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FlatOut W32 & BGM Tool

Mod for FlatOut 2 (2006) | Category: Modding tools

Author: Chloe | Curator: Modbadger

Mod for FlatOut 2 (2006) | Category: Modding tools

Author: Chloe | Curator: Modbadger

FlatOut W32 & BGM Tool - инструмент для работы с файлами .w32 и .bgm в серии FlatOut.

Uploaded17.09.2025 19:43
Version9.10
Size10.13 MB
Views11
Downloads29

Localizations:

English

The mod is localized into 1 language

(You don’t need to download anything extra to play in these languages)

This tool is currently capable of:

  • Parsing and recreating the formats from memory

  • Exporting cars and tracks to .fbx

  • Exporting cars and tracks from Rally Trophy and Tough Trucks to .fbx

  • Converting FlatOut 2 tracks to FlatOut 1

  • Converting FlatOut: Ultimate Carnage cars to FlatOut 1 and 2

  • Editing tracks in FlatOut 1, 2 and Ultimate Carnage

  • Importing new tracks into FlatOut 1, 2 and Ultimate Carnage

  • Importing vehicle models into FlatOut 1, 2 and Ultimate Carnage

  • Importing track collision into FlatOut 1

The author thanks Gulbroz for help with the formats.

Examples and tips

Blender FBX settings

When importing .fbx files from this tool, use these settings in Blender:

When exporting them back, use these settings:

Exporting and importing a vehicle

  • Enter FlatOutW32BGMTool_gcp.exe path/to/body.bgm -export_fbx into a commandline prompt

  • Edit the .fbx and make your desired changes and additions

  • Enter FlatOutW32BGMTool_gcp.exe path/to/model.fbx -create_fouc_bgm into a commandline prompt (Available formats are -create_fo1_bgm, -create_fo2_bgm and -create_fouc_bgm)

  • Take the files ending in _out.bgm and _out_crash.dat, rename them and put them into the game files.

Exporting and importing a track

  • Enter FlatOutW32BGMTool_gcp.exe path/to/track_geom.w32 -export_fbx -skip_hidden_props_a into a commandline prompt (for track variant B or C use -skip_hidden_props_b or -skip_hidden_props_c)

  • Edit the .fbx and make your desired changes and additions

  • Enter FlatOutW32BGMTool_gcp.exe path/to/model.fbx -create_fouc_w32 into a commandline prompt (Available formats are -create_fo1_w32, -create_fo2_w32 and -create_fouc_w32)

  • If you need to remove grass or other vegetation, enter FlatOutW32BGMTool_gcp.exe -empty_plant_db into a commandline prompt

  • If you experience culling issues, delete track_spvs.gen from your track geometry folder.

  • Copy the new .w32 and .gen files, rename them and put them into the game files.

Exporting and importing a track while keeping trees intact in FOUC

  • Enter FlatOutW32BGMTool_gcp.exe path/to/track_geom.w32 -export_fbx -skip_hidden_props_a into a commandline prompt (for track variant B or C use -skip_hidden_props_b or -skip_hidden_props_c)

  • Edit the .fbx and make your desired changes and additions

  • Enter FlatOutW32BGMTool_gcp.exe path/to/track_geom.w32 path/to/model.fbx -import_all_surfaces -import_moved_props -import_cloned_props into a commandline prompt

  • If you need to remove grass or other vegetation, enter FlatOutW32BGMTool_gcp.exe -empty_plant_db into a commandline prompt

  • If you experience culling issues, delete track_spvs.gen from your track geometry folder.

  • Copy the new .w32 and .gen files, rename them and put them into the game files.

Converting a vehicle between games

  • Enter FlatOutW32BGMTool_gcp.exe path/to/body.bgm -export_fbx into a commandline prompt

  • Enter FlatOutW32BGMTool_gcp.exe path/to/body_out.fbx -create_fouc_bgm into a commandline prompt (Available formats are -create_fo1_bgm, -create_fo2_bgm and -create_fouc_bgm)

  • Take and rename the appropriate files, and put them into your game files.

Material help

Materials are given shaders decided based off of material names, here's a handy guide on how to name your materials (case-sensitive) to get the shader you want:

BGM shaders:

  • Default without keywords: Car metal

  • Car body/skin: body prefix

  • Car diffuse: interior or grille prefix

  • Car window: window prefix

  • Car shear: shear prefix

  • Car scale: scale prefix

  • Car tire: tire prefix (same as car diffuse in FO1/FO2, separate shader in FOUC)

  • Car rim: rim prefix

  • Car lights: light prefix

  • Shadow: shadow prefix

  • Driver skin: male or female prefix

Additional notes:

  • Materials with the scaleshock and shearhock prefix are configured to have no alpha

  • Materials with the _alpha suffix are forced to have alpha regardless of the prefix

Map shaders:

  • Default without keywords: Static prelit

  • Alpha flag: alpha_ or wirefence_ prefix or _alpha suffix

  • Double UV terrain: dm_, terrain_, road_tarmac or road_gravel prefix

  • Double UV terrain with specular: sdm_ prefix

  • Tree trunk: treetrunk prefix

  • Tree branch: alpha_treebranch or alpha_bushbranch prefix

  • Tree leaf: alpha_treelod, alpha_treesprite, alpha_bushlod or alpha_bushsprite prefix

  • Water: Name your material water or give it the puddle prefix

  • Static window glass: static_windows prefix

  • Dynamic window glass: dynamic_windows prefix

  • Dynamic objects: _dynamic suffix

  • Dynamic objects with specular: _dynamic_specular suffix

Additional notes:

  • The terrain shaders do not support vertex colors, use static prelit if you want to bake lighting via vertex colors instead of a colormap texture!

You can check the relevance of the instructions here.

Command line arguments list

W32 Arguments

  • -create_fo1_w32 - Exports an .fbx into a FlatOut 1 track w32

  • -create_fo2_w32 - Exports an .fbx into a FlatOut 2 track w32

  • -create_fouc_w32 - Exports an .fbx into a FlatOut: Ultimate Carnage track w32

  • -create_fo1_cdb - Exports an .fbx into a FlatOut 1 track collision cdb.gen

  • -export_fbx - Exports the map into a viewable .fbx file

  • -export_w32 - Exports the map into a .w32 file (this should yield an identical file if there are no additional arguments, if it doesn't then file a bug report!)

  • -export_text - Exports the map into a human-readable text file

  • -text_streams - Exports all vertex and index buffers into text, huge filesize and time cost!

  • -text_materials - Exports all material data into text, including shaders and some unknown metadata

  • -text_streams_fouc_offseted - Exports vertex buffers into text with their surface offsets already applied

  • -text_streams_fouc_normalized - Exports vertex buffers into text as normalized floating points

  • -text_streams_fouc_int8 - Exports vertex buffers into text as int8 arrays

  • -remove_object_dummies - Creates a new .w32 file of the map with all objects and object dummies removed (e.g. menu cameras in FOUC)

  • -remove_props - Creates a new .w32 file of the map with all props removed

  • -enable_all_props - Creates a new .w32 file of the map with all props visible (BugBear left a lot of props hidden in each track)

  • -disable_car_collisions - Creates a new .w32 file of the map with car-to-car collisions disabled

  • -convert_to_fo1 - Creates a new .w32 file of the map that can be loaded by FlatOut 1

  • -skip_hidden_props_a - Only exports the props from track variant A into the .fbx file

  • -skip_hidden_props_b - Only exports the props from track variant B into the .fbx file

  • -skip_hidden_props_c - Only exports the props from track variant C into the .fbx file

  • -export_bvh_nodes - Exports BVH culling zones into the .fbx file

  • -empty_bvh_gen - Takes a track_bvh.gen file and generates a new one without any culling, do not use unless you get issues with the autogenerated file!

  • -empty_plant_vdb - Generates an empty plant_vdb.gen, removes all grass from the map

  • -import_moved_props - Imports moved prop positions from an .fbx file, usage: FlatOutW32BGMTool_gcp.exe (w32 filename) (fbx filename) -import_moved_props

  • -ungroup_moved_props - Ungroups moved props if -import_moved_props is enabled, can prevent unwanted physics behavior

  • -import_cloned_props - Imports new cloned props from an .fbx file, usage: FlatOutW32BGMTool_gcp.exe (w32 filename) (fbx filename) -import_cloned_props

  • -import_all_props - Imports all props from an .fbx file and deletes the original w32 ones, usage: FlatOutW32BGMTool_gcp.exe (w32 filename) (fbx filename) -import_all_props

  • -import_all_object_dummies - Imports all object dummies from an .fbx file and deletes the original w32 ones, usage: FlatOutW32BGMTool_gcp.exe (w32 filename) (fbx filename) -import_all_object_dummies

  • -import_surfaces - Imports surface meshes from an .fbx file if they have the suffix _export in their name, usage: FlatOutW32BGMTool_gcp.exe (w32 filename) (fbx filename) -import_surfaces

  • -import_all_surfaces - Imports all surface meshes from an .fbx file, usage: FlatOutW32BGMTool_gcp.exe (w32 filename) (fbx filename) -import_all_surfaces

  • -import_and_match_all_surfaces - Imports all surface meshes from an .fbx file and matches them up to any valid w32 surface, usage: FlatOutW32BGMTool_gcp.exe (w32 filename) (fbx filename) -import_and_match_all_surfaces

  • -import_and_match_all_meshes - Imports all meshes from an .fbx file and matches them up to any valid w32 surface, usage: FlatOutW32BGMTool_gcp.exe (w32 filename) (fbx filename) -import_and_match_all_meshes

  • -clear_old_materials - Removes all original materials from the w32 before importing the ones from the .fbx, has no effect unless -import_and_match_all_surfaces is enabled

  • -no_material_reuse - Makes imported meshes not use any original w32 materials, instead always importing new ones from the .fbx

  • -no_tree_hack - Disables the adjusting of normal vectors for tree shaders in Ultimate Carnage

  • -import_deletions - Deletes surfaces and props that have been deleted from an .fbx file, usage: FlatOutW32BGMTool_gcp.exe (w32 filename) (fbx filename) -import_deletions

BGM Arguments

  • -create_fo1_bgm - Exports an .fbx into a FlatOut 1 car bgm

  • -create_fo2_bgm - Exports an .fbx into a FlatOut 2 car bgm

  • -create_fouc_bgm - Exports an .fbx into a FlatOut: Ultimate Carnage car bgm

  • -export_fbx - Exports the car into a viewable .fbx file

  • -export_bgm - Exports car into a .bgm file (this should yield an identical file if there are no additional arguments, if it doesn't then file a bug report!)

  • -export_text - Exports the car into a human-readable text file

  • -text_streams - Exports all vertex and index buffers into text, huge filesize and time cost!

  • -text_materials - Exports all material data into text, including shaders and some unknown metadata

  • -text_streams_fouc_offseted - Exports vertex buffers into text with their surface offsets already applied

  • -text_streams_fouc_normalized - Exports vertex buffers into text as normalized floating points

  • -text_streams_fouc_int8 - Exports vertex buffers into text as int8 arrays

  • -convert_to_fo1 - Converts the car from the FlatOut 2 or Ultimate Carnage format to the FlatOut 1 format

  • -convert_to_fo2 - Converts the car from the Ultimate Carnage format to the FlatOut 2 format

  • -no_rim_alpha - Disables alpha for the rim texture on cars, useful for UC -> FO2 ports

  • -force_rim_alpha - Forces alpha for the rim texture on cars, useful for FO2 -> UC ports

  • -force_tire_alpha - Forces alpha for the tire texture on cars, useful for FO2 -> UC ports

  • -make_double_sided - Clones and flips every mesh to make the model double-sided

4B Arguments

  • -export_bmp - Exports the .4b file into a BMP image

Other Arguments

  • -log_warnings_only - Only prints errors and warnings into the console

  • -log_errors_only - Only prints errors into the console

  • -use_vanilla_names - Exports the files as their original names, e.g. track_geom.w32, track_bvh.gen

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