    [Part #3] -
    [Part #4] -
    [Part #5] -
    [Part #6] -
    [Part #7] -
    [Part #8] -
    [Part #1] - What software is needed to follow this tutorial
    - Bobs Track Builder -
    Bobs Track Builder can be bought from http://www.bobstrackbuilder.net - This software is only needed if you are creating rFactor tracks from scratch.
    Bobs Track Builder can be used for making tracks for other games as well.
    - 3dSimEd -
    3dSimEd Can be bought from http://www.sim-garage.co.uk you could for this tutorial use it until the trial time finishes.
    3dSimEd is used to convert rFactor tracks to a file type [.3ds] that is readable by 3DS Max.
    3dSimEd can be used to edit,make & convert files from & for many different games.
    Here is also a link for the version I use as a newer version may create too new a .3ds file for 3DS Max: http://www.mediafire.com/download/hqdumq72uw45qv0/3dSimEd.zip
    - 3DS Max -
    3DS Max 5 is used for converting, scaling, re-texturing, editing, exporting to Street legal racing: redline file format & many other things.
    It could be possible to use newer versions but my self I use this version as it limits problems with export scripts ect also I have low computer specs at the moment of writing this tutorial and a newer version will likely be to heavy for my pc to cope with.
    I use max 09 now.
    - Track Wizard 2.0 By MIRAN -
    Track Wizard is used to basically do all the complicated and difficult parts of turning you exported models into a fully working track mod for street legal racing:redline.
    It creates the necessary file folders, .java files, .rpk's & much more with little knowledge needed.
    Without this tool made by MIRAN I would have never been able to make a working track mod.
    Here is a link to Track Wizard 2.0 By MIRAN: https://www.mediafire.com/?l170ycv2wq2s18v
    - x2y The Easy Image Converter -
    I use x2y to convert images from .DDS to to .PNG for the simple reason of being able to edit and and view textures much easier, However this creates a problem of having to re-assign textures to the track models.
    By re-assigning textures in 3ds it is possible to limit the ammount of texture files included in the finished track mod that are un-needed, this will limit the overall size of the files you will need to upload & share resaulting in save bandwidth and download time.
    x2y can be used for converting many image file types, It can be downloaded from here: http://x2y.sourceforge.net
    This tutorial is going to be on going so check back every so often for updates.
    This tutorial was last updated on 15/11/2015
    Credits: Sterling

  20. Random Stickers Pack
    Sections: Downloads \ Street Legal Racing: Redline \ Decals
    Tags: Decals, Jdm, Must Have, Slrr, Stickerbomb, Stickers, Usdm

    Nearly 200 diffent thematic decals for Street Legal Racing Redline

  21. ENVmaps by Defiant
    Sections: Downloads \ Street Legal Racing: Redline \ Textures and ENV
    Tags: Envmaps, Mapping, Reflections, Skydome, Slrr, Texture

    Simple env map that adds some extra shine without looking weird.

  22. Defiant Drag Texture Pack
    Sections: Downloads \ Street Legal Racing: Redline \ Rims and Tires
    Tags: Drag, Rims, Slick, Slrr, Tires, Wheels

    New textures for both the mopar wheel pack AND goodyear eagle pack. This mod includes 10 different styles for each pack, you DON'T have to use both, just pick what you like.

    Many different styles, from DOT street radial to full drag slick. Has two varations: new and used.

    If you don't know how to install it there is a readme explaining which mods you need BEFORE downloading this pack.


    blast for testing and ideas
    magnumforce for original mopar files
    Dave for original goodyear files

    Sections: Downloads \ Street Legal Racing: Redline \ Tracks and Maps
    Tags: Corner, Drift, Fast, Hill, Slrr, Track

    Ice.Dee's Video [SLRR]

    TheCrash Channel's Video's[SLRR]

    David Madeus's Video [SLRR]

    SLRR Game channel GooDDay's Video [SLRR]

    Rock Rock's Video [SLRR]


    Have your own video of you on this track & want it included here? - Get in touch. [PM]

    Original: Antudusun
    Converted: Sterling
    Drift points system: Roltz
    Version #2 Update: Gorgoil

    You need version #1 downloaded bellow first!

    For more info & details about the updates to this track & other projects look here - Sterling's Workshop!
    Use 7-Zip!

  24. Alps
    Sections: Downloads \ Street Legal Racing: Redline \ Tracks and Maps
    Tags: Alps.track, Slrr, Snow

    Alps 0.6 Alpha Version

    Tested on 2.2.1MWM and LE2MWM

    Creator: [Maxim Volkov] Random workshop

    Screenshot: Random workshop

  25. Redline_Racer creates sounds that change when upgrading cars!
    Sections: News
    Tags: Gom Team, Gom Team Slrr, Legal, Promods, Racing, Redline, Redline_Racer, Redlineracer96, Slrr, Slrr 2.2.1, Slrr 2.2.2, Slrr 2.3.1, Slrr Custom Physics, Slrr Custom Sounds, Slrr Streetsofvalo, Street, Vstanced


    Redline_Racer/RedlineRacer96 has created a way to change the sound samples used ingame based on the level of tuning your engine receives. This allows for accurate sound representation for both stock and modified engines within the game.

    The code is still in its most basic form, but both videos give an idea of how it can work. The plan is to release a game that contains these features and many more additional features in the near future.

    share this guys
    VIDEO 1

    VIDEO 2

  26. Bus from flatout 2
    Sections: Downloads \ Street Legal Racing: Redline \ Car Mods
    Tags: Bus, Slrr, Vehicles

    ckpNge5.jpgJXs40qz.jpgD6ei877.jpg1. NEW MIRROR LINK BUS 2.NEW MIRROR LINK BUS

  27. Pro Street brake pack by Fabian!
    Sections: News
    Tags: Brake, Pack, Slrr

  28. 1968 Chevrolet Corvette
    Sections: Downloads \ Street Legal Racing: Redline \ Car Mods
    Tags: 1968, 68, C2, C3, Chevrolet, Chevy, Corvette, Magnumforce, Slrr, V8

    --------------------Chevrolet Corvette C-3 '68---------------

    mODEL - FLED
    jAVA - HALD

    H A V E F U N!!

  29. How to fix SLRR Editor Overflow errors
    Sections: Tutorials \ Street Legal Modding Tutorials
    Tags: Editor, Overflow, Slrr

    Every once and a while SLRR Editor will give you the following error:

    To fix it, go to yourslrrdirectory/cars/racers/nameofcar/scripts.
    In this folder, find the following files (names might be different depending on the car, just make sure it has main in it along with the name of the stock car it was modeled off of.)

    Open each one separately and find the following lines (it helps to look for the lines with a lot of attaches.)

    Select all of the attaches, but make sure not to select anything else.
    Delete the selected text and save before exiting.

    That's it!

  30. How to edit the driver's position
    Sections: Tutorials \ Street Legal Modding Tutorials
    Tags: Driver, Move, Slrr, Tutorial

    Thanks to Defiant for all of the information!

    Sometimes, you might download a mod that messes up the driver's head like in the picture below:

    To fix it, go into the car's data directory/scripts. When there, open up the main car .cfg.

    If you want to move the driver's head, search for camera.

    The first line that will come up is the line that you will need to edit.

    The first line makes it either move left or right. To make it go left, make the number negative. To make it go right make it positive. The second line moves it up and down. The third line moves it forward and backward. You will need to know this for future steps!

    Next, if you want to move the hand's position, search for steering.

    The first line that will come up is the line that you will need to edit. Make sure to look at the information above in order to know how to edit it.

    Next, in order to move his body, search for seat.

    The first line that will come up is the line that you will need to edit. Make sure to look at the information above in order to know how to edit it.

    Finally, to edit the location of his legs, search for pedals. (it should also be right under the seat line.)

    The first on that comes up is the line that you will need to edit. Make sure to look at the information above in order to know how to edit it.

    That's it!

  31. Motorbike
    Sections: Downloads \ Street Legal Racing: Redline \ Car Mods
    Tags: 2.2.1, Bike, Mod, Skylines, Slrr

    Some motorbike for SLRR 2.2.1 and MWM

    SkylinesBike_data and SkylinesBike.rpk Copy to cars/racers
    SkylinesBike_suspension and SkylinesBike_suspension.rpk Copy to parts directory

    Motorbike is converted from model found on internet. - autor unknown - if you know who made it - let me know.

    Need to know:
    This mod was almost three year without touch on my HDD. It should not be released because it is very buggy. I textured it in few last days and it took me just little of time so... quallity is pretty bad. I added max file to archive so any one can try to fix some problems. I will not. It was just a experiment and originally was created in 1,5 hour to see how will handle vehicle like this. It looks like motorbike but it i still a car. Have 4 wheels, and car _phys. I was not able to modify _phys_frame because it would make the bike unstable and undrivable so if you take a turn you will see sparkles on the ground caused by original _phys_frame.

    Many. It is bug all alone.

    Do not use this mod.
    Make sure you know how to remove mods if you will want to remove it or your game will crash.

  32. Skoda Rapid
    Sections: Downloads \ Street Legal Racing: Redline \ Car Mods
    Tags: 2.2.1, Mod, Rapid, Skoda, Skylines, Slrr

    Skoda Rapid 2012 for SLRR 2.2.1 and MWM

    Copy to cars/racers

    Skoda Rapid is converted from model found on internet. - autor unknown - if you know who made it - let me know.

    Need to know:
    This car was almost year without touch on my HDD so i fixed minor bugs i found in few last days.

    Maybe some minor bugs. - let me know if you find some

  33. Skoda Octavia
    Sections: Downloads \ Street Legal Racing: Redline \ Car Mods
    Tags: 2.2.1, Ambition, Elegance, Mod, Octavia, Skoda, Skylines, Slrr, Touring, Wrc

    Skoda Octavia Ambition/Elegance/Touring/WRC 2013 for SLRR 2.2.1 and MWM

    Copy to cars/racers

    Ambition/Elegance Skoda Octavia is converted from official Skoda presentation app from google play.

    Touring/WRC is based on Skoda Octavia from official Skoda presentation app from google play. Customized by me. I used parts from Turn 10´s Forza game and other unknown sources.

    Need to know:
    This car was almost year without touch on my HDD so i fixed minor bugs i found in few last days.
    Appreciate details - you will allways find something new. Like on my S13
    Touring/WRC actually does not exist in this generation :D

    Maybe some minor bugs. - let me know if you find some

  34. SCX export plugin for 3ds max 5
    Sections: Downloads \ Street Legal Racing: Redline \ Modding Tools
    Tags: 3Ds Max, Export, Plugin, Scx, Slrr

    V3 and V4 scx exporter for 3ds max.

    Install in -> 3ds max5\plugins

  35. SLRR by Moh Supercharged
    Sections: News
    Tags: 2.2.1, Mods, Mwm, Slrr

  36. Noob-Proof Guide To RPK Structure!
    Sections: Tutorials \ Street Legal Modding Tutorials
    Tags: Guide, Help, Noob, Rpk, Script, Slrr, Structure

    Okay here is the simplest guide to RPK scripting! By the end of this you'll be scripting like a pro! The first thing to remember is that it looks a lot harder than it really is. This is something ANYONE can do, it just looks confusing which turns a lot of people away! If you still can't do it after this guide, then what can I say, you need serious help :D

    Okay first things first, you need two .exe's: resdecode and resconvert. Chances are, you already have these two files in your slrr folder!

    You want to copy BOTH and PASTE them into a new folder. I made a new folder in my documents and put them there.

    Now notice I have a third file: resource converter. This takes the work out of converting rpk and rdb files back and forth. You can download the resource converter here: http://streetlegalmods.com/downloads/game/tools/Resource-Converter (if a warning message pops up hit ignore. It's safe I promise).

    Okay, now you're ready to get started. For this tutorial, I will be using the rpk from my drag wheel mod as an example. You can use any rpk because they're all very similar. But for simplicity sake, I will use this.

    Now we need to convert this rpk to an rdb (readable/writable) file. You're in luck, the resource converter makes this really easy!

    Just DRAG the rpk onto the resource converter EXE like this:

    The program will open. Everything on the left is in rdb format, and everything on the right is rpk format. If you double click the name of the rpk on the right, it will convert to rdb. So once you double click it will look like this:

    Close the resource converter. You will now see you have another file in your folder. This is the rdb that has been converted. Right click it and open with notepad

    When it opens it will look like this:

    Okay here is where the fun starts. Pay attention to these </FILE> lines. Every snippet of code is separated by these and it is important to not forget them when making new bits of code. Also <FILE RES> and <FILE RSD> go hand-in-hand. (ignore the numbers they don't matter). A good way to tell where a piece of code ends and where another starts is by looking for the RSD bit. So we look at <FILE RSD> and see right below it is the location of the texture I'm using. This is where the piece of code ends. Right below it is another </FILE>, this signifies a new piece of code starts.

    I've highlighted the entire piece of code so you can visualize it better.

    I have THREE textures, so I need THREE pieces of code locating each of them!

    Simple right?

    Next we have the "typeof" and "superid" lines. The typeof line tells the game what type of resource this piece of code is.

    Common ones you will see:

    typeof 5: this is for meshes (.scx files)

    typeof 8: this used for scripts (cfg and class files)

    typeof 7: this is for textures

    typeof 9: this is for the physical mouse click on a mesh

    typeof 14: this is for renders (will talk about renders later)

    When defining textures we use typeof 7 and for the superid we use 0x00030003

    The superid helps the game find the file. I will explain the superid's later..

    This right here is a typeid, these are always unique and are always made up by YOU

    I completely made up 0x000000C4, 0x00000BD4, and 0x00000DC4. BUT they are all unique! So before you make up a typeid, hit CTRL F and search for it to make sure it isn't used already.

    Imagine parking a red car in a car park full of red cars. How will you ever find it? You must make it UNIQUE, if it is exactly the same as all the others you will have problems. This is basically what the game does, it needs to be able to tell two pieces of code apart. A typeid helps the game find what you want it to find.

    Ignore alias and isparentcompatible, these are not important. I personally just copy the source file name and paste it in the alias slot, and I never had to touch isparentcompatible.

    Hey guess what? You now understand how to read SLRR rpk code, what each line means, and why it's there! Take a moment to pat yourself on the back.

    Take a breather now, we're about to learn about "SECTIONS" of code. You learned what a piece of code looks like, now you will learn what a section looks like. This is possibly the most important thing to know.

    Remember those three textures above? Notice how I grouped all three together and at the top. They make up a "section" of code. In this example, this is the texture section. I like to put them at the very top for ease.

    Everything highlighted is the "texture section", or "section one".

    Let's go to section TWO!

    Notice that it is very similar except for some numbers and names. These numbers and names are what define a section pretty much.

    Here section two is .scx meshes. Notice the typeof 5 line and the superid 0x00030001 line. We use these for meshes. Now look at the typeid's, they are again all unique. I just made up whatever I can think of that is easy to remember because we WILL be using this again later (you might want to write these down if you have bad memory).

    Side note: never confuse a superid with a typeid. Think of it this way: a superid is SUPER STRONG, you can't change it (unless you know what you are doing). And a typeid means you need to TYPE a unique name. This stuff gets easier the more you use it, trust me. :P

    Since it is a mesh that we want to script, notice that the sourcefile line at the end points to my meshes folder. This is where all my 3d meshes are located. Now, to help me remember all the typeid's and match them to the file. I tend to make a pattern.

    So you'll see there is a pattern with the mesh file number and typeid number.

    <FILE 00000004.res >
    typeof 5
    superid 0x00030001
    typeid 0x000000D1
    alias Rim_01
    isparentcompatible 1.00
    <FILE 00000004.rsd >
    sourcefile parts\defiantpack\meshes\Rim_01.SCX
    <FILE 00000005.res >
    typeof 5
    superid 0x00030001
    typeid 0x000000D2
    alias Rim_02
    isparentcompatible 1.00
    <FILE 00000005.rsd >
    sourcefile parts\defiantpack\meshes\Rim_02.SCX
    <FILE 00000006.res >
    typeof 5
    superid 0x00030001
    typeid 0x000000D3
    alias Rim_03
    isparentcompatible 1.00
    <FILE 00000006.rsd >
    sourcefile parts\defiantpack\meshes\Rim_03.SCX

    Again, there are few conditions. Each typeid has to be unique and has to be used only ONCE. But I also make them a pattern: D1 - Rim 1, D2 - Rim 2, D3 - Rim 3 etc.. Just to make it easy to remember. YOU DON'T HAVE TO DO IT THIS WAY, BUT IT IS RECOMMENDED. Also, if I'm lazy I don't bother to make a pattern..

    Let's go to section THREE. This part may get confusing, so if you don't understand the first time then don't worry. You might need to take a break and reread this part over.

    This is where I realize I should have picked a simpler rpk because section 3 and 4 are sort of mixed, but I'll try my best to not complicate things.

    Lets name each section:

    Section 1: textures

    Section 2: meshes

    Section 3: click

    Section 4: render

    Section 5: script

    This section is a mix of 3 & 4 by choice. You can make them separate if it is easier for you. We can tell this is a new section because we look at the "typeof" line, and we see that it is different now. For click (mouse click) we see typeof 9, and for render we see typeof 14. Also the alias says "click" and "render".

    So remember when you are scripting a click code, you have to use type of 9 and superid 0x00030007. The typeid is unique once again, "B1". If you search in the file you will not find another "0x000000B1" anywhere. If you do you will have problems!!!

    Now look at shape parts\defiantpack\meshes\rim_01.SCX. This is in the "click" section, it basically gives the mesh a clickable shape based on how it's modeled.

    Now we are getting close to the end! Have a cookie. Let's talk about section 4 or the render section.

    Section 4 (render) is a little bit different and you must be able to differentiate different bits of code here.

    Again these have unique typeid's, and they will be used in the cfg.

    So let's take a close look at this bit of code:

    </FILE> <----- start

    <FILE 00000017.res >

    typeof 14 <---- remember this? 14 is always for

    superid 0x00030002 <---- use this superid for renders too, don't touch this

    typeid 0x000000A1 <---- same thing, just a unique id

    alias render

    isparentcompatible 1.00


    <FILE 00000017.rsd >

    mesh 0x000000D1 <---- this is the only place you want to copy a unique typeid. Go to section 2 (meshes) and look at the typeid for rim_01. These have to match. This render is used for rim_01. The next render is used for rim_02. etc..

    flags 8.0 <---- flag 8 gives your part a shadow. No flag no shadow.

    lod_amp 3.5 <--- ignore this

    texture 0x000000C4 <---- end (the end of a render is always the last texture id) Also go all the way to the very top and look at the id of the first texture. This render uses the texture 0x000000C4, also known as "chrome". Without this, the part will not be chrome!

    When exporting something from 3DS MAX to .scx, a texture folder will be printed. Inside this folder tells you the name of the textures and what order they need to be in. In this case, the rim only uses chrome so I only applied 0x000000C4 (chrome to it).

    It's important to get these textures in order if you have more than one.

    For example, if you export a 3DS MAX file to .scx and it prints out these textures:




    Then you would have all three textures in the render in that order! That way, when it renders in the game carbon will be on the bottom, paintable in the middle and chrome on top.

    Finally, we have the last section. Let's call it section 5 (script). This part is easy, and very simple. I have highlighted the piece of code for rim 1:

    This ties everything together. This section brings all the other sections together through the cfg file and the class and java files.

    typeof 8 - script

    superid - 0x0002F235 this is the only time you will choose what superid to use. The purpose of this superid is to put the file in a catalog category. Since I used 0x0002F235, this file will show up in the rims section. This link has all the superid categories listed: http://streetlegalmods.com/tutorials/street-legal-modding/221-MWM-Catalog-SuperIDs

    Let's say I want these rims to show up in the engine blocks section, I will change the superid from 0x0002F235 to 0x0000025C.


    We will copy our unique typeid's into the correct cfg folder. So let's open up rim_01.cfg

    I need to paste the render typeid for rim one, click typeid for rim one, and mesh typeid for rim one here.

    Aaaaannd you're done!

    Remember to go back and convert your new RDB file back to RPK format using the resource converter.

  37. Brush Metal Catalog
    Sections: Downloads \ Street Legal Racing: Redline \ Textures and ENV
    Tags: Slr, Slrr

    Brush Metal Catalog
    Remember to Backup your Catalog

    New Catalog Coming Soon 2016 Format DDS and PNG

  38. SLRR Color IDs
    Sections: Tutorials \ Street Legal Modding Tutorials
    Tags: Color, Id, Slrr, Type Id, Typid

    These are the type IDs for the default colors in the cars/textures folder. I didn't see them uploaded anywhere else so here they are for future reference.

    NOTE: Change "0x0003____" to "0x0002____" while making cars instead of parts - cars have the cars.rpk listed higher on the external_links than parts do!

    "Default" Colors
    0x0003001C default_black (default_black)
    0x0003001D default_blue
    0x0003001E default_brown
    0x0003001F default_cyan
    0x00030020 default_gray
    0x00030021 default_green
    0x00030022 default_orange
    0x00030023 default_purple (default_purple)
    0x00030024 default_red
    0x00030025 default_white
    0x00030026 default_yellow
    0x00030039 default_gold

    Stock Dealer Colors
    0x0003002A Baiern \ Devils_eye_red
    0x0003002B Baiern \ Spring_yellow
    0x00030042 Einvagen \ Zucker
    0x00030043 Einvagen \ Tornado_rot
    0x00030044 Einvagen \ Nacht (Einvagen \ Nacht)
    0x00030045 Einvagen \ Smaragd
    0x00030046 Einvagen \ Black_mage (Einvagen \ Black_mage)
    0x00030047 Einvagen \ Hamvas_Grun
    0x00030048 Einvagen \ Indigo (Einvagen \ Indigo)
    0x00030049 Einvagen \ Jazz
    0x0003004A Einvagen \ Antracit
    0x0003004B Einvagen \ Mercator_Blau
    0x0003004C Einvagen \ Murano
    0x0003004D Einvagen \ Champagner
    0x0003004E Einvagen \ Ozean (Einvagen \ Ozean)
    0x0003004F Einvagen \ Reflex
    0x00030050 Einvagen \ Saratoga

    Rusty Dealer Colors
    0x00030065 Used \ Rusty_Cherry
    0x00030066 Used \ Rusty_Smaragd
    0x00030067 Used \ Rusty_Nacht (Used \ Rusty_Nacht)
    0x00030068 Used \ Rusty_Zucker

    Unused / Redundant Colors
    0x0003003B Baiern \ GT_III_black (Baiern \ GT_III_black; identical to default_black)
    0x0003003C MC \ Liberty (identical to Baiern \ Devils_eye_red)
    0x0003003D Baiern \ GT_III_gold (identical to default_gold)
    0x0003003E Baiern \ GT_III_white (identical to default_white)
    0x0003003F Baiern \ GT_III_red (identical to default_red)

    I believe cyan, brown, and gold are missing. Feel free to add to the list if you so choose to.

    Note: A couple of them might be transposed but I'm too lazy to check :P

    Also note that the "stock" car colors in the folders (other than the Einvagen's and the Baiern's listed here) are not tied into the cars.rpk normally, and thus can't be used on mods normally!

    Edited by Harrison15 for completeness. The color samples used for the text here are now also accurate.

  39. SLRR_FXD
    Sections: Downloads \ Street Legal Racing: Redline \ The Full Game
    Tags: Racing, Fxd, Slrr

    - Script: Valo race day + night (l93_vip)
    - Script: old back injury (can be customized)
    - Script: the dealer to pay more for buying a car
    (You can earn from $ 2,000 to $ 10,000)
    - Script: 21 cleaning machine at the dealer (used dealership, BONUS folder)
    - Scrpit: Stock and Mod motors are not together
    - Script: 3 times more traffic in Valo, than in the original SLRR
    - Script: machine in a new place in the garage (not in V1)
    - Script: straight wheels in the garage (not in V1)
    - Script: prestige in the beginning of the game 270
    - Script: button in the garage: SAVE
    - Script: button in the garage: MONEY (+ 100.000 $)
    - Script: button in the garage: VALOcity
    - Script: button in the garage: TESTtrack
    - Script: very little tire wear !!!
    - Script: Physics 2 (Normal + Drift: v1 + v2,
    for good drifta better set DRIFTv2)
    - Script: a new career starts at 8 am
    - Script: dealers operate from 8 to 20
    - Script: time does not change when you select a track,
    and return the track to the garage c
    - Script: cheap repair machines
    - Script: machine complete renovation
    (Max was 95%, max was 100%)
    - Script: nalezayut all tires on all wheels
    (From 5.0 inch to 15.0 inch)
    - Script: less time is spent on the installation of parts
    - Script: removed the haze on the tracks
    - Script: some new engine kits
    - Script: Airbag / Min: 2.0; Max: 20.0
    - Script: MrSirRG / CamberMAX: 15.5 / MIN: -15.5 / SpacerMAX: 1000
    - Script: FuelInjectorSystem (diesel, 95,98 ...)
    - Script: Track / Valo / Roc Car fix (F7)
    - Script: the new codes:
    1.bfm (old: begformoney)
    2.roc (old: letmeroc)
    3.promo (old: fastpromotion)
    4.cheat (old: i like cheating)5.time (old: timemachine)
    - ROC race run!
    - Valo race run!
    - Used dealerhip works!
    - New dealerhip works!
    - The purchase of complete machines
    - All cars have the engine
    - Prime DLH 500 (1000HP engine)
    - L93 vip envmaps
    - Neon lights
    - Main menu VIDEO *
    - Track selector VIDEO *
    - Some new textures
    - Changed infa about cars in the garage

    - If you eject from the game due to the 2JZ-GTE, in BONUS folder have an old version (2JZ-GTEv1),
    This is the same engine only with other textures ,
    which will not stop the game .
    -------------------------------------------------- -------------------------------------
    ! FIX! - For those who do not start the game because of the video.
    - Added color for the money and time
    - HQ Stock car
    - In all STOCK MOD and some engines have their own category (as in slrr_by_jack!)
    - HQ Stock car racing in the ROC
    - Slrr_editor sees all engines.
    - 2 new VIP motor (Sr20det and 2JZ-GTE)
    - Fixed: the game has stopped working after errora:
    This tire is to narrow "
    - Fixed: the game has stopped working when the dealer came at 7 am
    - Fixed: can not move parts
    - Fixed: flickering title parts in the garage
    - Fixed several small bugs
    - A lot of interesting and useful in BONUS folder

  40. SLRR_FXD
    Sections: News
    Tags: Fxd, Slrr, Racing

  41. SLRR BY MOH SUPERCHARGED V2 is released
    Sections: News
    Tags: Slrr, Moh Supercharged, V2

    Click on pic to go to download page

    its worth a try :)

  42. Need For Speed World SLRR EDITION VOTING
    Sections: News
    Tags: Nfsw, Slrr, Modpack.



  43. Hummer H2
    Sections: Downloads \ Street Legal Racing: Redline \ Car Mods
    Tags: Hummer, Slrr, H2, Gm, Truck

  44. F.E.R.A.T (BORAT FOR 2.3.0 CAR TO 2.2.1MWM)
    Sections: Downloads \ Street Legal Racing: Redline \ Modding Tools
    Tags: Borat, Mwm, Le, Slrr, 2.3.0

    Original tool made by Sparky.
    A modification of BORAT for engine to MWM but this time it's for car conversion. Usually conversion gave me a headache. But not now.

    Such tool is hard to find (2.3.0LE mod converted to 2.2.1MWM). Not all car is compatible or working!! Auto mode may be rubbish.

    This stuff has been tested. You may improve this stuff. If this stuff not working, try to improve and share.

    Thank You


  45. SLRR Light Edition
    Sections: Downloads \ Street Legal Racing: Redline \ The Full Game
    Tags: Slrr, Fxd, Light Edition

    SLRR Light Edition

    by Michael Shinoda

    Main features:

    - based on BB93 v1.1 and includes all of its changes
    - uncompressed game weighs 256 mb, compressed 94 mb
    - the ability to use modifications from 2.3.0 LE
    - made completely new interface
    - improved overall stability of the game
    - by default the game has 3 engines and 1 car
    - the game is fully compatible with mods except MW_Mod.rpk file


    - no more crashes in the city, at dealers and on the tracks due to the bad quality mods:
    -- which means that now you walkthrough the game without losing progress
    - completely new headlights and navigator scripts:
    -- fixed crash caused by navigator
    -- fixed inability to turn on the lights at a certain time
    - improved video settings:
    -- textures and shadows resolution increased to 8192 px
    -- view distance increased to 10000 m
    -- added the ability to disable track fog
    - improved the painter mode scripts, now it working faster
    - improved the mechanic mode scripts:
    -- fixed inability to sell single part in the inventory without dragging it to the button
    -- fixed loss of controlling car by mouse when using the mechanic mode on the track
    -- fixed disappearance of parts from inventory when using the mechanic mode on the track
    -- fixed duplication of parts in the inventory
    - fixed "mad" cursor in the garage (when it was difficult to select the car part)
    - many other small fixes and improvements


    - the position of the standard osd elements adapted for 16:9 screens
    - all standard wheels were replaced by steelies and don't appear in the catalog
    - high-quality textures of asphalt and some objects in the city and on the tracks
    - shadows for traffic cars and some objects in the city
    - completely new garage
    - new battery model
    - new catalog


    - add money and save game buttons in the garage
    - parts position scripts with the possibility of changing the accuracy
    - added the ability to disable the adjustability of the hood, trunk and doors
    - extended possibilities of engine parts tuning:
    -- adjustable fuel type script
    -- adjustable engine block deck height and bore, cylinder head valve diameters and supercharger pulley diameter
    - adjustable standard suspension, shocks, springs and swaybars
    - F6 and F7 keys to the car on track repair duplicated by F10 and F11
    - the ability to enter the garage from Track Selector
    - the ability to disable police chase on the Test Track
    - the ability to disable Time Attack on the Nevada Desert
    - the ability to disable day and night races in Valo City
    - Drift Mode setting which increases tire grip
    - the ability to disable driver model from the options menu
    - working swaybars script which can be turned off from the options menu
    - the ability to customize the game interface


    - standard cars, wheels, wings and some other parts
    - Destruction Tools and the car jack

    Patch 1.01 fixes:

    - fixed incorrect track fog behavior on low view distances
    - values of Real and Emulated FFB Strength in the options menu have been adjusted
    - fixed a bug causing the game to crash due to incorrect parts kits scripts
    - other small cosmetic changes


    FallVL - Frontend Textures
    Lyoncha - Navigator and Lights Scripts
    Mindeliszz - Swaybars Sripts
    MisterSir - Suspension Scripts
    Apendix - Adjustable Engine Scripts
    RAXAT - Garage Cursor Fix
    G4TNT - NOS Flames Texture
    BenyUK - Lights and Smoke Textures
    Jack_1990 - Catalog Kit Texture
    Andrey Sych - Steelies Model
    GTR-X-ITE - Edited Objects
    Vasya Ivanov - Testing, Help and Support
    Maxim Tiranov - Testing, Help and Support
    Nikita Vishnyovsky - Testing, Help and Support
    Grisha Fagradyan - Testing, Help and Support
    Markovich Lazar - Testing, Help and Support
    Konstantin Kosov - Testing, Help and Support

    Download mirrors:

    - Mirror 1: yadi.sk
    - Mirror 2: yadi.sk
    - Mirror 3: mediafire.com
    - Mirror 4: mega.nz

    Patch 1.01 downloads:

    - Mirror 1: yadi.sk
    - Mirror 2: mediafire.com

    Patch 1.01 notes:

    - included to the main game archive since 24/Aug/2017
    - if you had any extras from Optional Downloads section installed, you have to download and install them again

    See also:

    - SLRR FXD Team VK page
    - SLRR Light Edition VK page

  46. SLRR Light Edition
    Sections: News
    Tags: Light Edition, Fxd, Slrr

  47. Einvagen Cabrio Gt
    Sections: Downloads \ Street Legal Racing: Redline \ Car Mods
    Tags: Slrr, Einvagen, Cabrio, Gt

    Hello guys.This is the Einvagen cabrio.The original author is onyx20.But it was replacement.So I made it standalone,it doesnt crash.It uses LS Engine which you can find it at vstance.It works at 2.2.1 mwm.I have to fix some hoods and one rear bumper.I hope you will enjoy.

    Sections: News
    Tags: Dlc, Initial D, Slrr, Nfsw, Modpack

    Download page to Need For Speed World Modpack

    DLC Adds:

    1 Car
    1 Map
    2 Running gear parts

    DLC Features:

    Drift Challenge:
    You can try and get Takumis place by getting 27500 points
    if you are that skillful to get that amount of points then Takumi gives you his AE86

    Are you good enough for that?

    Enjoy :D

  49. SLRR SL1 Cars Source Code (ALL CARS, FIXED)
    Sections: Downloads \ Street Legal Racing: Redline \ Miscellanious Parts
    Tags: Sl1 Cars, Sl1 Cars Source, Sl1 Cars Full Source, Slrr, 2.2.1 Mwm, Slrr Street Legal 1 Cars

    The fixed version of thebestmoder java source pack. REQUIRES DIEGOBORGES CUSTOM HEADS!

    What i did fix:

    • Successfully rescripted the Codrac. Not einvagen badged but duhen badged.
    • Rescripted the Stallion. Was using v6 but eventually made it with V8. Success.
    • Reworked the engine section of whisper so it uses V10 instead of V8. Only head cover to change, not a big deal tho.
    • Rescripts ishima sunset, some of them are missing before.
    • Einvagen Remo reworked.
    • Ishima Sunset reworked.
    • Engine fixes: Whisper is using V10 now instead of devils V8, Codrac gets bigger displacement, CB Zed is now AWD as opposed to FWD, Kurumma gets stock V8 for compatibility, andRWD duhen axis (using DIEGOBORGES head cover mod, rotate engine to get nice effect!)
    • Longer Description!!!
    • And many more!!


    credit goes to thebestmoder and bitelaserkhalif (for some fix)

  50. LamboFreak's ENB + SweetFX
    Sections: Downloads \ Street Legal Racing: Redline \ Textures and ENV
    Tags: Enb, Graphics, Graphic, Mod, Slrr, Sweetfx

    Here's my personal ENB and SweetFX config I've been working on for a while.

    I highly recommend installing/doing the following things alongside this graphics mod to make it look even better:
    Turn ESL Shader OFF (for 2.3.0 LE users)
    Vanilla scene.class
    BenyUK's High Res Sky
    Vanilla BB93 SLRR EnvMaps

    Install is pretty simple, just open the "LamboFreak_SLRR_ENB" folder in this
    archive and extract everything you see there to your SLRR folder.

    Ingame controls
    Shift + O: Turn on/off ENB
    Shift + F10: Turn on/off Ambient Occlusion
    Scroll Lock: Turn on/off SweetFX




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