All of that should be possible, just haven't dug in and done it yet.

I was able to extract some audio as WAV from one of the resources files -- just a matter of finding the one that has the engine sounds.
 
Can someone put here a small descritpion hot to use the Unity Assets Bundle Extractor, please?
How to extract the *.rab files.
Thank you!

  • Start AssetBundleExtractor.exe
  • File > Open the file NASCARHeatEvolution_Data\StreamingAssets\AssetBundles\PC\cupcars2016_4k.rab (for example)
  • It will ask if you want to "Unpack" the bundle, say "Yes"
  • A "Save As" box will appear. Pick a "work" folder to do your modding and save the file as Work Folder\cupcars2016_4k.assets
  • Now you will see that cupcars2016_4k.rab is open along with a text string below it.
opened.png

  • Click the "Info" button to see all of the contents. I like to sort by the column "Name" and then "Texture2D" if I am editing a texture. Lets say I want to edit "paint_clint_bowyer_primary.tga" just highlight it from the list and click on "Plugins" which will give you the option to export to .TGA (use this) or .PNG plus the "edit" function you will use later to import the updated skin.
AssetsBundleinfo.png

  • Edit the .TGA with Photoshop or whatever you use and save it out. Make sure to keep the alpha channel.
  • Go back to the "Assets Bundle info" window and again highlight the "Texture2D" that you have chosen to edit. Click "Plugins" one more time and then choose "Edit".
  • A dialog "Edit Texture2D" will appear. Click the "Load" button at the bottom to import your edited TGA.
  • When finished (it may take a minute to process) click "OK".
  • The final step is to use the "File" > "Mod Maker" option to create a standalone EXE file for your modded texture. I will cover that in a different tutorial, but really, its pretty self explanatory if you just give it a try. I got it on my first attempt. You just need to point it at the location for your "steamapps\NASCAR Heat Evolution\NASCARHeatEvolution_Data" and it will detect what changes need to be made and generate the EXE for you to install your mod.
 
I tried to edit the .csv file but the edits I made did not show up. was it the driver info csv in the resources assets? or am i looking at the wrong file? Just playing around and wanted to see if I could rename a driver.
 
  • Start AssetBundleExtractor.exe
  • File > Open the file NASCARHeatEvolution_Data\StreamingAssets\AssetBundles\PC\cupcars2016_4k.rab (for example)
  • It will ask if you want to "Unpack" the bundle, say "Yes"
  • A "Save As" box will appear. Pick a "work" folder to do your modding and save the file as Work Folder\cupcars2016_4k.assets
  • Now you will see that cupcars2016_4k.rab is open along with a text string below it.
View attachment 153351
  • Click the "Info" button to see all of the contents. I like to sort by the column "Name" and then "Texture2D" if I am editing a texture. Lets say I want to edit "paint_clint_bowyer_primary.tga" just highlight it from the list and click on "Plugins" which will give you the option to export to .TGA (use this) or .PNG plus the "edit" function you will use later to import the updated skin.
View attachment 153352
  • Edit the .TGA with Photoshop or whatever you use and save it out. Make sure to keep the alpha channel.
  • Go back to the "Assets Bundle info" window and again highlight the "Texture2D" that you have chosen to edit. Click "Plugins" one more time and then choose "Edit".
  • A dialog "Edit Texture2D" will appear. Click the "Load" button at the bottom to import your edited TGA.
  • When finished (it may take a minute to process) click "OK".
  • The final step is to use the "File" > "Mod Maker" option to create a standalone EXE file for your modded texture. I will cover that in a different tutorial, but really, its pretty self explanatory if you just give it a try. I got it on my first attempt. You just need to point it at the location for your "steamapps\NASCAR Heat Evolution\NASCARHeatEvolution_Data" and it will detect what changes need to be made and generate the EXE for you to install your mod.
Thankssssssssssssss!!!!!
 
Ford, Chevy, and Toyota PSD's all included. Just a base layer and the wireframe.

Things like decals, headlights/taillights, details, etc. will have to come from other skins or be remade from scratch. This will at least give you a guide on where all of that goes :)

https://www.sendspace.com/file/kl8ohd

Sample of the Chevy wire over an existing skin is below (sorry, had to use high compression to fit attachment)

paint_clint_bowyer_primary.jpg
 
When running the .exe it can open the asset file but then I get:

"\NASCAR Heat Evolution\NASCARHeatEvolution_Data\StreamingAssets\AssetBundles\PC\cupcars2016_4k.rab.decomp [FAILURE]"
 
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