User Date
GHOZRAELOctober 10, 2024

Need for Speed Hot Pursuit Downloads

Extended lights mod for NFS3

Extended lights mod for NFS3
Authorrata_536
Added On August 14, 2024
Views 2,288
Downloads 88
Version Hot Pursuit
File Size 204.56 KB
Favorited 1 times
Average Rating
10/10 - 5 votes
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File updated on: April 2, 2025

Additional Screenshots

Description

This is an exe-level hack that allows your mods to display a much wider range of colours for your car lights, as well new types of lights and many new features for the existing ones.

Moreover you can match together various colours at the same time, with the last of the list being the one used to light the streets.

This patch is made to be fully backwards compatible with the original game, which means you don't need to rework every car to prevent them to break. The default light colours will be slighty tweaked. A car designed with this patch will simply work normally on an unmodded game, meaning the lights would work just as they do in the original game, without the new features. The new light types obviously won't work in the original game.


INSTALLATION

Simply apply the xdelta patch to the nfs3 exe (VEG's patch REQUIRED) with any xdelta patcher of your choice. There's one available here on the NFS3 Tools section.

USAGE

Just like the original game, each dummy's name will mark its type, direction and each of its features like effects, colour, strenght and size, so to customise your light dummies you just need to edit their names with any capable editor like NFSFCEConverter or the brand new Vivianne. A PDF file is included with a spreadsheet detailing every feature, in various languages (thanks pete and Jericho for German and Turk translations, respectively).

Sumary of the new features and types:

Added warning light (blinkers) type: these activate when you get a ticket, cop ticket someone; or for traffic, when they stop due to a chase nearby.

  • Has marker and DRL options.

Added reverse lights - these activate when... well.. you set reverse gear. Wow.

  • Has siren strobing capabilities.
  • Has flashing strobe option.

Added High Beams type: these headlights activate only when high lights are on, instead of lows and highs.

  • Has DRL options, for small and large beam type.
  • Has siren strobing capabilities.
  • Has flashing strobe option.
  • The colour of the last Beams type dummy will set the lighting on the road -when high beams are on-, if any, overriding the colour set by Headlamps.

Added Marker type: these tiny lights simply mark the car's position or type.

  • Has DRL option.
  • Has strobing capabilities.
  • Has Pulse strobe option.
  • Has flashing strobe option.
  • Can adopt Front, Rear and Mid placements.
  • Will turn on alongside the sirens unless stated otherwise.
  • Can be set to only turn on alongside the sirens.

Expanded the taillight type into different sub-classes and added extra features:

  • Marker only - these won't boost brightness when brakes are activated.
  • Brake only - these will only activate when brakes are activated.
  • Foglight - these will only activate when it's raining.
  • Normal - the standard two function taillight present in NFS3.
  • Warning light functionality option - any taillight can set to double duty as hazard light. Brake will be disabled for this.
  • "Rain light" option - flashing quickly. Better paired with Foglight type, meant for race cars.

Added features into Headlamp type:

  • Foglight option - to make them only turn on with weather
  • Non-high beams option - will avoid boosting brightness when high beams are on.
  • DRL options, for low+high and low only configurations.
  • Has flashing strobe option.
  • The colour of the last Headlamp type dummy will set the lighting on the road, unless overriden by high beams.

Added features into Siren type:

  • Always on option - will be always turned on.
  • Has Patrol strobing option - when off, will activate once from time to time.
  • Has flashing strobe option.
  • Has option to be fixed size (flashing mode will always use this).
  • The colour of the last dummy of each side (Left and Right) will set the lighting on the road.

Added a dedicated field for selecting from a list of 26 possible colours. This is optional, and dummies without it will default to safe values.

Added final size multiplier to all types of lights: allows for greater customisation of the lights (size 0-5), as well as making them fit better with different lenses's sizes. This is optional, and dummies without it will default to a value of 3.

Added final brightness multiplier to all types of lights: allows for greater customisation of the lights (brightness 0-5, 0 being invisible). This is optional, and dummies without it will default to a value of 3.


Added an option to convert a pop-up light into foldable cover. This is archived by naming the 13th part to :HHC, it will make it show when lights are off, and disappear when lights are on.

Tweaked some lighting values to make night races less painful.

Made light effects show up during daytime as well. A secondary patch is included to undo or redo this part.

Made car's lights stop lighting up the dash view, as a workaround for an ugly bug where the steering wheel remains unlit. Road vertex light still affect both. A secondary patch is included to undo or redo this part.

Made player's car now start with lows instead of highs on night races. Is not an issue with the new values.


CREDITS

Thing was made by me, with some much needed and appreciated help from users on discord cos I know jack about programing, and had a lot of help from Zipper, Schnoobler, AJ Lethal and PolizeiPaul to tweak the colours. You can build up on this as you wish, just don't forget to mention on the credits. Full source will be added later when I get it to a presentable state.

Changelog

  • Version 1.1 uploaded April 2, 2025

    rata_536 uploaded a new version. The new file is 3.11 KB.

    Replaced the old Sirens Patch with the brand new Extra Lights patch.
    Completely uncompatible with the old patch.
    Fully backwards compatible with vanilla game.
  • Initial version uploaded August 14, 2024

    rata_536 uploaded initial version. The original file is 0 B.

Visitor Comments

  • Paul Spain - 8 months ago
    User Date
    Doni8 months ago
    rata_5368 months ago
    Liked
    Can this be done for High Stakes too 🤔?
    Reply
    • Doni - 8 months ago
      User Date
      Paul Spain8 months ago
      Liked
      Yes, please! It would be  amazing!
      Reply
    • rata_536 - 8 months ago
      User Date
      Paul Spain8 months ago
      Liked

      It should be easy to adapt the logic to it, as the colour digit in High Stakes handles ONLY the colour. Moreover that simplification would allow you to use the full range of A-Z (or for what matters, any character that you can name a dummy) for unique colours.

      That being said, I don't have any will to dedicate time for High Stakes, as I'm too focused with my NFS3 projects. And frankly speaking, High Stakes doesn't really need it that much, since it doesn't have the PC-PSX disparities that NFS3 has, plus it already lets you do pretty much anything that makes sense from start.

      Reply
    • Doni - 8 months ago
      User Date
      Liked
      What a shame! Would be perfect for the Discovery made by AJ_Lethal for example
      Reply
    • rata_536 - 8 months ago
      User Date
      Liked
      Doesn't High Stakes already allow yellow lights anyways?
      Reply
    • Paul Spain - 8 months ago
      User Date
      Liked
      It does, The colors allowed are: Red,Blue,Yellow (called Orange),and White. Now what is funny is the chopper gets a Green light but there seems to be no way to put that color onto vehicles.
      Reply
    • rata_536 - 13 days ago
      User Date
      Paul Spain11 days ago
      Liked
      By the way another point to notice on this, NFS4 actually has Yellow AND Orange. It happens that FCE Finish's developer seems to have never know about it, but the key for yellow is Y (unsurprisingly). Pursuit HSV uses it for the foglights.
      Reply
    • pete9516 - 12 days ago
      User Date
      Liked
      Interesting. I think also mod cars use that. There is a Pursuit Saleen S7 which has those yellow slowly blinking lights which are very light/strong/big. They don't look orange
      Reply
    • rata_536 - 12 days ago
      User Date
      Liked

      Yeah I was pointing it out due to "Yellow (called Orange)". Many people may not know about the actual Yellow colour if they had only used FCE Finish to set the lights, as the option is not there in that program. And granted, I'm not a High Stakes modder, but I only found out about Y colour when doing the lights patch.

      From the official EA cars, Pursuit HSV and La Niña use yellow lights.

      Reply
  • pete9516 - 8 months ago
    User Date
    Liked
    Guys, aren't we gonna talk here about the track being lightened from the light bars? In nfs4, it's not possible like in these images here. Since there's only blue and red. Nobody noticed before?
    Reply
    • rata_536 - 8 months ago
      User Date
      pete95168 months ago
      Liked

      Wow, really? You know, after analysing how the whole 'colour gets printed for each car' method they used, I came to realisation that devs probably intended to have the differently coloured lightbars, but ended up scraping that fancy visual effect due to time constrains. I saved most of the deep explanations for a forum post because I feel like it would be better suited to explain, share and discuss with other people that could bring more light into the matter. 

      The short version is, every car has a big block of its status on the track (lights off, low or high, brakes applied or free, siren on, horn on, etc etc you get the idea) and the track lighting colours are within each of these info blobs. I don't expect the exact same structure and spacing be the same for NFS3 and NFS4, but I do expect that the same is applied somehow. On this case, the main register that keeps hooked for each car info blob was EDI. I'll write down a deeper explanation in the forums soon. I want more people to join.

      Reply
  • Doni - 22 days ago
    User Date
    Liked
    I do not understand how to install this mod
    Reply
    • rata_536 - 21 days ago
      User Date
      Liked

      1. Descargate el delta patcher de la sección Tools.

      2. Hacete una copia del nfs3.exe

      3. Abrite el delta patcher, seleccionás el exe, el parche y lo aplicás.


      El parche va a estar funcionando siempre, luego de eso sólo te queda usar autos con las nuevas luces.

      Reply
    • Doni - 11 days ago
      User Date
      Liked
      Ok gracias por explicar. Estaría genial que hagas un video explicando paso a paso cómo instalar y usar
      Reply
  • pete9516 - 22 days ago
    User Date
    rata_53621 days ago
    Liked

    haha nice job on them SƎ┴ON - N∀I˥∀ɹ┴S∩∀

    Reply
    • rata_536 - 12 days ago
      User Date
      Liked
      Got'em!
      Reply
  • Newmodder - 1 day ago
    User Date
    Liked
    So I added this to the VEG patch with a delta patcher,but I see no difference. Did I miss a step or something? Is there a tutorial for this?
    Reply
    • pete9516 - 12 hours ago
      User Date
      rata_5365 hours ago
      Liked
      You need cars installed which are adapted to it. There's not many cars around yet which feature fancy colors like green, purple or yellow for instance, but Rata has updated all his cars to have special light dummies, you should definitely check them out
      Reply
    • rata_536 - 5 hours ago
      User Date
      Liked

      If you installed the patch properly, you should notice the headlights lighting the road during day (feature not present in the original game, this only happens at night). Check on Aquatica or Empire City which are very dark during daytime. Also, the standard colours for the lights are slighty changed, the most noticeables being the sirens.


      EDIT: You can also open any car's VIV file with Vivianne, add a colour digit to a dummy light, save all changes and check ingame.

      Reply
      edited by rata_536 4 hours ago

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