Development High Stakes Tutorials

EASY Importing NFS4-Tracks to Blender

In this *new* tutorial I explain how everyone of you can easily import tracks from NFS4 into blender. Forget the old tutorial. After digging the internet I found a small set of tools that will make your life much easier.

TL-DR – Take me directly to the tutorial!

The old way as described in this tutorial was a huge workflow with alot of conversion time needed for many many manual processes such as converting textures and geometry, correcting texture offsets etc.

While I was – more or less accidently – searching for a method to convert NFS5 Porsche Unleashed tracks into blender I found the toolset “speedtools” by Rafał Kuźnia.

That guy is a time saver.

Once you worked through all the setup process for the tools you can just one-click import NFS4-tracks into blender, that’s it – just as easy as opening a .fbx-file.

It’s true, you can just go to file > import > track resources and open any* NFS4-track

And after waiting a while you are ready to go

The Setup

First, what you need:

  • Blender, Version >= 3.5 (get it here)
  • speedtools (get it here, mirror)
  • the nfs4-import-script (get it here, mirror)
  • Kaitai Struct compiler (get it here, mirror)
  • NFS4-track files

Download all of them and have the NFS4-track files ready.

Install Blender

obviously, Blender needs to be installed, sherlock.

Install Kaitai Struct compiler

Right after you installed Blender go ahead and download and install the Katai Struct compiler. I suggest to use the install’s default settings and quickly click through the installer.

Start Blender

Now it’s time to start Blender. When blender has opened up you want to head to the scripting section from the very top main menu (at the very right side):

The viewport will change a lot. The window you are looking for is the bottom left console window where the input has the leading three “>” characters:

In this window just copy-paste the following command end hit enter. Once complete there will be a prompt with “0”. This command will install the python-tools needed.

import sys, subprocess[sys.executable, "-m", "pip", "install", "speedtools"])

Once this step is complete you need to save the blank project. Bear in mind that the project’s save location will be used from the importer to storage the imported images and assets in subfolder(s) created within the save location, so I suggest to choose carefully your save location, like the following:


Time to import

Yet, as all the steps above are done, all is set up for the first NFSHS-track import to blender.

To enable the easy import mode, you need to copy the content of the following script to your blender scripting tab, or save the file somewhere in your file system and open it up in blender:

# Copyright (c) 2023 Rafał Kuźnia <>
# SPDX-License-Identifier: GPL-3.0-or-later

from __future__ import annotations

import logging
from abc import ABCMeta, abstractmethod
from import Callable, Iterable
from dataclasses import dataclass
from functools import total_ordering
from itertools import chain, groupby
from math import pi
from pathlib import Path
from typing import Any

import bpy
import mathutils
from bpy.props import BoolProperty, EnumProperty, StringProperty
from more_itertools import collapse, duplicates_everseen, one, unique_everseen

from speedtools import TrackData, VivData
from speedtools.types import (
from speedtools.utils import export_resource

logger = logging.getLogger()

bl_info = {
    "name": "Import NFS4 Track",
    "author": "Rafał Kuźnia",
    "version": (1, 0, 0),
    "blender": (3, 4, 1),
    "location": "File > Import > Track resource",
    "description": "Imports a NFS4 track files (meshes, textures and objects)."
    "category": "Import-Export",

class ExtendedResource:
    resource: Resource
    backface_culling: bool

    def __lt__(self, other: ExtendedResource) -> bool:
        return hash(self) < hash(other)

class BaseImporter(metaclass=ABCMeta):
    def __init__(self, material_map: Callable[[Polygon], Resource]) -> None:
        self.materials: dict[ExtendedResource, bpy.types.Material] = {}
        self.material_map = material_map

    def duplicate_common_vertices(cls, mesh: DrawableMesh) -> DrawableMesh:
        unique_vert_polys = list(unique_everseen(mesh.polygons, key=lambda x: frozenset(x.face)))
        duplicate_vert_polys = list(
            duplicates_everseen(mesh.polygons, key=lambda x: frozenset(x.face))
        faces = frozenset(chain.from_iterable(poly.face for poly in duplicate_vert_polys))
        verts_to_duplicate = [mesh.vertices[x] for x in faces]
        mapping = {f: i for i, f in enumerate(faces, start=len(mesh.vertices))}

        def _make_polygon(polygon: Polygon) -> Polygon:
            face = tuple(mapping[f] for f in polygon.face)
            return Polygon(

        polygons = unique_vert_polys + [_make_polygon(polygon) for polygon in duplicate_vert_polys]
        vertices = list(mesh.vertices) + verts_to_duplicate
        return DrawableMesh(vertices=vertices, polygons=polygons)

    def _extender_resource_map(self, polygon: Polygon) -> ExtendedResource:
        resource = self.material_map(polygon)
        return ExtendedResource(resource=resource, backface_culling=polygon.backface_culling)

    def _link_texture_to_shader(
        self, node_tree: bpy.types.NodeTree, texture: bpy.types.Node, shader: bpy.types.Node
    ) -> None:["Color"], shader.inputs["Base Color"])["Alpha"], shader.inputs["Alpha"])

    def _set_blend_mode(
        node_tree: bpy.types.NodeTree,
        shader_output: bpy.types.NodeSocket,
        bpy_material: bpy.types.Material,
        resource: Resource,
    ) -> bpy.types.NodeSocket:
        if resource.blend_mode is BlendMode.ALPHA:
            bpy_material.blend_method = "BLEND"
        elif resource.blend_mode is BlendMode.ADDITIVE:
            bpy_material["SPT_additive"] = True
            bpy_material.alpha_threshold = 0.001
            bpy_material.blend_method = "CLIP"
        return shader_output

    def _make_material(self, ext_resource: ExtendedResource) -> bpy.types.Material:
        resource = ext_resource.resource
        images_dir = Path(bpy.path.abspath("//images"))
        export_resource(resource, directory=images_dir)
        bpy_material =
        bpy_material.use_nodes = True
        image_path = Path(images_dir, f"{}.png")
        image =, check_existing=True)
        node_tree = bpy_material.node_tree
        material_output = node_tree.nodes.get("Material Output")
        image_texture ="ShaderNodeTexImage")
        image_texture.image = image  # type: ignore[attr-defined]
        image_texture.extension = "EXTEND"  # type: ignore[attr-defined]
        bsdf = node_tree.nodes["Principled BSDF"]
        bsdf.inputs["Specular"].default_value = 0  # type: ignore[attr-defined]
        bsdf.inputs["Roughness"].default_value = 1  # type: ignore[attr-defined]
        bsdf.inputs["Sheen Tint"].default_value = 0  # type: ignore[attr-defined]
        self._link_texture_to_shader(node_tree=node_tree, texture=image_texture, shader=bsdf)
        output_socket = self._set_blend_mode(
        ), material_output.inputs["Surface"])
        bpy_material.use_backface_culling = ext_resource.backface_culling
        return bpy_material

    def _map_material(self, ext_resource: ExtendedResource) -> bpy.types.Material:
            return self.materials[ext_resource]
        except KeyError:
            bpy_material = self._make_material(ext_resource=ext_resource)
            self.materials[ext_resource] = bpy_material
        return self.materials[ext_resource]

    def make_base_mesh(self, name: str, mesh: BaseMesh) -> bpy.types.Mesh:
        bpy_mesh =
            faces=[polygon.face for polygon in mesh.polygons],
        return bpy_mesh

    def set_object_location(self, obj: bpy.types.Object, location: Vector3d) -> None:
        mu_location = mathutils.Vector(location)
        obj.location = mu_location

    def set_object_action(self, obj: bpy.types.Object, action: AnimationAction) -> None:
        animation = action.animation
        obj.rotation_mode = "QUATERNION"
        if obj.animation_data is None:
            anim_data = obj.animation_data_create()
            anim_data = obj.animation_data
        bpy_action =
        anim_data.action = bpy_action
        for index, (location, quaternion) in enumerate(
            zip(animation.locations, animation.quaternions)
            mu_location = mathutils.Vector(location)
            mu_quaternion = mathutils.Quaternion(quaternion)
            mu_quaternion = mu_quaternion.normalized()
            mu_quaternion = mu_quaternion.inverted()
            obj.delta_location = mu_location
            obj.delta_rotation_quaternion = mu_quaternion  # type: ignore[assignment]
            interval = index * animation.delay
                data_path="delta_location", frame=interval, options={"INSERTKEY_CYCLE_AWARE"}
        points = chain.from_iterable(fcurve.keyframe_points for fcurve in bpy_action.fcurves)
        for point in points:
            point.interpolation = "LINEAR" = f"{}-action-{action.action}"
        track =, start=0, action=bpy_action)

    def set_object_rotation(
        obj: bpy.types.Object,
        transform: Matrix3x3,
        offset: mathutils.Euler | None = None,
    ) -> None:
        mu_matrix = mathutils.Matrix(transform)
        if offset:
            mu_euler = offset
            mu_euler.rotate(mu_matrix.to_euler("XYZ"))  # type: ignore # pylint: disable=all
            mu_euler = mu_matrix.to_euler("XYZ")  # type: ignore # pylint: disable=all
        obj.rotation_mode = "XYZ"
        obj.rotation_euler = mu_euler  # type: ignore[assignment]

    def make_drawable_object(
        self, name: str, mesh: DrawableMesh, import_shading: bool = False
    ) -> bpy.types.Object:
        bpy_mesh = self.make_base_mesh(name=name, mesh=mesh)
        uv_layer =
        uvs = collapse(polygon.uv for polygon in mesh.polygons)"uv", list(uvs))
        if mesh.vertex_normals:
            normals = tuple(mesh.vertex_normals)
            # I have no idea if setting the normals even works
            bpy_mesh.normals_split_custom_set_from_vertices(normals)  # type: ignore[arg-type]
        if mesh.vertex_colors and import_shading:
            colors = collapse(color.rgba_float for color in mesh.vertex_colors)
            bpy_colors =
                name="Shading", type="FLOAT_COLOR", domain="POINT"
  "color", tuple(colors))  # type: ignore[attr-defined]
        polygon_pairs = zip(mesh.polygons, bpy_mesh.polygons)
        sorted_by_material = sorted(polygon_pairs, key=lambda x: self._extender_resource_map(x[0]))
        grouped_by_material = groupby(
            sorted_by_material, key=lambda x: self._extender_resource_map(x[0])
        for index, (key, group) in enumerate(grouped_by_material):
            material = self._map_material(key)
            for _, bpy_polygon in group:
                bpy_polygon.use_smooth = True
                bpy_polygon.material_index = index
        bpy_obj =, bpy_mesh)
        if mesh.shape_keys:
        return bpy_obj

    def make_light_object(self, name: str, light: Light) -> bpy.types.Object:
        bpy_light =, type="POINT")
        bpy_light.color = light.attributes.color.rgb_float
        bpy_light.use_custom_distance = True
        bpy_light.cutoff_distance = 15.0
        bpy_light.specular_factor = 0.2 = 500  # type: ignore[attr-defined]
        bpy_light.use_shadow = False  # type: ignore[attr-defined]
        bpy_obj =, object_data=bpy_light)
        self.set_object_location(obj=bpy_obj, location=light.location)
        return bpy_obj

    def make_directional_light_object(
        self, name: str, light: DirectionalLight
    ) -> bpy.types.Object:
        bpy_sun =, type="SUN")
        bpy_obj =, object_data=bpy_sun)
        mu_euler = mathutils.Euler(light.euler_xyz)
        bpy_obj.rotation_mode = "XYZ"
        bpy_obj.rotation_euler = mu_euler  # type: ignore[assignment]
        return bpy_obj

    def make_camera_object(self, name: str, camera: Camera) -> bpy.types.Object:
        bpy_camera =
        bpy_obj =, object_data=bpy_camera)
        offset = mathutils.Euler((pi / 2, 0, 0))
        self.set_object_location(obj=bpy_obj, location=camera.location)
        self.set_object_rotation(obj=bpy_obj, transform=camera.transform, offset=offset)
        return bpy_obj

    def make_shape_key(self, obj: bpy.types.Object, shape_key: ShapeKey) -> None:
        bpy_shape_key = obj.shape_key_add(
        bpy_shape_key.interpolation = "KEY_LINEAR"
        for data, vertex in zip(, shape_key.vertices, strict=True):
   = vertex.location  # type: ignore[attr-defined]

class TrackImportStrategy(metaclass=ABCMeta):
    def import_track(
        track: TrackData,
        import_collision: bool = False,
        import_shading: bool = False,
        import_actions: bool = False,
        import_cameras: bool = False,
    ) -> None:

class TrackImportGLTF(TrackImportStrategy, BaseImporter):
    def import_track(
        track: TrackData,
        import_collision: bool = False,
        import_shading: bool = False,
        import_actions: bool = False,
        import_cameras: bool = False,
    ) -> None:
        bpy.context.scene.render.fps = track.ANIMATION_FPS
        track_collection ="Track segments")
        for index, segment in enumerate(track.track_segments):
            name = f"Segment {index}"
            segment_collection =
            bpy_obj = self.make_drawable_object(
                name=name, mesh=segment.mesh, import_shading=import_shading
            if import_collision:
                for collision_index, collision_mesh in enumerate(segment.collision_meshes):
                    effect = collision_mesh.collision_effect
                    name = f"Collision {collision_index}.{effect}-colonly"
                    bpy_mesh = self.make_base_mesh(name=name, mesh=collision_mesh)
                    bpy_obj =, bpy_mesh)
        object_collection ="Objects")
        for index, obj in enumerate(track.objects):
            name = f"Object {index}"
            mesh = self.duplicate_common_vertices(mesh=obj.mesh)
            bpy_obj = self.make_drawable_object(
                name=name, mesh=mesh, import_shading=import_shading
            actions = (
                if import_actions
                else filter(lambda x: x.action is Action.DEFAULT_LOOP, obj.actions)
            for action in actions:
                self.set_object_action(obj=bpy_obj, action=action)
            if obj.location:
                self.set_object_location(obj=bpy_obj, location=obj.location)
            if obj.transform:
                self.set_object_rotation(obj=bpy_obj, transform=obj.transform)
        light_collection ="Lights")
        for index, light in enumerate(track.lights):
            name = f"Light {index}"
            bpy_obj = self.make_light_object(name=name, light=light)
        directional_light = track.directional_light
        if directional_light:
            bpy_obj = self.make_directional_light_object(name="sun", light=directional_light)
        if import_cameras:
            camera_collection ="Cameras")
            for index, camera in enumerate(track.cameras):
                bpy_obj = self.make_camera_object(name=f"Camera {index}", camera=camera)

class TrackImportBlender(TrackImportGLTF):
    def _link_texture_to_shader(
        self, node_tree: bpy.types.NodeTree, texture: bpy.types.Node, shader: bpy.types.Node
    ) -> None:
        color_attributes ="ShaderNodeAttribute")
        color_attributes.attribute_name = "Shading"  # type: ignore[attr-defined]
        mixer ="ShaderNodeMixRGB")
        mixer.blend_type = "MULTIPLY"  # type: ignore[attr-defined]
        mixer.inputs["Fac"].default_value = 1.0  # type: ignore[attr-defined]["Color"], mixer.inputs["Color1"])["Color"], mixer.inputs["Color2"])["Color"], shader.inputs["Base Color"])["Alpha"], shader.inputs["Alpha"])

    def _set_blend_mode(
        node_tree: bpy.types.NodeTree,
        shader_output: bpy.types.NodeSocket,
        bpy_material: bpy.types.Material,
        resource: Resource,
    ) -> bpy.types.NodeSocket:
        shader_output = super()._set_blend_mode(
        output_socket = shader_output
        if resource.blend_mode is BlendMode.ADDITIVE:
            bpy_material.blend_method = "BLEND"
            transparent_bsdf ="ShaderNodeBsdfTransparent")
            add_shader ="ShaderNodeAddShader")
  , add_shader.inputs[0])
  ["BSDF"], add_shader.inputs[1])
            output_socket = add_shader.outputs["Shader"]
        return output_socket

class CarImporterSimple(BaseImporter):
    def import_car(self, parts: Iterable[Part]) -> None:
        car_collection ="Car parts")
        for part in parts:
            bpy_obj = self.make_drawable_object(, mesh=part.mesh)
            self.set_object_location(obj=bpy_obj, location=part.location)
            for shape_key in part.mesh.shape_keys:
                self.make_shape_key(obj=bpy_obj, shape_key=shape_key)

class TrackImporter(bpy.types.Operator):
    """Import NFS4 Track Operator"""

    bl_idname = "import_scene.nfs4trk"
    bl_label = "Import NFS4 Track"
    bl_description = "Import NFS4 track files"
    bl_options = {"REGISTER", "UNDO"}

    bpy.types.Scene.nfs4trk = None  # type: ignore[attr-defined]

    directory: StringProperty(  # type: ignore[valid-type]
        name="Directory Path",
        description="Directory containing the track files",
    mode: EnumProperty(  # type: ignore[valid-type]
                "GLTF target",
                "Parametrized import of visible track geometry, lights, animations, "
                "collision geometry and more. Stores data that can't be represented in "
                "GLTF 'extras' fields.",
                "Blender target",
                "This option should be used when accurate look in Blender is desired. "
                "Some data, such as vertex shading, can't be viewed in Blender without specific "
                "shader node connections. Such connections are on the other hand poorly understood "
                "by exporters, such as the GLTF exporter. Therefore this mode must never be "
                "used if you intent to export the track to GLTF. Vertex shading is always enabled "
                "in this mode.",
        description="Select importer mode",
    night: BoolProperty(  # type: ignore[valid-type]
        name="Night on", description="Import night track variant", default=False
    weather: BoolProperty(  # type: ignore[valid-type]
        name="Weather on", description="Import rainy track variant", default=False
    mirrored: BoolProperty(  # type: ignore[valid-type]
        name="Mirrored on", description="Import mirrored track variant", default=False
    import_shading: BoolProperty(  # type: ignore[valid-type]
        name="Import vertex shading",
        description="Import original vertex shading to obtain the 'original' track look",
    import_collision: BoolProperty(  # type: ignore[valid-type]
        name="Import collision (experimental)",
        description="Import collision meshes (ending with -colonly)",
    import_actions: BoolProperty(  # type: ignore[valid-type]
        name="Import animation actions (experimental)",
        description="Import track animation actions from CAN files, such as object destruction animation",
    import_cameras: BoolProperty(  # type: ignore[valid-type]
        name="Import cameras (experimental)",
        description="Import track-specific replay cameras",

    def invoke(self, context: bpy.types.Context, event: bpy.types.Event) -> set[int] | set[str]:
        wm = context.window_manager
        return {"RUNNING_MODAL"}

    def execute(self, context: bpy.types.Context) -> set[int] | set[str]:
        directory = Path(
        # This should get us from track directory to game root directory
        game_root = directory.parent.parent.parent
        track = TrackData(
        import_shading = self.import_shading
        import_strategy: TrackImportStrategy
        if self.mode == "GLTF":
            import_strategy = TrackImportGLTF(material_map=track.get_polygon_material)
        elif self.mode == "BLENDER":
            import_strategy = TrackImportBlender(material_map=track.get_polygon_material)
            import_shading = True
            return {"CANCELLED"}
        return {"FINISHED"}

class CarImporter(bpy.types.Operator):
    """Import NFS4 Car Operator"""

    bl_idname = "import_scene.nfs4car"
    bl_label = "Import NFS4 Car"
    bl_description = "Import NFS4 Car files"
    bl_options = {"REGISTER", "UNDO"}

    bpy.types.Scene.nfs4car = None  # type: ignore

    directory: StringProperty(  # type: ignore
        name="Directory Path",
        description="Directory containing the car files",
    import_interior: BoolProperty(  # type: ignore[valid-type]
        name="Import interior", description="Import car interior geometry", default=False

    def invoke(self, context: bpy.types.Context, event: bpy.types.Event) -> set[int] | set[str]:
        wm = context.window_manager
        return {"RUNNING_MODAL"}

    def execute(self, context: bpy.types.Context) -> set[int] | set[str]:
        car = VivData.from_file(Path(, "CAR.VIV"))

        if self.import_interior:
            resource = one(car.interior_materials)
            parts = car.interior
            resource = one(car.body_materials)
            parts =
        importer = CarImporterSimple(material_map=lambda _: resource)

        return {"FINISHED"}

def menu_func(self: Any, context: bpy.types.Context) -> None:
    self.layout.operator(TrackImporter.bl_idname, text="Track resources")
    self.layout.operator(CarImporter.bl_idname, text="Car resources")

def register() -> None:

def unregister() -> None:

if __name__ == "__main__":

Once this file / script is loaded you can hit the play button in the scripting window. Bear in mind that the project’s save location will be used from the importer to storage the imported images and assets in subfolder(s) created within the save location.

Now, when you executed the script, you will find the option “Track Resources” under the file > import option.

In the import window you now can browse to your NFS4/NFSHS track-folder within your NFS installation directory.

Warning! Opening Tracks outside the NFS-installation directory will not work as the importer requires global NFS-assets such as sounds, textures and other information.

▶️▶️In case you want to import an Addon-Track, read here.

When you arrived at the track folder, open up the folder containing the track you want to import, e.g. EMPIRE (= Empire City) and click on import.

Now just wait a couple of seconds and keep an eye in the scene overview on the top right corner. Soon you will notice that there will be a couple of folders and objects appearing – that is your imported track!

How to import an NFS-Addon track to blender?

So, it seems that you are interested in opening/importing an community made track in blender. The import itself is working the exact way it does as for official tracks but requires some work right before you can import them.

Setting up the track folder

You – basically – need to to the same kind of work that you would need to do to get the track working in the NFS-game, the major difference here is that you do not need to overwrite the track the addon is based on.

Let’s say you downloaded this track here:

Mololithic Studios for NFS4 High Stakes

Author of Track Conversion: Ryan Trevisol
Author of Track Enhancement: KillRide and UnBtable
and changes by JimDiabolo & Benyy

It is a replacement for the official NFS-Track “Empire City”. So head over to your track-folder in the NFS4-installation directory, locate the original track folder (in this case “EMPIRE”) and duplicate and rename it as you wish, e.g “MONOLITHIC“.

Now copy all addon-content over the original content within the new folder “MONOLITHIC” – and select overwrite-yes of course.

Once this step is done you may proceed with the normal import process as mentioned above.

*any: you can also convert NFS:HS addon-tracks, such as "Lake Diablo" (get it here), but you need to copy the addon-track files over the original NFS:HS track it is replacing, just as you would do if you want to play the addon track ingame as the tools are requiring all animation, sounds etc. - read the tutorial for addon-tracks here.
Development High Stakes Tutorials

Reworking cars from an old “Need For Speed” title

Yes, you are absolutely right if you begin reading this and instantly think “why should I rework it – there are tons of blueprints or ready-to-buy (or even free) versions of the cars all around the internet”.

That is in fact true, but now for all the so called fantasy cars that exist within the nfs-franchise, mainly in the first four releases.

Chronologically I should start here with recreating the “Warrior PTO/E2” from the very first “Road & Track presents – The Need for Speed”. But as I did not (yet) find a way of converting the NFS1 car models to somewhat nowadays processable format, I am starting with the FZR2000 from NFS2(SE).

FZR2000 from “Need For Speed 2 Special Edition” – Source and Copyright Electronic Arts

Converting from old file format to new file format as preparation

Converting the car from NFS2SE to NFS2.

For some reason the car file format in NFS2SE differs from the ones in NFS2. So, as the car editor only supports NFS2 file format, the first step is to convert it back from NFS2SE to NFS2 as I only own the SE-version of the game.

The conversion process itself is very easy and basic and can be done with a simple tool named “CarEditor” by Mike “Thommson”.

Once the program is started, just oben “NFS2SE” car, select the “futr.geo” and save it as NFS2 car somewhere in your file system

Dont bother the messed up geometry, I do think this (and most) NFS tools are not designed to work on the Windows NT (or in my case Windows 11) system in any way.

Convert the NFS2 car to NFS3

The next step is even more easy, but yet also buggy. You need to convert the NFS2 car file to NFS3. This is done by using the DOS command line tool “car2nfs3”, also written by Mike ‘Thommson’

The use here is simly easy, just copy the futr.geo (from the step above or from the non-SE version of NFS2) and futr.qfs (from the gamedata folder) to the folder where the binary of car2nfs3 is located.

car2nfs3 futr.geo futr.qfs car.fce car00.tga

this promt will convert the car and texture file to the nfs3 formats.

Convert the FCE file to 3ds

Now, the next step is already getting the .fce geometry file into nowadays file format “3ds” using the old(!) version 1.07b of the Zanoza3d Modeler, as version 2 and higher do not support nfs3 and nfs4 file formats.

Damn, what did I miss this software, and on the same time not. Comparing it to nowadays workflows all those tools are really a pain regarding the usability and stability. Don’t get me wrong, I really love that they do exist and did exist back in those days where I started modding and modelling, and I am so thankful towards the autors and pay them as much respect as I can, but the tools have improved in the last years and so have my workflows, and it really feels odd to use those old tools in 2023.

Now, having the .fce file in z3d the geometry can finally be exported to 3ds – meaning it can now be imported to Blender, 3D Studio or whatever tool you prefer to use.

Kind of impressive how lowpoly the cars have been back then right? I mean, look at those “wheels”.


As within the conversion process the texture(s) of the car have also been converted you “just” need to flip them once vertically as for some reason the UV coordinates are upside down.

Mind: The screenshot already shows an optimized mesh with reworked wheel arches and wheels and a repainted a-pillar.


As for some reason the converted meshes are not featuring welded (connected) vertices anymore this needs to be done (by pressing A-key in the edit mode in blender and then selecting the weld modifier).

The result after all conversions

Once the textures are applied and all vertices are welded back together we now have a solid base as blueprint for reworking the model.


Having the old original model as base, together with the only two artwork-images exisiting the process can finally start.