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#21
Editing Projects / Re: TNFS_SE to NFS4
Last post by pete9516 - Aug 05, 2026, 7:29 AMQuote from: Cooya! on Aug 05, 2026, 6:47 AMNO WAY!!!It's a really bad idea to try to make them be a circuit, due to the points you've mentioned. What would be reasonable is to make them working as actual point 2 point track requiring the game to set 1 lap for the races![]()
Don't tell us that this is "City1" running in NFS4 we are seeing here! Amazing. It seems like some objects like the lamp poles on the right side are still missing but the majority is right on place. Great work so far!
Since I have never been a fan of "point to point" tracks I would looooove to see the 3 segments combines to one large triangle. But I think that this brings some problems: the segments are quite long so I doubt that we can have all three together within the block limit of NFS4. And since all three segment have separate texmaps and quite different textures (grass to snow on Alpine) that would mean a lot of textures to that track. I hope it will work out. Especially "Alpine 1-3" has always been a favorite of mine.
#22
Editing Projects / Re: TNFS_SE to NFS4
Last post by Cooya! - Aug 05, 2026, 6:47 AMNO WAY!!!
Don't tell us that this is "City1" running in NFS4 we are seeing here! Amazing. It seems like some objects like the lamp poles on the right side are still missing but the majority is right on place. Great work so far!
Since I have never been a fan of "point to point" tracks I would looooove to see the 3 segments combines to one large triangle. But I think that this brings some problems: the segments are quite long so I doubt that we can have all three together within the block limit of NFS4. And since all three segment have separate texmaps and quite different textures (grass to snow on Alpine) that would mean a lot of textures to that track. I hope it will work out. Especially "Alpine 1-3" has always been a favorite of mine.
Don't tell us that this is "City1" running in NFS4 we are seeing here! Amazing. It seems like some objects like the lamp poles on the right side are still missing but the majority is right on place. Great work so far!
Since I have never been a fan of "point to point" tracks I would looooove to see the 3 segments combines to one large triangle. But I think that this brings some problems: the segments are quite long so I doubt that we can have all three together within the block limit of NFS4. And since all three segment have separate texmaps and quite different textures (grass to snow on Alpine) that would mean a lot of textures to that track. I hope it will work out. Especially "Alpine 1-3" has always been a favorite of mine.
#23
Editing Projects / Re: TNFS_SE to NFS4
Last post by EvoX - Aug 04, 2026, 10:28 PMHaha those textures 🤣👍
#24
Editing Projects / Re: TNFS_SE to NFS4
Last post by pete9516 - Aug 04, 2026, 9:16 PMQuote from: JimDiabolo on Aug 04, 2026, 8:29 AMI'm experimenting again with converting from TNFS to NFS4. I tried this years ago, but I couldn't get the objects to work back then. At least they're there now.Wow Jim this is absolutely insane!! I can take care of the sprint tracks working with 1 lap. I know how to do it, but it requires some botchered work, just like JP Racing had to do with his Power Park Drag Strip. What's the most demanding is the tracks to actually get into nfs4 with all their objects and collisions
I'm thinking about what we can do with the missing tracks—after all, they aren't round courses. One idea is to combine the sections into one large triangular track.
#25
Editing Projects / Re: TNFS_SE to NFS4
Last post by AgentMulder - Aug 04, 2026, 10:32 AMHallo jim das klingt nach einem guten Plan. Ich zum Beispiel habe noe verstanden wie Ryan t zum Beispiel alle NFS 2 strecken im Jahr 2001 mit Animation konvertieren konnte. Es wäre schon ein Traum wenn man alle NFS 1 strecken perfekt konvertiert hätte für NFS 4. Aber zum Beispiel das Thema Outback von NFS 2 für NFS 4. Da fehlt zum Beispiel die Animation mit dem Schiff was am Start fährt. Das gibt es bei NFS 4 nicht. Das wurde auch nie behoben. Sowas zum Beispiel stresst mich
#26
Editing Projects / TNFS_SE to NFS4
Last post by JimDiabolo - Aug 04, 2026, 8:29 AMI'm experimenting again with converting from TNFS to NFS4. I tried this years ago, but I couldn't get the objects to work back then. At least they're there now.
I'm thinking about what we can do with the missing tracks—after all, they aren't round courses. One idea is to combine the sections into one large triangular track.
I'm thinking about what we can do with the missing tracks—after all, they aren't round courses. One idea is to combine the sections into one large triangular track.
#27
General NFS / Re: 4LOWER v.5.0.0
Last post by Geminiyo - Aug 02, 2026, 9:47 AM
4LoWeR One 1.71
4LoWeR One 1.71 FASTSTEERING
Previous Change:(For FASTSTEERING)"Front Drive Ratio" +0.000001. Fake sensivity goes away.
Latest Change:Some tuning.
The 4LoWeR One 1.71 is 314mb in size
https://drive.google.com/file/d/19uo2E1-1ebiQ7y9_DmIcpaBfGVvwiYqT/view?usp=sharing
The 4LoWeR One 1.71 FASTSTEERING is 314mb in size
https://drive.google.com/file/d/1j53tUKwvdUGQzlhwgKUcBxXpM-ozrFCg/view?usp=sharing
The Key To the Highway 2.7.0 (Fixed Poly VRoads) is 69mb in size
https://drive.google.com/file/d/1llkQSFexF2OOLyYP9ZWCkOJmzk_Og7_w/view?usp=sharing
The Key To the Highway Mix2 1.5.0 (Fixed Poly VRoads) is 80mb in size
https://drive.google.com/file/d/1zB1VK-Q5rDcyxn6bYchrNpzvjLLwtdZM/view?usp=sharing
The Key To the Highway Mix3 1.1.1
https://drive.google.com/file/d/1EPnRh54fl183zPJclsl3gFNFDzQqf5du/view?usp=sharing
Anti-Crash Savedata
https://drive.google.com/file/d/19OtowxYRJcJ-96_MrOWwPsJrux9syIfL/view?usp=sharing
Latest Change:Some tuning.
The 4LoWeR One 1.71 is 314mb in size
https://drive.google.com/file/d/19uo2E1-1ebiQ7y9_DmIcpaBfGVvwiYqT/view?usp=sharing
The 4LoWeR One 1.71 FASTSTEERING is 314mb in size
https://drive.google.com/file/d/1j53tUKwvdUGQzlhwgKUcBxXpM-ozrFCg/view?usp=sharing
The Key To the Highway 2.7.0 (Fixed Poly VRoads) is 69mb in size
https://drive.google.com/file/d/1llkQSFexF2OOLyYP9ZWCkOJmzk_Og7_w/view?usp=sharing
The Key To the Highway Mix2 1.5.0 (Fixed Poly VRoads) is 80mb in size
https://drive.google.com/file/d/1zB1VK-Q5rDcyxn6bYchrNpzvjLLwtdZM/view?usp=sharing
The Key To the Highway Mix3 1.1.1
https://drive.google.com/file/d/1EPnRh54fl183zPJclsl3gFNFDzQqf5du/view?usp=sharing
Anti-Crash Savedata
https://drive.google.com/file/d/19OtowxYRJcJ-96_MrOWwPsJrux9syIfL/view?usp=sharing
#28
Editing Projects / Re: Last rides with high stake...
Last post by Butch - Aug 02, 2026, 4:30 AM #29
Editing Projects / Re: Last rides with high stake...
Last post by noise - Aug 02, 2026, 4:14 AMWikipedia:
"In 1964, Ferrari tasked Mauro Forghieri and Mike Parkes with redesigning the 250 GTO's bodywork, resulting in what became known as the GTO '64 (or Series II)"
I didn't see Pininfarina mentioned, But the whole design process is collaborative.
Anyway I look forward to the '62 Scaglietti/Bizzarini/Foghieri......Butch version.
"In 1964, Ferrari tasked Mauro Forghieri and Mike Parkes with redesigning the 250 GTO's bodywork, resulting in what became known as the GTO '64 (or Series II)"
I didn't see Pininfarina mentioned, But the whole design process is collaborative.
Anyway I look forward to the '62 Scaglietti/Bizzarini/Foghieri......Butch version.
#30
Editing Projects / Re: Last rides with high stake...
Last post by Butch - Aug 02, 2026, 1:35 AMScaglietti designed the first model from 1962—that is, the one I created 25 years ago for NFS and, more recently, for GT Legend. I'd like to think that the result wasn't too embarrassing, given that I modeled all 250 GTOs, each chassis with its own specifications.
https://www.overtake.gg/
https://www.altbierbude.de
My challenge will be to reduce the polygon count.
The model you're referring to, the 1964 one, is the one designed by Pininfarina.
https://www.overtake.gg/
https://www.altbierbude.de
My challenge will be to reduce the polygon count.
The model you're referring to, the 1964 one, is the one designed by Pininfarina.