Need for Speed™ Unbound

Need for Speed™ Unbound

79 ratings
How to add Custom Decals to Need for Speed™ Unbound
By ᴀᴘꜱᴏɴᴜꜱ
In this guide, I'm going to show you the process of adding your own custom decals to Need for Speed Unbound.
2
2
   
Award
Favorite
Favorited
Unfavorite
Requirements
i will not update this guide anymore whatsoever due to lack of time

You need to have the following things to be able to replace decals in Unbound:
  • Frosty Editor 1.0.7
    • download link[mega.nz]
    • Decryption Key in case mega asks for it
      8Cfyud0kpxxHyXM9N8-Km5kAU6Nw108FedMTYGgoCjY

  • Frosty Mod Manager 1.0.7
    • download link[mega.nz]
    • Decryption Key in case mega asks for it
      6rcrBnCFQk4PJIPiae0oCWYU0_0AuXkqYIdOvFNVrB8

  • NFS Heat/Unbound Encryption Key
    • 0B0E04030409080C010708010E0B0B02

  • Image Editing Software
    You can use any kind you want as long as you can export in the .dds file format.
    For people that never used image editing software before I recommend Paint․net because it's really easy to use and you can learn it quickly. You can get it from here.[getpaint.net]

Intro to Textures
This section will introduce a little bit of information about the textures that you're gonna need to make. Here's some basic ones:
  • Resolution for the textures has to be a power of 2, for example: 2048x2048, 128x64, 4096x1024. Otherwise Frosty Editor will give you an error.

  • Each decal uses 3 different textures, I will use an image of neco arc to demonstrate;
    • Diffuse (The main texture of the decal)


    • Mask (The light blue area is the mask area and the dark blue area will be transparent in game.)


    • Thumbnail (Transparent background, usually in 128x128 res.)

  • Diffuse and Mask can be exported in png, you can export thumbnail as png too but it's better to export it as dds BC7
Making the textures
Find an image you want to use for the decal and open it.
Then resize the canvas so the aspect ratio is in 1:1, 1:2 or 1:4.
Then resize the image, not the canvas, to a resolution that's a power of 2 (2, 4, 8, 16, 32, 64, 128, 256, etc..) Credit: bonkmaykr

After you've done that, duplicate the layer of your image and don't touch the layer with the original image for now.

Select the layer you want to make the mask out of.

Go to Adjustments -> Curves
Change Transfer Map to RGB.
Uncheck Red and move the Blue and Green lines to the top on both sides
Uncheck Blue and Green, then check Red and move the red line down on both sides.
You should have a light blue version of the image.

Add a new layer for the blue background.
Fill it with a RGB 0/0/255 or #0000FF blue.
Move the Blue background layer below the mask.
Merge the mask with the background.
Copy mask to another tab and remove the mask layer(s) from the original image tab.
Export

Go back to the original image tab.
Copy the layer to another tab.
Resize it so the largest value is 128 and the smaller is proportional depending on the aspect ratio.
If your thumbnail is stretched in game upon importing then just turn it into a 1:1 square.
Export

Go back to the original image tab.
Add a new layer. and fill it with a RGB 0/0/0 or #000000 Black
Move it behind the original layer.
Merge the original layer with the black background.
Export
Replacing a decal (Frosty Editor part)
Video version:

Text version:
Open Frosty Editor.
When Frosty Editor asks you to select a profile, click New.
Go to the NFS Unbound installation folder. (If you can't find the installation folder for some reason, Unbound's installation folder isn't called "Need For Speed Unbound", it's called Excalibur.)
Select the game executable.

After the profile loads, Frosty Editor will ask you to update the SDK, with the later versions of unbound you always gotta update it.

Once Frosty Editor finishes loading the files, go to;
Vehicles -> Customization -> Swatches ->_RecategorizedDecals
Then, select any folder you want to replace decals from and find the decal you want to replace.

Each decal will have 2 textures in any folder you select, and an additional texture in a subfolder;
  • A texture with the name ending in _D (This is the base texture)
  • Another texture with the name ending in _M (This is the mask texture)
  • The thumbnail texture is in the subfolder "Thumbnails" (This is the thumbnail (duh) )
Find a decal you want to replace, and replace the texture ending in _M with the mask and the texture ending with _D with the base, then go to the Thumbnails subfolder and replace the appropriate thumbnail.

Save the project so you can add more decals in the same project later.

If you want, you can already start the game through Frosty Editor.
However, if you want to use Frosty Mod Manager instead,
Click Export to Mod, Fill in the required fields and then Export.

Upscaling wraps (optional)
To upscale the resolution wraps are baked to;

Open frosty and go to Vehicles/Player
In there you will find folders named after the cars from the game.

Find the folder of the car you want to upscale the wraps for.
(I'm using the Maybach)

Inside the folder you will have a bunch of files,
You will have to find the one that's a RaceVehicleBlueprint

After you find the file search for Livery in the search box and expand the results until you find LiverySettings
there you'll see BakedTextureWidth and BakedTextureHeight
As you can see, both are set to 2048.

To upscale the wrap you just have to increase the values.
Set the values to 4096 for 4k, or 8192 for 8k, you can even go higher but there's no point.

That's it.
Applying the mod (Optional Frosty Mod Manager part)
Video version:

Text version:
Open Frosty Mod Manager.
Create a NFS Unbound profile if one hasn't been added automatically the same way you add a profile in Frosty Editor.
Close the Update SDK prompt aswell if you want to.
Click Add Mod(s)
Add the mod you exported earlier.
Press Apply Mod(s).
Press Launch Game.
Screenshots
will add new screenshots of my own later

Screenshots from other people also using custom decals.
Yu-Gi-Oh 180SX


167 Comments
ItzHornzz 15 May @ 3:42pm 
I'm not really sure if there's something I'm doing wrong, but the decals just do not apply in game. Frosty MM runs the modded decals and launches the game no problem, all of them are formatted correctly with the right size and resolution in paint.net , SDK is formatted, game runs fine but the decals are not swapped with my changes. Tried reinstalling, 3 different versions of Frosty (Editor and Manager), just busted for me I guess. I had it working months ago, but I can't remember how I got it to.
ᴀᴘꜱᴏɴᴜꜱ  [author] 24 Mar @ 9:02am 
you're welcome glad i could help
Viper 24 Mar @ 6:14am 
Holy shit you magician thank you so much
ᴀᴘꜱᴏɴᴜꜱ  [author] 22 Mar @ 6:22am 
you gotta select the compression when exporting to DDS to be sRGB like bc1_srgb or bc7_srgb
Viper 21 Mar @ 4:14am 
I went into the color and it says its sRGB
Viper 21 Mar @ 4:12am 
Frosty gives me an error saying "Format must be SRGB variant"
I don't know what that is or how i make my picture SRGB
Viper 21 Mar @ 3:34am 
Thank you!
ᴀᴘꜱᴏɴᴜꜱ  [author] 20 Mar @ 8:31am 
select mask layer, select mask, ctrl + c, ctrl + n, press ok, ctrl + v
Viper 19 Mar @ 12:05pm 
how do i Copy mask to another tab? and how do i open another tab?
x3ma 5 Mar @ 12:08pm 
Thank you for the great guide