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#1
Editing Projects / Re: Last rides with high stake...
Last post by Nikster - Today at 7:19 AMQuote from: Butch on Oct 21, 2026, 2:29 PM9619 polygones.
I'm starting inside dash.
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looks nice
#2
Editing Projects / Re: Last rides with high stake...
Last post by Butch - Today at 5:36 AMQuote from: noise on Today at 2:59 AM9619 polies?... no tuningkits than please![]()
Although the colours in the first thumbnail are far too British for my taste, I'd rather spend my time on this.


#3
Editing Projects / Re: Last rides with high stake...
Last post by noise - Today at 2:59 AM9619 polies?... no tuningkits than please
#4
Editing Projects / Re: Last rides with high stake...
Last post by Spectre - Today at 1:18 AMThat looks absolutely beautiful!
#5
General NFS / Re: Change the chase music in ...
Last post by MoLiEG - Oct 21, 2026, 9:48 PM #6
Editing Projects / Re: Last rides with high stake...
Last post by EvoX - Oct 21, 2026, 8:34 PMMmmmmm🐴❤️
#7
Editing Projects / Re: Last rides with high stake...
Last post by Butch - Oct 21, 2026, 2:29 PM9619 polygones.
I'm starting inside dash.
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I'm starting inside dash.
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#8
Editing Projects / Re: T3ED Updates (NFS4 Track E...
Last post by convictj - Oct 21, 2026, 9:49 AM@pete I didnt mean to quote a whole page lmao. But no dice, It's still looping through the wrong textures (qfs # 0162-0168). The textures I added were qfs # 0278-0284 using 0278 as the starter with the frames set to 7 and the delay set to 8.
The exported textureblock .csv is the last thing I touched to get T3ED to even see I added into the list of textures. So I think it has to do with the values that come after those 7 texture ids that I had to manually input into the textureblock .csv.
The main thing I'm pondering is what to set U1 and U2 to for those new textures and if I have to do anything to the c1-c7 values. Here's what I have so far for those new textures
U1: I saw this value increments upwards in the csv according to the qfs # so I had 0278 pick up where 0277 left off.
U2: I literally just picked an FFF value and incremented upwards- no fucking clue what I'm doing here, I just see they were all different values for the P-U-B sign and not in any apparent order other than the 3rd digit from the end.
C1-C7: Copied from the animated P-U-B sign under the 'Simons' sign
EDIT: After experimenting I think the .csv is fine. It's that for whatever polygon I select if I try to change the texture to an animation it defaults to starting the loop at 0163. Even if I select a known working 4 frame animation such as the P-U-B animation
0163 Also happens to be texture id #1 which goes to the unlit flashing road sign so that texture is also supposed to be animated.
.csv entries attached
The main thing I'm pondering is what to set U1 and U2 to for those new textures and if I have to do anything to the c1-c7 values. Here's what I have so far for those new textures
U1: I saw this value increments upwards in the csv according to the qfs # so I had 0278 pick up where 0277 left off.
U2: I literally just picked an FFF value and incremented upwards- no fucking clue what I'm doing here, I just see they were all different values for the P-U-B sign and not in any apparent order other than the 3rd digit from the end.
C1-C7: Copied from the animated P-U-B sign under the 'Simons' sign
EDIT: After experimenting I think the .csv is fine. It's that for whatever polygon I select if I try to change the texture to an animation it defaults to starting the loop at 0163. Even if I select a known working 4 frame animation such as the P-U-B animation
0163 Also happens to be texture id #1 which goes to the unlit flashing road sign so that texture is also supposed to be animated.
.csv entries attached
#9
Editing Projects / Re: T3ED Updates (NFS4 Track E...
Last post by pete9516 - Oct 21, 2026, 5:46 AMQuote from: convictj on Oct 20, 2026, 11:36 PMAdd several textures in a row which are supposed to be a working animation into the tr0.qfs, then select the very first texture of that animation and toggle it as animated and simply define the number of sprites (textures) for the animation. The maximum is 7Quote from: JimDiabolo on Apr 02, 2021, 12:58 AMDue to the corona virus I had some more free time at home. That’s why I started to do some changes to t3ed again. Till now my focus was on NFS4. In version I did a lot for NFS3. Since VEGs great modern patch I find NFS3 tracks interesting again. This version isn’t a “final�, but it has a lot of changes so I want give it to public.
Changes so far:
- When exporting visibility, the file will be saved in the track directory.
- Bugfix for deleting the last block of a track with less then 8 virtual road points.
- T3ED loads now the nfs3 heights file "simhts.dat" and the speed files "speedsf.bin/speedsr.bin".
- Adjust the “col.vroadHead.size� to allow paste/delete blocks on nfs3 tracks!
- Ability the change all texture of a block with its objects in one step.
- Show more info about what is selected in the status bar. I did this for some testing purpose, I think it will stay.
- Changes to the texture dialog on nfs3 tracks:
It shows the texture id and the bitmap number in the qfs â€" file.
- NFS3 Texture Properties dialog was added
- When moving virtual road points manually, the „ColVroadVecs“ will be recalculated. You see the difference when “Show Virtual Road Width and Node Points� is activated. It also will be done after the “Virtual Road, Heights.sim� Dialog. In both times also the “PolyVroad� information will be recalculated. It must be some Vroad information on drivable polygons.
Both changes were already be done when you move blocks with smoothing on. I missed it when I made the manual movement.
- NFS3 handles textures different. Each track has a “TextureBlock�. It now can be ex/imported into a csv file.
I still don’t understand the textureblock. NFS4 don’t uses it. It seems to have the information about roation, flipping and tiling in the 8 “corners� values.
Actually t3ed uses this structure:
struct TEXTUREBLOCK
{
short width,height;
unsigned long unknown1;
float corners[8]; // roation, flipping and tiling?
unsigned long unknown2;
char islane; // 1 if not a real texture (lane), 0 usually
short texture; // index in QFS file
} TEXTUREBLOCK;
If somebody has an idea please tell me.
Say I've already made a QFS with 7 more texture bitmaps, I've even gotten so far that I have 7 more texture ids. In the textureblock .csv what on earth do I actually need to change to have a working animation with those 7 bitmaps? So far I've only been able to implement custom animations 4 frames in length by replacing existing animations. As for outright adding textures I've only (sort of) been able to add one which is so transparent it's barely visible. That being the first frame of what is supposed to be an animation
#10
Editing Projects / Re: T3ED Updates (NFS4 Track E...
Last post by convictj - Oct 20, 2026, 11:36 PMQuote from: JimDiabolo on Apr 02, 2021, 12:58 AMDue to the corona virus I had some more free time at home. That’s why I started to do some changes to t3ed again. Till now my focus was on NFS4. In version I did a lot for NFS3. Since VEGs great modern patch I find NFS3 tracks interesting again. This version isn’t a “final�, but it has a lot of changes so I want give it to public.
Changes so far:
- When exporting visibility, the file will be saved in the track directory.
- Bugfix for deleting the last block of a track with less then 8 virtual road points.
- T3ED loads now the nfs3 heights file "simhts.dat" and the speed files "speedsf.bin/speedsr.bin".
- Adjust the “col.vroadHead.size� to allow paste/delete blocks on nfs3 tracks!
- Ability the change all texture of a block with its objects in one step.
- Show more info about what is selected in the status bar. I did this for some testing purpose, I think it will stay.
- Changes to the texture dialog on nfs3 tracks:
It shows the texture id and the bitmap number in the qfs â€" file.
- NFS3 Texture Properties dialog was added
- When moving virtual road points manually, the „ColVroadVecs“ will be recalculated. You see the difference when “Show Virtual Road Width and Node Points� is activated. It also will be done after the “Virtual Road, Heights.sim� Dialog. In both times also the “PolyVroad� information will be recalculated. It must be some Vroad information on drivable polygons.
Both changes were already be done when you move blocks with smoothing on. I missed it when I made the manual movement.
- NFS3 handles textures different. Each track has a “TextureBlock�. It now can be ex/imported into a csv file.
I still don’t understand the textureblock. NFS4 don’t uses it. It seems to have the information about roation, flipping and tiling in the 8 “corners� values.
Actually t3ed uses this structure:
struct TEXTUREBLOCK
{
short width,height;
unsigned long unknown1;
float corners[8]; // roation, flipping and tiling?
unsigned long unknown2;
char islane; // 1 if not a real texture (lane), 0 usually
short texture; // index in QFS file
} TEXTUREBLOCK;
If somebody has an idea please tell me.
Say I've already made a QFS with 7 more texture bitmaps, I've even gotten so far that I have 7 more texture ids. In the textureblock .csv what on earth do I actually need to change to have a working animation with those 7 bitmaps? So far I've only been able to implement custom animations 4 frames in length by replacing existing animations. As for outright adding textures I've only (sort of) been able to add one which is so transparent it's barely visible. That being the first frame of what is supposed to be an animation