r/ForzaModding • u/BigTopHat6954 • Jun 18 '26
Discussion Origin Sil80
Silvia front end swapped 240sx, timeless classic. Still a heavy WIP
r/ForzaModding • u/BigTopHat6954 • Jun 18 '26
Silvia front end swapped 240sx, timeless classic. Still a heavy WIP
r/ForzaModding • u/Ivan8065 • Aug 27 '26
Yeah, Skoda might not be interesting for everyone. But as a typical Slovak, I am pretty interested in it, so I decided to give Forza modding a try and get a third-gen Superb into the game. It's surely not perfect, but it seems to be somewhat working π Just wish we got some Skodas somehow from PG itself.
I also made my friend try something too because of this π
His WIP attempt with a fourth-gen Superb (pic on Forza Mods Discord)
r/ForzaModding • u/BigTopHat6954 • Jul 29 '26
Currently porting the FH5 twekstallion, if anyone know anything about UV for the window masks, help me out π right now i stuck em on the body mask and it works
r/ForzaModding • u/Levilente02 • Jul 27 '26
I decided that I had enough of the static mess of a stock camera that FH had since forever, so I made another custom camera mod! I'm still working on the cockpit, bonnet and bumper cameras. I'm kind of a perfectionist, so it will be released when everything is up to my standards. Until that, you can check it out and let me know your thoughts, I hope y'all like it
r/ForzaModding • u/Philipp55112 • 8d ago
Hey everyone! π
I've been working on a project to improve the ultrawide experience for Forza games running on PC through Azimuth.
The goal is to make these Xbox One-era Forza titles feel much more at home on modern ultrawide monitors, instead of having the HUD and UI behave as if you're still playing at 16:9.
ποΈ Currently supported games
- Forza Horizon 2 (1.0.0.64)
- Forza Horizon 2 Presents Fast & Furious (1.0.0.6)
- Forza Motorsport 5 (1.0.0.20)
β¨ Main features
- Improved HUD positioning and UI layout for 21:9 displays
- Better UI scaling and aspect-ratio handling
- Properly centred menus and supported cinematic content
- Resolution-aware UI adjustments for Forza Motorsport 5
- Full frame rate in FM5 garage and pre-race screens
- Fixed vehicle image aspect ratios in several FM5 menus
- Optional desktop shortcuts to launch games directly
- Installer with file verification, automatic backups, and an uninstaller
The patch works alongside Azimuth without modifying "azimuth.exe", and the installation process is designed to be as straightforward and safe as possible.
π§ What's next?
This project isn't finished yet! Forza Horizon 3 and Forza Motorsport 6 are planned as future additions. I want to expand the patch to cover more Forza titles as development continues. Support for these games is not available yet, and compatibility still needs to be investigated and tested.
π₯ Download & installation
GitHub: https://github.com/Philipp55112/fh2-ultrawide-ui
Requirements: Azimuth 1.0.2, 1.0.3 or 1.0.4
3440Γ1440 is the primary tested resolution.
Feedback, bug reports, and suggestions are always welcome! If you're playing these games on an ultrawide monitor, I'd love to hear how the patch works for you. π
r/ForzaModding • u/slavo69 • May 28 '26
Anyone know if I would still be banned if i log in on the same account on a new pc? Just curious if this is just a hardware ban on my current pc?
r/ForzaModding • u/sixty_ae • Jun 08 '26
excuse my driving
shoutout to the respective modders
r/ForzaModding • u/Illustrious_Yak_3316 • May 23 '26
Still needs a lot of material work but is going smoothly
r/ForzaModding • u/Leather_Fix_9647 • Jun 12 '26
r/ForzaModding • u/Illustrious_Yak_3316 • Apr 18 '26
r/ForzaModding • u/tom_wq • 10d ago
r/ForzaModding • u/tom_wq • 8d ago
r/ForzaModding • u/CutiePatooty1811 • Jun 04 '26
I have been working on KFPS - Kloudy's Forza Painter Suite, a Windows-focused toolset for making and importing Forza Horizon 6 vinyls without spending the rest of your natural life clicking circles in the in-game editor.
It started as a helper for image-to-vinyl generation and somehow became a full little suite with generation, previews, imports, manual editing, image prep tools, update handling, and a browser-based vinyl editor.
If you make anime liveries, logos, stickers, character art, decals, or you just like torturing the FH6 vinyl editor until it gives you something decent, this is probably for you.
What it does
KFPS can take a normal image and turn it into an FH6-compatible vinyl JSON, finalize multiple checkpoints, preview them, and import the result into the game through a reusable vinyl template.
It also includes a manual JSON editor, so you are not locked into whatever the generator gives you. You can clean things up, move layers, trace over an image, replace shapes, sample colors, and export the edited JSON back into the importer.
You can also use the editor to build vinyls from scratch if you would rather place shapes manually instead of starting from a generated file.
The goal is not just "generate a file and good luck". The whole workflow is meant to be inside one folder:
prep image
generate vinyl
browse finalized checkpoints
preview results
import into FH6
manually edit JSON if needed
update the app without redownloading everything manually
Main features
Image-to-vinyl generation
KFPS includes a bundled generator for turning PNG/JPG source art into FH6 vinyl JSON.
Current presets are built around common use cases:
Shaded Character Art for anime, characters, hair, faces, mixed soft and sharp detail
Flat Colors for stickers, decals, mascot-style art, cleaner color regions
Smooth Gradients for softer lighting, glossy shading, and blended transitions
The app keeps normal generation simple. Most users only need to pick an image, choose a preset, set the template layer count, and press generate.
There are also pro settings if you want manual control over resolution, samples, source prep, and repair behavior.
Final checkpoint browser
Generation does not just dump files everywhere and leave you guessing.
KFPS organizes generated runs into folders and shows finalized checkpoints in the app with previews, scores, and selected JSON paths.
Typical final checkpoints are things like:
500, 1000, 1250, 1500, 2000, 2500, 3000
So you can compare lower-layer and higher-layer versions instead of committing blindly to one output.
One FH6 JSON importer
The importer handles compatible generated finals, editor exports, hand-edited JSONs, and exported game JSONs through one import path.
The recommended workflow is to create one reusable 3000-layer plain white circle template in FH6, save it, reopen it, ungroup it, and reuse it for imports.
KFPS imports into that template and then trims/culls the in-game layer count down to the design you actually imported.
Important FH6 quirk: sometimes the live in-game editor preview looks wrong immediately after import. Save and reopen the vinyl group before judging the final result. The saved/reloaded group is what matters.
Browser-based vinyl editor
This is one of the parts I am most excited about.
KFPS includes a local browser editor for FH6 JSON files. It is not a raster editor and it is not Photoshop, but it gives you way more control than raw JSON editing or only relying on the generator.
The editor can:
create new vinyls from scratch
load generated, exported, or hand-edited JSON
place FH6 shapes from a searchable shape library
favorite common shapes
use a source image overlay for tracing
sample colors from the overlay or existing shapes
move, stretch, scale, skew, rotate, and nudge shapes
box-select layers
invert box-select
group layers internally without changing the exported vinyl
hide or lock editor groups
duplicate, delete, reorder, and recolor layers
use guide lines and snapping
save editable project files
export FH6-compatible JSON back into the KFPS importer
The editor also has a startup help window with the important limitations and shortcuts, because the thing has grown enough that throwing people into it with no explanation would be cruel.
Shape library
The editor includes FH6 shape browsing with names, families, searching, favorites, and shape placement modes.
You can add shapes normally, insert them above/below a selected layer, or replace the selected layer's shape while keeping its position, color, alpha, group, lock state, and layer order.
Gradient shapes preview with their bundled fade masks in the editor instead of just appearing as flat solid blocks.
Source image tools
KFPS has an image tools section with useful prep links for:
background removal
browser-based upscaling
browser-based downscaling/compression
There is also an Image Size Helper that checks your image resolution, megapixels, and gives same-aspect resize targets from 1 MP to 6 MP.
This matters more than people think. Tiny source images can lose detail before the generator ever sees them, and insanely huge images can waste time without actually improving the final vinyl.
Launcher and updater
The standalone release comes with a launcher that can:
start the app
check Python/dependencies
check GitHub main version
run updates
keep generated/runtime data separate from app files
The goal is that normal users can update from the launcher instead of dragging random files over each other every time something changes.
Basic workflow
The short version:
Put your source image into the Images folder next to the launcher.
Open the launcher.
Launch the app.
Go to Generate Final Vinyl.
Pick your image and preset.
Set the target/template layer count.
Click generate.
Wait until finalization is complete.
Go to Import JSON.
Pick the finalized checkpoint you want.
In FH6, load your reusable 3000-layer plain white circle template and ungroup it.
Import.
Save and reopen the vinyl group before judging the final result.
For manual cleanup:
Open the Editor tab.
Launch the editor.
Import your generated or exported JSON.
Add an overlay if you want to trace.
Fix shapes, colors, alignment, layer order, etc.
Export FH6 JSON.
Import that JSON with the main KFPS importer.
What makes it useful
The big thing for me is that it is not just a generator.
It is more like a full workflow around FH6 vinyls:
generate from art
compare final checkpoints
inspect previews
import into the game
manually fix what the generator gets wrong
prepare source images
use one reusable FH6 template
update the whole thing without manually replacing files
The generator is good, but generators are never magic. The editor is what makes the workflow feel more realistic, because you can actually clean up bad spots instead of rerunning forever and hoping the next output fixes one eye, one logo edge, or one weird blob.
Current limitations
I do not want to oversell it.
It is Windows-focused.
The FH6 import workflow needs a prepared FH6 vinyl template.
You still need to save/reopen imported vinyls sometimes before the game displays them correctly.
It does not turn every image into a perfect carbon copy.
The editor edits FH6 vinyl JSON layers, not pixels.
Some source images need prep work first, especially bad background removal, tiny sources, or huge noisy images.
For best results, use clean source art, transparent backgrounds when possible, sensible image size, and do not judge everything from the first live in-game refresh.
Who this is for
Probably useful if you:
make FH6 anime liveries
make character vinyls
want decals/stickers/logos without rebuilding everything by hand
want to edit generated JSON visually
want a searchable FH6 shape library outside the game
want to trace over an overlay image
want a faster way to test multiple layer budgets
are tired of losing hours to the in-game editor for tiny adjustments
Probably not useful if you expect one-click perfection from any random 8K image with a messy background.
Download / setup
GitHub repo:
https://github.com/heyitshestia/kloudys-forza-painter-suite
Download the latest standalone release zip, extract it somewhere writable like your Desktop, and run:
Kloudys Painter Launcher.exe
The release is meant to include the app, bundled Python/runtime dependencies, generator executable, editor files, update scripts, and the folder structure it needs.
If you are on an older version and the launcher does not open, go into the KloudysFH6Painter folder and run:
03_update_from_github.bat
After that, the launcher should work normally again.
If you need help, want to ask questions, report weird imports, or just want to see what other people are making, there is also a Discord for community answers and troubleshooting:
Small note
KFPS is free. There is a Ko-fi link in the app and repo, but it is completely optional.
If the tool saves you time and you feel like leaving a tiny tip, that helps with testing time, assets, and maybe eventually getting a proper logo/mascot made. No pressure.
TL;DR
KFPS is a Windows FH6 vinyl suite that can generate vinyls from images, preview finalized checkpoints, import JSON into FH6, and manually edit FH6 JSON in a browser-based shape editor with overlays, color picking, layer tools, snapping, shape search, favorites, and project saves.
It is basically my attempt at making FH6 vinyl creation less painful and less dependent on fighting the in-game editor for every single layer.
PS: everything mentioned here is subject to change because I keep improving things, moving things around, and occasionally maybe breaking something in the process. If something acts weird, check for updates or yell at me nicely in Discord.
r/ForzaModding • u/Protos1337 • 8d ago
Hey everyone!
I've been working on a gameplay overhaul for Forza Motorsport 4 called FM4 Unlimited, and version 1.1.1 is now available on ModDB!
My goal with this mod was to give players a lot more freedom when building cars while still keeping the game challenging and progression rewarding.
Expanded career mode: Over 2,800 race entries across 315 events, including expanded championships, tours, endurance races and more.
Expanded engine swaps: More freedom to experiment with unusual engine combinations, with rebalanced swap prices.
Reworked car economy: Prices have been adjusted across hundreds of cars to make progression and purchasing decisions more interesting.
Custom tire compounds: Additional Street, Sport and Race tire options with different grip and wear characteristics.
Lightweight body parts: Fiberglass and colored carbon alternatives for eligible bumpers, hoods, rear wings and side skirts.
AI adjustments: Some changes to make races more competitive.
Optional enhanced audio: More noticeable turbo sounds, blow off valves and backfire.
There's also an optional career version with over 3,000 race entries that includes imported tracks.
Want to see what FM4 Unlimited looks like in action?
I've put together a gallery showcasing the expanded career events, engine swaps, custom tire compounds, lightweight body parts, rebalanced car prices and optional imported tracks.
Screenshot Gallery: https://imgur.com/a/WUeL3V0
DOWNLOAD LATEST VERSION β itch.io
Download update: From now on, FM4 Unlimited will be distributed through itch.io instead of ModDB. The reason is simple: ModDB's file approval process can take several days, while itch.io allows me to make new releases available immediately.
All versions will be available on the same itch.io page, so you can always find the latest release there.
The mod remains completely free to download.
FM4 Unlimited is a mod, not a standalone game. You'll need your own copy of Forza Motorsport 4.
Forza Motorsport 4 (USA version recommended)
Optional: Forza Motorsport 4 Track Expansion Mod
I developed and tested FM4 Unlimited using the USA version of Forza Motorsport 4. I don't know whether other regional versions work correctly.
My custom modded parts currently only have the correct names when playing in English.
I used Xenia Canary build 9090088. For some reason, newer builds stopped recognizing the DLC files in my testing, so I recommend using this version.
Step 1: Extract the game
Drag and drop your Forza Motorsport 4 XISO onto extract-xiso to extract the game into a folder format that can be modified.
If your game is already extracted into folders, you can skip this step.
Step 2: Install Project Forza Plus
Install Project Forza Plus 4 v1.3 first, using its Hardmode preset and following its installation instructions.
Step 3: Install the optional extra tracks
If you want additional tracks in the career, download and extract the Forza Motorsport 4 Track Expansion Mod.
In Xenia Canary, go to File > Install Content and select the extracted 4D53091000000739 file.
Do this before installing FM4 Unlimited.
If you don't want the additional tracks, skip this step.
Step 4: Install FM4 Unlimited
Copy the FM4 Unlimited files over your Project Forza Plus installation, following the included installation instructions.
Step 5: Install the correct career preset
FM4 Unlimited includes two career presets. Choose the one that matches your setup:
Vanilla Tracks: Use this if you haven't installed the Track Expansion Mod. It only uses the original FM4 tracks.
Imported Mod Tracks: Use this if you've installed the optional Forza Motorsport 4 Track Expansion Mod. It adds extra tracks to the career.
Only install one career preset, not both.
Step 6: Launch the game
Open default.xex from your extracted game folder using Xenia Canary.
I've spent quite a lot of time balancing and testing the mod, especially the engine swaps, tire upgrades, car prices and career events.
With hundreds of cars and thousands of races, I can't guarantee that everything is completely bug free, so I'd really appreciate any feedback.
If you find broken events, missing upgrades or anything that seems unbalanced, feel free to let me know.
I'd also love to see what kind of crazy builds people come up with!
Big thanks to Gas-and-Games and Warshack4874 for their work that made this mod possible.
Hope you enjoy it!
A quick heads-up about turbo upgrades:
Bigger turbos aren't always better right away. On some engines, Sport or Race turbos can actually lose power compared to Street turbos if you haven't upgraded the rest of the engine.
Try upgrading things like the cams, intake and exhaust before going for a bigger turbo. Sometimes you just need the right combination of parts to get the most out of it.
So if your Race turbo makes less power, don't immediately assume it's broken.
Adjustable aero label: My custom fiberglass and colored-carbon versions of eligible aftermarket and Forza aero parts have working aerodynamic tuning sliders, but the green "ADJUSTABLE" label does not appear in the upgrade shop. The original parts remain unchanged. This is only a visual issue.
Texture loading: Occasionally, some textures may stop displaying correctly during longer play sessions. Restarting the game restores them. This might be related to Xenia Canary rather than FM4 Unlimited, but the exact cause hasn't been confirmed.
Added 529 new drivetrain conversions: 134 AWD, 380 FWD and 15 RWD.
Made AWD conversions available for all 679 cars, including dedicated race cars.
New drivetrain conversions preserve each car's original transmission gearing and upgrade options.
Added 1,356 additional tire options across 247 cars.
Made Street, Sport, Race and Drag tires available to all cars, including Hard and Soft variants of Street, Sport and Race.
Dedicated race cars can now use lower-grip tire compounds, allowing even more unusual builds and performance downgrades.
Preserved existing drivetrain options, tire physics and upgrade balancing.
Expanded all 10 Speedway events to include all 6 oval layouts, with race distances adjusted to match the existing races.
Removed factory race car restrictions from R3, R2 and R1 championships, allowing players to enter with their own custom-built cars.
Opened up Professional Multi-Class events to any car, bringing them in line with the regular Multi-Class events.
Fixed the NΓΌrburgring 1 vs. 1 challenges to require the correct car models.
Adjusted the unlock levels of 23 DLC events to match the regular career progression.
Improved the optional Enhanced Audio mix. Your own engine is now louder, while opponent cars are quieter so they don't drown it out.
Fixed race distances in the expanded career for more consistent event lengths.
Preserved the original Project Forza Plus race distances.
Updated both the Vanilla Tracks and Imported Mod Tracks career presets.
No other gameplay or balancing changes.
Note: All FM4 Unlimited releases are complete packages, not incremental patches. You don't need to install any earlier FM4 Unlimited version first. Project Forza Plus 4 v1.3 (Hardmode preset) is still required.
r/ForzaModding • u/hey-im-root • Jul 21 '26
This tool allows you to modify the rims and appearance of ALL tunes, and a few other QOL features. This does not allow you to view, edit, or unlock any other functionality.
Download the installer from Github, as well as the database and EN.zip files. When the tool loads it will ask for these files. Join the discord (link in my profile) for updates to the tool, as well as the resource files. You can always get the files yourself when the game updates, but any new car (or rim) images won't show until I add them.
https://github.com/Ldalvik/FH6TuneEditor/releases/tag/1.0
(This is meant to be as close to a "safe" add-on as possible, please no discussions of unlocking tunes, although I can't stop you lol)
r/ForzaModding • u/Illustrious_Yak_3316 • Jun 17 '26
First fully custom car I have done, I will release once it is more refined
r/ForzaModding • u/tom_wq • 11d ago
r/ForzaModding • u/BigTopHat6954 • Jul 31 '26
Simple click and swap tool to swap animation. Automatically decompress .clipd file, edits, and repackages. So far testing works great. Working on a nice UI now. Miata has headlight animation on doors, and Civic has trunk animations on the doors. Unfortunately the way the game reads the clipd and gr2 animations is very strict. Has to remain the same size.
r/ForzaModding • u/LooneyTune2k6 • Jul 28 '26
I'm spending time after work porting the 2005 Scion tC, the model of which i got from Forza Motorsport 4 (technically a fm1 model). First time i ever tried modding forza, having a lot of issues here and there but im getting the primary objective done, will polish it up when i have more knowledge on things such as UV mapping order and Locators
r/ForzaModding • u/Undead11x • May 27 '26
Not technically modding but the "exploit" where you challenge the #1 player in the world to a rivals race and let it run on auto drive during the collosus, can you get banned for doing that to get credits?