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  1. Fixing those cars that crash ValoCity
    Sections: Tutorials \ Street Legal Modding Tutorials
    Tags: Crash, Drive, Error, Fix, Java, Street, Tutorial, Valocity

    Since the start of the mods for this game (ah, the good old days of Xi) almost every player stop clicking "Go to the streets" button because of a single issue: the game crashes.

    In this tutorial i'm going to explain how to make a car safe to play on valocity, Roc races, etc, so you all can enjoy the original sense of the game. It is not a short tutorial, because the harm is huge, but when you got the idea, it takes less than 10 minutes to fix any car, so have patience, read it all, and you'll be able to hit the streets again in your favourite car, racing versus the cars you want.


    - First of all, you are going to need a program to edit the java files. I use "Edit Plus 3" but any version of it will do the job. Version 1 is on the downloads section. http://streetlegalmods.com/downloads/street-legal-racing-redline/tools/Class-Editers-

    - Then, you're going to need a grep. A grep is a tool that allows you to change a piece of text in multiple files at the same time. Since we're going to rename a lot of routes, you better get one of these: it makes the work easier, less time consuming, and free of errors, and almost all of them keep a backup just incase you write "Mazdar" instead of "Mazda". I use PowerGREP 4, but there are more like it. Windows Grep is a good free alternative.

    - In third place, we need the java pack of the game. Some authors don't release the javas they used with the mod (reasons unknown), but all those .class files you see in the "scripts" folder can be changed with any .java you rename with the same name, as long as you set it in the proper place.
    The javas were released long time ago by Activision, and you can find them in your preferred site: G.O.M. http://streetlegalmods.com/downloads/street-legal-racing-redline/tools/SLRR-221-Java-Pack-Complete


    - Any Hex editor. Just incase.

    - And finally, since we're going to edit the RPK of the car, we need the wonderful Resource Converter by Roltzy. you can find it here, in the downloads section. http://streetlegalmods.com/downloads/street-legal-racing-redline/tools/Resource-Converter


    Ok, now you have your shiny new tools, downloaded a rocket, and it crashes the game. Let's go for it.

    1: Identifying the source to apply the correct .javas.

    First of all, we need to know what car the modder used to create his mod. And with this, i mean that, more than probably, the modder took the javas of a car that was ingame, and used them as a base for his mod. We need to know what car it is. ¿How? easy.

    If the author released the .java files of his mod, they are stored in Cars\racers\nameofthecar\scripts\src. Always.

    If the .javas are there, just open the file named whateveritis_models.java with Edit plus. it will show you the models the car is using, and if it's crashing the game, more than probably it will look like this:

    The creator of this car used clearly the Duhen javas to make his mod, but didn't renamed the models, nor made it standalone, and your game crashes because it thinks "¡HEY MAN, THERE ARE MORE THAN ONE DUHEN HERE!¡WRONG!".

    Before cleaning the mess in this file, we better look for the models the modder created. Sometimes there are more than one version of a car in a mod, so we need to know how many of them are there. To do that, we'll look for the models of the car .javas. in this case, Sunstrip 1.5, 1.8, 2.0 and 2.2, and see what the modder used.

    In this case, the author (and i'm not gonna say who was, he'll instantly know) was kind enough to write "Dont use" in the cars he's not using, but in most cases you will have to look for the name of the car to know which ones are used.

    I found out the car being used for this mod is the Duhen Sunstrip 1.5 DVC, so i GET RID of the rest of the car javas and config files unused. This means i delete Duhen_Sunstrip_1_8_DVC.java, i go back a level (I'm in "scripts" folder now) and delete Duhen_Sunstrip_1_8_DVC.class, and _main_Duhen_Sunstrip_1_8_DVC.cfg, and do the same with the other two models of the original car, leaving only de 1.5, which is the one the author used for the mod.

    "ok, very instructional, but... What if the author didn't released the javas, smartie?"

    Good question. That's why we need the Hex editor ¿Remember?.
    Sice the .class files are encoded, and i don't know the code used, we will have to open the .class files with it. It will show sth like this:

    And if we scroll down a bit:

    And we found out what car he used.

    Ok, enough for the first time. Tomorrow We'll see how to clean the main .javas and rename the car, so it appears in the car list in the order you wish. If you find this useful, remember to vote on the poll ;)



    Now that we know what car(s) the modder used, we are going to start cleaning the mess. We already deleted what we don't need, so we are going to tell the program those things aren't there anymore, and that it is not what it thought, but a whole different car.

    In this case, since the car is a Honda CRX delSol, i'm going to rename the files with something more like it. Also, we'll rename the RPK and the folder so it shows this car in the list as we want it to. I have my cars ordered by brand, so the new name will be "Honda_CRX_DelSol.RPK" and "Honda_CRX_DelSol_data" for the folder. This will put it behind the Civic, but before the NSX (the list is ordered alphabetically based in the RPK names)


    Also, we'll rename the "Duhen_Sunstrip_1_5_DVC" files to something more like it. in this case it will be as simple as "CRX_DelSol". Now, our main files should be changed from this:

    To sth like this:

    (There are a lot more files on the folder, for the parts, but they've been ommited to make the idea clear, do not delete them)

    As you can see, there's the "src" folder in this car. If it isn't in the car you want to repair, now it's the time to create it. ¿What should you put inside? the main .javas of the car the modder used as a base, and you have in the Javapack. In this case they will be:


    It should look like this:

    And rename those files as the corresponding .class files, so they know what to modify:


    Now that we have the folder and the files renamed in working condition, and the source files created, we're going to create our standalone car. The first step is to open the XXXXXX_models.java file. in this case it is "CRX_DelSol_models.java": this is what the file looks like from scratch:

    And this is what it may look like once we edit it:

    As you can see, I've changed the fields so they fit my personal tastes, what means to be descriptive. You can assign the names you want, but you have to keep in mind what names you used in order to edit the rest of the files. For the MODELS line, it's important to know that you can use whatever number of fields you want, but you have to:

    1- use ALPHANUMERIC names. Numeric only names don't work
    2- Do not use special symbols

    In the next post we are going to rearrange the CRX_DelSol_VT to make the car appear in the different circumstances of the game without crashing when you enter ValoCity, Roc or the dealers.




    Ok, now we're going to take the car back to the city. The file what controls what goes in and out of the dealers, all the races and ValoCity is the XXXXXXX_VT.java, so let's open it with Edit plus.

    Underlined in red you can see the file's "name" (it's not just a name) is still the one for the original car, and the route (cars.racers.Duhen) is still aiming for the Duhen RPK. THIS is the main reason why the mods crash. Let's get everything in place:

    As before, we get rid of everything related to any car that is not the one the modder used, leaving only the code related with the Duhen 1.5, and set everything as we want it to look. We are not changing the vmd.stockQM because we still need a platform the program can recognize to create the car around it.

    And about the 0x00000006 number, we'll go into that later.

    Ok, now we have the connection stablished between the game and our car, it knows it's not one of the cars he used to know, and where to look for the right platform, now we're gonna tell the car all this.

    Let's open the main car's .java: CRX_DelSol.java

    Since we changed the name of the .javas and of the model in Step 2, we have to show the car what we have done, but, if you look down below, circled in red there are a lot of references aiming for the Duhen RPK. That means the original mod was looking for the parts in the duhen directory, and, since they are not compatible with this chassis, the car will simply appear without them every time. let's fix all this.

    Ok, that's it for today, and most of the job is done. Tomorrow we will tweak the .RPK and the routes, and the car will be roaming through ValoCity.


    Here, about the parts, you have to take notice about a thing:

    Every part has a unique id number (those numbers that look like 0x00000001) If the modder kept the original part numbers, you don't have to change them, but if he added parts, or changed those numbers, you will have to go part by part looking for the right number. The number appears in two files: the part's .cfg file and the main RPK. In the part's .cfg file it is the first number that appears on top of the file. like this

    Some mods i found had the original ID number in the cfg file, but the modder changed the part number in the RPK, so let's decode the RPK of the CRX DelSol to see what we must look for.

    To decode a RPK you must do the following:

    1 copy the RPK to the folder where you put Roltzy's Resource Converter
    2 Open Roltzy's Resource converter
    3 double click on the RPK (in the Resource converter)
    4 the tool will decode the RPK and put a copy in the same directory named "XXXXXX.RDB". you can open it with Notepad.
    5 et voila!

    This is the CRX DelSol RPK. Let's see if the F_bumper ID number is the same:

    If one of the numbers coincide, the odds are on the author of the mod kept all of them. Sometimes it doesn't work this way, and you have to look in the RPK for the right number for some parts.

    Well, now we have the right parts, the only thing left to do is to tell the RPK and the cfg files the new routes and names. For the RPK, we've changed the name of the folder, so he must know it. In notepad, go to the top of the file, press CTRL+H to use the tool "Replace", and reform the old route into the new one:

    Use "Replace them all". Then, find the old java files (Duhen_Sunstrip_1_5_DVC.class ¿Remember?), replace them with the new ones we gave to the car, and get rid of the unused cars. It should go from this:

    To sth like this:

    The lines in red are the ones i edited. The line in green is the last thing we must change in the .RPK. Since we want to make the car standalone, we have to change the alias of the model in the RPK. There are only five or six entries in the file which involve this, but i reccomend doing it one by one, since a lot of other entries may start with the same sentence ("alias Duhen_Sunstrip_1_5_DVC" and "alias Duhen" in this case), but have more content in the same line, and we only want to change the proper ones. If you don't dare to do this, you can only change the one marked in green, and leave the rest as they are.

    Ok, now we have a proper .RPK Save the changes, recode it with Roltzy's resource converter (you will have to delete the old RPK) and move it to the proper folder (cars\racers\). And let's chage the routes in the .CFG files. We'll have this nice CRX in ValoCity in no time.

    Open the Grep. I will be using PowerGrep 4, but you can use any other. Aim for the Honda_CRX_DelSol_data folder and select it. Include all files inside the folder in the search (You can use *.*) And select "Search and replace"

    We are looking for the old route, which was "DelSol_data" in this case, and we want to replace it with the new one we selected ("Honda_CRX_DelSol_data" in my case). With the changes we've made, the grep should look like this before the action:

    In this case, the author didn't even used his own route, so 0 results appeared. And so, i thought the routes must be the original ones for the Duhen car, and tried it that way.

    And there they are.

    Ok. Now we have the proper routes for the parts, the physics, etc. let's see if the car works.

    The game cranks, which is a good sign. If you've done something wrong or made a mistake, the game has en Error.log which tells you what went wrong, and where. Try the catalog, and look for all the car's parts. it should show them all. Maybe some are in the wrong place, but they must be there.

    Now let's try valoCity

    Ok, ok, the lights are wrongly scripted (and some parts too) and the driver is not seated in the proper place, but those things are not a result of the conversion. the original positions of those things are set in the Main Config and the RPK, so the modder simply didn't get them in the proper place. It's not your fault, but you can repair them. The fact is: Your car is working in ValoCity now.

    And that's it. It wasn't that hard uh? If you find this useful, vote on the poll, and enjoy the game!

  2. 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

  3. Converting Engine Sounds From Forza Motorsport 4
    Sections: Tutorials \ Street Legal Modding Tutorials
    Tags: Engine Sounds, Fm4, How To, Tutorial

    In this tutorial i'm going to explain step by step how to convert engine sounds from FM4 to SLRR (yay!)

    Here's what you're going to need:

    FM4 Engine sound banks(riped by BiggBoss93)
    Some informative files from FM4 disc(riped them myself)
    My RPK creator for sounds(highly recommended)
    Roltzy resource converter

    Come back here once you got all this stuff :D

    Ok, lets start converting

    First of all you need to pick a car, any car you want from FM4(not dlc, sorry) and then find it in folder "Cars' xmls" extraced from "FM4 engine tuning.rar"

    Open the .xml with notepad(i recommend to use notepad++)
    Don't get lost in it, you only need just find out what soundbanks the car uses.

    Find EngineAmbient, EngineIntake and Exhaust

    Now you have 3 xmls more :D "4N1_E30M3_1150_EngAmb_HT.xml", "4N1_E30_1150_Int_HT.xml" and "4N3_E30M3_1150_Exh_HT.xml"

    You'll find them in "Engines' xmls" folder.

    These xmls defines what soundbanks(.fsb) the car uses(read inside). You'll only need two of them, for exhaust sounds and the engine itself. For exhaust sounds it is obvious that you need to use exhaust soundbanks(the ones that has Exh in its name), but for engine sound you'll have to choose which, intake or ambient, to use. Select the one which sounds better for you.

    Putting sound in game

    First of all you need to extract the sounds out of the soundbank and put in any folder you want inside SLRR directory.
    Then make .RPK with my rpk creator tool. You should figure it out how it works ;)
    I personally remove the mindist and maxdist lines from the rdb, but it's not necessary.
    I'm not getting into details here, you should know how rpk works in slrr.


    This is where all the fun begins :D
    Basically you need to script all the sounds into the block.java
    First take a look at the sound files, you'll see a bunch of nubmers. Those numbers are RPMs, you will need those.
    Idk how to explain this so i made a pic, i hope you understand the pattern :D

    And at the end the script should look like this:
    The trick is in the_car.setSfxExhaustMinVol(0.1);
    Do not set it to more than 0.2, because this sets the exhaust volume when the throttle is not pressed. When it's pressed the volume sets to 1.0
    That means if you set the ExhaustMinVol to 2.0, the exhaust sounds will decrees when you hit the throttle.

    That's about it. I hope i haven't missed anything, if so i'll update this tutorial.

  4. 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!

  5. Tutorial: How to convert sounds from real life for SLRR
    Sections: Tutorials \ Street Legal Modding Tutorials
    Tags: Slrr, Sound, Tutorial, How, To, Convert, Engine, Exhaust, Sounds, From, Real, Life, Dyno, Videos, For, Street, Legal, Racing, Redline


    If you dont know anything about scripting neither make rpk for sounds, sorry but first you need to read this two tutorials (clic on each one):
    -Converting engine sounds from Shift 2 to SLRR
    -Converting Engine Sounds From Forza Motorsport 4


    In this tutorial you will learn how to take sounds from youtube videos and edit them for SLRR(And other games too), for example I converted this F12 sound:


    I used this way to make the sounds of toyota 4age, honda b16a and ferrari 458 too.
    First of all you will need the following programs / apps:

    -aTube Catcher or similar(for download videos from youtube)

    -Adobe Audition CS6 or similar(for edit sounds)

    -Acoustic Tachometer for Android OS (to know the RPM of a sample by the sound). I'm sure there's some similar application for IOS. If not, or if you do not have a device with android / ios, you should find out the rpm by trial and error, or look for another method.

    You have to read the following steps while you see the following video, so let's start:

    1) Find some video with a good sound and with long accelerations, and download them with aTube Catcher in mp3 or wav format with the highest quility you can. Then you have to open the downloaded audio file with Adobe Audition and convert it to 32000Hz (seconds 0:00 to 0:07). 32000Hz is the frequency and with that value works fine in slrr. Higher frequency values doesn't work correctly in game (in some point the audio dont change by the RPM) or even it dont reproduced it. For channels, in most cases, STEREO is used because it's louder than MONO without saturated it with high decivels, but MONO in game start to reproduces faster. For example, in the 4a-ge sound I had to use MONO becuase the "open throttle bodies" effect in STEREO was started to reproduced too late and sounds very bad, but for the other engines i used STEREO.

    2) Now you have to find the different parts of the downloaded audio that you will use for the rpm samples,in my case I started with the high rpm sample. So once you find it, copy the part and paste to new. (0:10 to 0:33)

    3) Now you have to make the sound that is accelerating sound like it's not, making it sound the same pitch and form a loop. In this step you have to listen carefully to do it correctly without getting short with the correction of the pitch, or to go over the limit making it sound like it decelerating. (0:39 to 1:09)

    4) After correcting the pitch, the last part of the sound sounds strange, I think it's a bug of the program, but nothing serious, just delete that last part. (1:11 to 1:25)

    5) In this step you will notice if you did the step 3 correctly. You have to copy the entire sample, and paste it at the end of it, causing it to duplicate, but the duplicate part will be reversed and you will have the sound "symmetric" forming a loop. If the sound sounds all in the same tone/pitch and not like it's accelerating or decelerating, CONGRATULATIONS! you did it great! (1:25 to 1:57)


    6) Now comes the part to know the rpm of the sound that you did it. Open the Acoustic Tachometer app on your device and configure with the correct parameters. In this case, the engine is a 12 cylinder 4 stroke that reaches 8500 rpm. So the parameters are the following:
    -Engine Cycle -> four-stroke
    -Cylinders -> 12
    -Multiplier -> 1 (this parameter always goes in 1)
    -Minimun RPM -> 500
    -Maximun RPM -> 10000

    After configure the app, you have reproduce the sound on your pc and put the mic of the device nearest possible to the headsets or speakers of your PC, and the app will show you the RPM of the sound. Sometimes it's normal that the app shows you any number when there's no sound.

    7) Once you know the rpm of the sample, save it as a .wav format and write the name of the file and its rpm value in a .txt just to remember . Do the same steps for the rest of the samples (low rpm, mid rpm, etc).

    8) After make all the "On Load" sounds, you have to do the "Off Load" sounds. If the video isn't recorded on a dyno, you have to make the off load sounds with the same way than the on load sounds, but if the video is recorded in a dyno, probabbly when the car is decelerating the only sound you will hear is the dyno whine. In this case, you have to edit the same sample you did it for on load and play with the equalizer to make the off load effect like in the following video:


    I use the 10-band equalizer, but you can experiment with the 20-band or even the 30-band. But for example, if you use the 20-band equalizer for the one sample, you have to use the same for the rest.

    9) The last part is obtain the limiter sound and the idle sound from other videos, but in generel both doesn't requires editing, only change the frequency and maybe the decivels. Also you have to put the sounds in game, but if you are reading this probably you alredy know how to do it, so good luck!

    PS: if you have problems and/or need some help, dont pm me here, pm me on facebook: (clic here)


  6. Tutorial: How to convert sounds from real life for SLRR
    Sections: News
    Tags: Slrr, Sound, Tutorial, Converting, Real, Life, Videos


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