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Messages - Zalcus20

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1
General NFS / Re: Lost nfs4 cars continued
« on: Nov 07, 2023, 9:29 AM »
That car should be in my mega.nz archive, since i downloaded all emergency planet cars and all PoliceHQ cars, you should have a look at the file name and search it
Well actually wait, i found it myself lol

I had no idea your archive also included emergency planet and NFS Police HQ.  :o

Thanks for your contribution and hard work. This version has the correct nyc taxi skin.  :)

2
General NFS / Re: Lost nfs4 cars continued
« on: Nov 06, 2023, 1:28 PM »
I don't have an account with emergency planet and I really do not want to make one just to download one car (if it's even hosted there).  :)

If you have it in your archive, could you please send it to me?

3
General NFS / Re: Lost nfs4 cars continued
« on: Nov 06, 2023, 12:23 PM »

Does anyone have this nyc police undercover taxi in their archives?
https://www.nfspolicehq.com/images/Image126.jpg

The download link at nfspolicehq has a different skin (picture is inaccurate):
http://nfspolicehq.com/index.php?ind=downloads&op=entry_view&iden=266

4
These updates are very useful! I am thinking about making another track (not as complex as Neighborhood Drive).


I've already thought about the possibility of converting blue objects into black route objects. Not sure if this is useful.
Your separate route works?


I strongly believe this will be useful. In T3ed there is already the option to paste blocks as an object. Why not include the ability to reconvert these type of objects back into the black route objects? Then we can assign the passable/nonpassable polygons flags manually. That would make it easier to create alternate routes and shortcuts.

5
You're welcome.  8)

I'm glad it was just a poly flag issue. If the polygon had to be reoriented, ugh, it would be such a headache.  ::)

6
From what I see here, it could be one of 2 reasons:

1. If you set the polygon flag to "Not passable outer", try using the polygon flag "Not passable (Inner)" instead. This option is more forgiving and it may fix the problem immediately.

However, if this doesn't solve it then:

2. One or both of the road polygons in question are rotated the wrong way. You would have to rotate the polygon(s) until it is properly oriented for the collision to be fixed. Unfortunately, there is no visual way to tell if the polygon is oriented properly so it's trial-and-error.

EDIT: I remember a tip to help you figure out if a polygon needs to be reoriented:

-Make sure you position your block with the problematic polygon so that the higher block is visually above it and the lower block is visually below it. 
-Select the problematic polygon and press "Ctrl+N". This will duplicate it.
-Take note of how the polygon is duplicated. Is the line(seam) between the newly duplicated polygons horizontal or vertical?
-If the line is vertical, press "Ctrl+z" to undo the duplication. Select the polygon again and press "Ctrl+r" two times. This will rotate the polygon to hopefully the correct position. Problem should be solved.
-If the line is horizontal, press "Ctrl+z" to undo duplication, select the polygon, then press "Ctrl+r" once. Check in game to see if the problem is solved. If not go back to same polygon and press "Ctrl+r" two times. Problem should be solved.

I used this trick to fix similar problematic areas on nfsfan83's tracks.

7
It's true, "Type 6" objects only work as global objects. The weight can simply be entered in the current T3ED version.

The warning cones in "Raceway 2" have a mass of eight. That's pretty easy. In any case, they can simply be moved and kicked away.

Is the unit of measurement for mass in kilograms? Like how the speeds in the speed files are in meters per second?

8
General NFS / Re: My nfs4 car mods archive
« on: Feb 06, 2023, 1:33 PM »
All of the other downloads contain this same ~9 kb file.  ???

I tried the internet archive (wayback time machine) website. Unfortunately it hasn't been archived there. 

Looks like these are truly lost cars. :(


9
General NFS / Re: My nfs4 car mods archive
« on: Jan 31, 2023, 1:10 PM »
Any chance someone has an archive with all of Tomb Racer's cars? https://www.nfscars.net/need-for-speed-high-stakes/2/downloads/list/cars/1/author/tomb-racer/2141/

The links at NFSCars are up, but the author did something to the car.viv files that prevents the game from reading them. :-\

10
Very interesting!
I also have the Civic Center in my Atlantica project. Would like to take over the VRoad data if I'm allowed.

Sure you can. Feel free to use the data found in these files. That's why I share them here.  ;) =D

11
Deciding to do some experiments with T3ed and Atlantica.  As a result I was able to get the AI traffic to drive in the tunnel portion of the Atlantica Civic Center.
https://streamable.com/57gqha


I was also able to make the AI Racers drive on the outside of the tunnel in backward mode just after the "S-tunnel".
https://streamable.com/qp1hlv

I don't know what caused Wild 1 to use the inside of the tunnel. It appears to be a random side effect that happens when editing the v-road data, ai lane selection, and float numbers.

Anyway, I attach the track files here for anyone who is curious ;)

12
General NFS / Re: NFSHS: Hardening Hot Pursuit Mode?
« on: Dec 26, 2022, 10:05 AM »
I know this issue way too well...  :D  EA holds our hand too much with NFSHS as opposed to NFS III.  EA, we're not babies for crying out loud!  ::)

Unfortunately there's no patch that exists to correct this issue. But maybe the guys at discord could figure out a way.

It should be possible. ;)

13
Hello Zokni,

You have to do this manually. This is where the keyboard commands "N" (for cycle next cop) and "J" (jump to cop car) become necessary.

1. Looking at your map, press keyboard "N" until you highlight the ai cop that is stuck in the 'roadblock loop'.
   Or you could just press "J" until you reach his car and skip to step 3, whatever works for you.

2. Press "J" to jump to and gain control of his car.

3. Now Press "J" again and again until you return to your cop car.

The AI cop should now return to normal patrol mode.

 

14
Editing Projects / Re: Atlantica Revisited
« on: Nov 27, 2022, 11:13 AM »
Original data is >83 3D F8 4C 7C 00 00 0F 84 C9 00 00 00< if you search for it you should only find one. Replace it with >83 3D F8 4C 7C 00 02 0F 85 C9 00 00 00<, position should be at 0x3766E. I think it should be possible to change any NFS4 program with version 4.50.

What AI cop fix do you use?


Thanks. Now we can have a better experience driving our modded tracks at night.

I use the fix found in this thread:  https://www.nfsaddons.com/forums//index.php?topic=2341.0


Not with 1 or 2 Opponents, and if the majority don't complain You shouldn't bother.

Ok. But in the future, I'll try not to make tracks that are so demanding on the hardware.  :)

15
Editing Projects / Re: Atlantica Revisited
« on: Nov 26, 2022, 2:15 PM »
I found where the information about day/night is stored. HS checks this when the track is displayed. If it is day, a jump is made in the code. I have now manipulated it in such a way that it always jumps to the day. So there shouldn't be any viewdistance difference between day and night.

This is great! Please, can you share the specific addresses you changed and what the original code and your new code is? I assumed you edited nfs4.exe in a hex editor? Or maybe used Cheat Engine? 

Main reason is I am already using a patched nfs4.exe that fixes AI cop behavior when driving at night. If I simply replace this exe with yours, I will lose this fix.



But it's dissapointing when a track is so detailed and there are to many objects displayed because the visibility is set to max. It slows down the race.


Is Neighborhood Drive giving you these problems? I will take this into account with my future track.  ;)

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