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#21
Editing Projects / Re: Topic about fixed nfs4 car...
Last post by LRF - Mar 31, 2026, 4:56 AMI should've made this post earlier, but here it is.
Another low-poly car, that needs to be paid attention is the Hurst/Olds Oldsmobile by an Unknown creator.
The only issue I encountered with it, is the hood tachometer is wrongly placed, and not working correctly.
I don't have screenshots of the interior sadly, but here is the car.
Another low-poly car, that needs to be paid attention is the Hurst/Olds Oldsmobile by an Unknown creator.
The only issue I encountered with it, is the hood tachometer is wrongly placed, and not working correctly.
I don't have screenshots of the interior sadly, but here is the car.
#22
Editing Projects / Re: Topic about fixed nfs4 car...
Last post by pete9516 - Mar 31, 2026, 1:26 AMQuote from: pete9516 on Mar 31, 2026, 1:25 AMQuote from: EvoX on Mar 31, 2026, 12:44 AMCool! But is she still AAA? I guess tuned JDM are closer to A - maximum AA (400R, top R34 GT-R versions).I won't "fix" the performance of tuned cars. I only do that if a car mod is meant to represent a specific car which exists in real life. That actually makes sense. But i won't invent a new performance for some heavily tuned Audi TT which goes well above 5000km/h as this is clearly the author's intention lol. Let authors have their fantasies 25 years agoBut not for real, actual cars where the performance and other specs are well known
#23
Editing Projects / Re: Topic about fixed nfs4 car...
Last post by pete9516 - Mar 31, 2026, 1:25 AMQuote from: EvoX on Mar 31, 2026, 12:44 AMCool! But is she still AAA? I guess tuned JDM are closer to A - maximum AA (400R, top R34 GT-R versions).I won't "fix" the performance of tuned cars. I only do that if a car mod is meant to represent a specific car which exists in real life. That actually makes sense. But i won't intend a new performance for some heavily tuned Audi TT which goes well above 5000km/h as this is clearly the author's intention lol. Let authors have their fantasies 25 years ago

#24
Editing Projects / Re: Topic about fixed nfs4 car...
Last post by EvoX - Mar 31, 2026, 12:44 AMCool! But is she still AAA? I guess tuned JDM are closer to A - maximum AA (400R, top R34 GT-R versions).
#25
Editing Projects / Re: Topic about fixed nfs4 car...
Last post by pete9516 - Mar 31, 2026, 12:00 AMDonnie Briscoe's Mitsubishi Galant VR-4 '99 D-Tuning:
CARP.TXT:
- Fixed opponent acceleration tables and top speed parameter for future update of gameplay/physics modification
CAR.FCE:
- Remapped some stuff, missing sunglasses from driver, remapped special face which was present in the texture, but not actually mapped to the car.fce
- Added driver animations
- Fixed axles, etc.
DASH.FCE:
- Centered with FCE Centerer as it's been too low
CARP.TXT:
- Fixed opponent acceleration tables and top speed parameter for future update of gameplay/physics modification
CAR.FCE:
- Remapped some stuff, missing sunglasses from driver, remapped special face which was present in the texture, but not actually mapped to the car.fce
- Added driver animations
- Fixed axles, etc.
DASH.FCE:
- Centered with FCE Centerer as it's been too low
#26
Help/F.A.Q / Re: NFS4 Rocky Pass Road Marki...
Last post by pete9516 - Mar 26, 2026, 3:41 PMQuote from: Cooya! on Mar 26, 2026, 7:14 AMI am pretty sure that most of the roadmarks flickering is just a Z-buffer problem caused by the markings sitting a little too close to the road polygons. It's just tooooo long ago but I think we fixed that issue by either moving the road or the markings just a tiny bit. NFS4 is quite a diva when it comes to draw distance priority. We have this problem with transparent polygons like trees on tracks and licence plate dummies on cars aswell.That's an interesting point, but the problem here is that those lanes instantly either disappear or appear. Right in front of you. So i actually doubt that it's a z fighting issue. But i will have a look on that
#27
Help/F.A.Q / Re: NFS4 Rocky Pass Road Marki...
Last post by Cooya! - Mar 26, 2026, 7:14 AMI am pretty sure that most of the roadmarks flickering is just a Z-buffer problem caused by the markings sitting a little too close to the road polygons. It's just tooooo long ago but I think we fixed that issue by either moving the road or the markings just a tiny bit. NFS4 is quite a diva when it comes to draw distance priority. We have this problem with transparent polygons like trees on tracks and licence plate dummies on cars aswell.
#28
Help/F.A.Q / Re: NFS4 Rocky Pass Road Marki...
Last post by Hommelwomb - Mar 26, 2026, 4:37 AMI found out that it's actually fixed in this version of Rocky Pass:
https://www.nfsaddons.com/downloads/nfshs/tracks/10722/rocky-pass-2004-beta-finish.html
https://www.nfsaddons.com/downloads/nfshs/tracks/10722/rocky-pass-2004-beta-finish.html
#29
Editing Projects / Re: McLaren F1 GTR dashboard d...
Last post by pete9516 - Mar 25, 2026, 10:14 AMQuote from: Hommelwomb on Mar 24, 2026, 11:18 AMI added a higher resolution display into the DASH00.TGA for the McLaren F1 GTR but don't know how to implement it into the DASH.FCE.I mean if you only replaced a specific part of the texture, it should work out of the box. If you remade the whole dash00.tga with a completely different texture placement inside that texture, you need to fully remap the dash.fce which is quite some work and it's very complicated to do that in Zanoza Modeler 1.07b
https://filebin.net/vzh3qy00b5wclndz
Anyone can help out?
But here's a rough tutorial on how to remap something:
https://www.youtube.com/watch?v=m5QzISYDNXY
#30
Help/F.A.Q / Re: NFS4 Rocky Pass Road Marki...
Last post by pete9516 - Mar 25, 2026, 10:09 AMOkay that seems to be something about the actual track file. Even when putting Country Woods into a different track folder, this issue is still present. Even with full visibility set with VS Edit, you can't get rid of this bug.