This project is an attempt at reverse engineering and re-making the Need For Speed 4 High Stakes experience in Godot engine.
- re-implementation of the original physics
- compatibility with community addons through one-click conversion
- multiplayer
- moddability
The project does not come with any cars and tracks from the original game on its own. You must own the original game and convert the cars and tracks yourself locally.
- Blender 5.0.1
- Godot 4.6 (bundled)
- FFmpeg 8.0.1 (bundled)
- Download the latest bundle found under
Assets. The bundle contains the remake project files,speedtooladdon for Blender, FFmpeg, and Godot engine. - Run
installer_windows.exeofinstaller_linuxdepending on your operating system - Provide path to the directory containing the original NFS4 High Stakes game
- Provide path to Blender executable.
The default path might be incorrect if Blender was installed in non-default directory.
It is possible to automatically install Blender by clicking the
Install Blendercheckbox. In case of problems with this option, install Blender manually and provide the path to the installer program. - Click
Next. The conversion process will start. - After the conversion completes, you can run the game by starting
Godot_v4.6-stable_win64.exeorGodot_v4.6-stable_linux.x86_64depending on your operating system.
- Install Blender, speedtools addon and Godot
- Open the project in Godot, close it, and open it again. Otherwise strange things happen.
- Import a track with the following options enabled:
- Import shading
- Import collision
- Import cameras
- Import ambient
- Export the track into the
./import/tracksdirectory- For example, export map
UKinto./import/tracks/UK/UK.glb - Enable the following options and keep the rest at default values:
- Include -> Data -> Custom properties
- Include -> Data -> Cameras
- Include -> Data -> Lights
- Data -> Material -> Unused images
- Data -> Mesh -> Attributes
- For example, export map
- Import a car
- Export the car into the
./import/carsdirectory- For example, export B911 into
./import/cars/B911/B911.glb - Enable the following options and keep the rest at default values:
- Include -> Data -> Custom properties
- Data -> Mesh -> Attributes
- Include -> Data -> Lights
- For example, export B911 into
- Wait for Godot to process the asset. This may take a while.
- Run the project
- Select a track and a car. Click
Start gamebutton - Drive around
The conversion steps above will be automated later on.
The keyboard bindings are currently non-configurable. Here is the list:
- Arrow keys - steering, acceleration, braking
- R - reset position
- A - shift up
- Z - shift down
- Esc - end race
EA has not endorsed and does not support this project.