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More siren colours on NFS3
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Description
This is an exe-level hack that allows your mods to display a much wider range of colours for your police sirens. From recreating the original PSX police's sirens, to going completely whack and nonsensical, with this mod you can choose from 13 different colour options, for both left and right sirens, and alter the track lighting effect as well.
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.
Installing this patch will have no inmediate effect on any car (aside for red and blue colours being tweaked), thus retaining 100% compatibility with every existing car.
INSTALLATION
Simply apply the xdelta patch to the nfs3 exe of your choice (albeit it was only tested with VEG's patch) with any xdelta patcher of your choice. If you don't have one, I just uploaded one. ;)
USAGE
The usage is very straightforward, just like the original game's sirens. Only that L and R in the third digit stop standing for Left and Right and now stand for bLue and Red. You can choose between Blue, Red, Green, Orange, Turqoise, Yellow, Magenta, Purple, White and Black (deactivated), with the first bold letter being for right side and the second bold letter being for left side.
Not following this rule, there are three bonus colours, being legacy red (F-J) and blue (S-V) colours, and pure halogen (X-Z).
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 to tweak the colours to make them fit the game better. You can build up on this as you wish, just don't forget to mention on the credits. Source is included.
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Visitor Comments
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.
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.
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