TXR Car Import Guide

Setting up Unreal Engine and your project file

  • Start with a UE 5.6.1 project using Nadz's Project File
  • Create a new alpakit plugin, take note of your mod name as we will be using that to reference files in the blueprint. Once the plugin is created you will need to make the file structure in the plugin that matches the base car ITSB-ArtAssets-Models ITSB-Car-DataAssets ETC.. Make note of the directories for the car meshes, for the viper i recently made it would be Dodge-VXI VXI would be the model name that will be referenced in the rest of the DataTables. Its a good general idea to export a car to work off of in FModel and replicate the mesh names and materials the best you can.
  • DataAssets can be downloaded from a base car using FModel and edited using a json editor (notepad++, Virtual Studio Etc) instead of replicating the data within UE itself. You will need a DataAsset for the PU (Engine) and Body with the naming convention shown in FModel (ie. DA_PU_VXI)
  • You will need 4 data tables in the main ITSB\Car\DataTables folder which you can either copy from the main directory into your plugin and delete all but the number of rows required for your mod (one per car) or make new DTs with the same RowStruct. Make sure these all have a additional suffix on the end of the name as well. I would recommend copying DTs at first until you learn what everything in the DT means. I'll outline things that need to be changed by DT.
  • All - Change the row name itself to mirror your model name (VXI in my example)
  • DT_CarData - We will need to make a dummy blueprint outside of your plugin at the very top of your content browser under All\Content\ITSB\Car\Blueprints\Models\Manufacturer\BP_GV_Model this is just pointing the game towards the blueprint we will be editing later. The other items to check are is_valid for obvious reasons, image is your dealership icon for your car, color_tbl is the DT where it gets the Official Colors for the car from (will be later in the guide), can_broken_vehicle needs to be checked to be valid as well, might have something to do with the extra rules mode but im not too sure.
  • DT_CarParameter - Most of these you will need to line up with the DA_BP you made for the car earlier, the only important thing between both is the ID\CarID, just pick something above 400 and you should be fine.
  • DT_EngineParameter - Same thing as the CarParam just with DA_PU instead
  • The other main DT we will need is for the OfficialColor in UI\Color\DataTables\Car\Manufacturer\DT_Color_Car_Official_Model here you can set your colors to appear in the dealership. You will have to make separate materials for the colors in Model\Materials\OfficialColor Its easiest if you set up the base paint and the official color as two MIs with the same parent. With UI/Car being you thumbnail image in the dealership.

Unlocking your new car (Perk Tree Method)

  • Create new folders in your plugin as follows: UI\OutGame\Driver\DataTable\PerkTree\Machine\Manufacturer We will need to put a DT using the SSKillTree RowStruct with the name DT_Manufacturer0. The biggest things to set Category - STC MACHINE Type 00 - STT UNLOCK MACHINE Type01 - STT NONE with the only other things necessary being is_visible and setting the name ID of the car to your model. Be sure to set the model name in the row name as well. We will then create a Composite Data Table with the same RowStruct and drag our DT into the CDT. Go up a few folders to PerkTree and create another DT with the SPerkCategoryRootInfo RowStruct with the name DT_PerkTreeRootManufacturer The row name for this needs to be the Manufacturer and not the Model or else it wont show up.
  • Category - STC MACHINE Name - Manufacturer Data Table - the CDT we created earlier Sort Order - where it will show up in the perk tree

Unlocking your new car (Rival Unlock Method)

  • Create new folders in your plugin as follows ITSB\Core\Rival and in Rival you will want to copy DT_RivalInfo from outside the plugin and paste it into your new folder. We can delete every row but the one rival you want to edit. The only thing we need to edit in here is the Unlock Car Name Ids and we will just put the model name in here. Noting that it only works with the first victory against this opponent.

Finishing up with UE

The last thing we need to do on the UE side is append all of our DTs using TXRLoader. Open up your DA_PluginName at the very top of the folders and add array elements for each DT we need to append. Your CDT To Append To is the non plugin CDT that shares the same rowstruct as your dt (DT_CarCameraInfo to CDT_CarCameraInfo) and for the perk tree we need to append the DT_Root to CDT_Root and not the lower lever Manufacturer DTs. When you are done editing everything and want to test click the alpakit icon and set your game path at the top and check Copy Mods to Game Once that is done you will have a new Mods folder in your TXR directory.

Setting up your Blueprint

You will need Retoc and UAssetGUI for this section

With Retoc open up command prompt in the folder where retoc.exe is and type

retoc.exe -a AES-KEY to-legacy --no-shaders --filter TokyoXtremeRacer/Content/ITSB/Car/Blueprints/Models/Honda "C:\Program Files (x86)\Steam\steamapps\common\TokyoXtremeRacer\TokyoXtremeRacer\Content\Paks" C:\Games\TXR_Mods\retoc\export --version UE5_6

The filter in this sense is to just grab the honda BPs though you can change that based on the FModel directory for the game. The input is wherever you TXR game files are located, just make sure the command is for the paks folder itself. Output can be changed as well but the file directory setup is very important as it will repak everything in the directory format you have it in.

To edit the BP itself open the UAsset file with UAssetGUI, I've been basing my BPs off the NC1M since adding aero parts doesn't currently work. On General Info only edit the PackageName to be in line with the dummied BP_GV we set up in UE earlier. Everything else will be in Name Map. Any MESH/DA in Name Map that starts with /Game/ITSB needs to be changed to /PluginName/ITSB with the Manufacturer/Model needing to be swapped out as well. Keep anything that is related to the blueprint the same and Don't change anything that isnt a directory as that will mess up the way the BP gets read. I usually Ctrl+F and search by Honda/NC1M in this case and replace anything that matches that.

Once you are done editing we can use retoc to export it back to-zen with

Retoc.exe to-zen --version UE5_6 C:\Games\TXR_Mods\retoc\export C:\Games\TXR_Mods\retoc\PluginBP.utoc

The imput/export can be adjusted as well just make sure to add a .utoc file extension. You can then copy and paste your BPs into the mods/content/paks/windows alongside your plugin.