User Date
Zalcus20July 29, 2022

Need for Speed High Stakes Downloads

Thunder Mountain 3 (Virtual Road + AI Fix)

Added On May 14, 2022
Version High Stakes
Original Track Raceway 2
Views 3,654
Downloads 134
Favorited 1 times
Average Rating
9.7/10 - 3 votes
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Screenshots (2)

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Description

ello guys, since the new version of T3ED (thanks to Jim Diabolo), it is possible to edit the virtual road data of a track.

The virtual road data basically saves all the important data like height of the track, boundaries, AI lanes, speed information for the AI (how fast can AI go without crash?) and other smaller informations.

Thanks to Zalcus20' great speed files tutorial and to Jonath who basically brought me into NFS4 track modding, i was able to find myself into track modding (LoL). So i started with a track everybody should know here: Bathurst or Thunder Mountain from AccadaccA (and other authors).

What can you fix by editing the virtual road data? I first let Zalcus20 talk on that before i add my experiences:


If the ai lanes (and center line) were to be outside of the Virtual Road boundary, this will bug the AI. For example:


1. AI cops will not be able to deploy spikestrips and roadblocks on

that section of the track.


2. If you crash or reset your car on this section of the track you

will respawn outside the drivable track and get stuck.


3. The bots will behave unpredictably. They might slam into the side

of the road (walls aka non-passable area), drive in that annoying

'congo line' style, crash into each other, and if you are racing with

traffic, it is guaranteed that they will crash right into them...

Every. Single. Time.


After i understood that, i started to realize that the virtual road data also influences "invisible jumps", which you might know from many mod tracks, which is mainly caused by stretching track blocks too much. The bigger a track polygon (lane) gets stretched, the buggier and glitchier gets that track part and so it's more possible that your car will jump out of nowhere in that area.

So actually that's all i gonna say, thank you Zalcus20 for your tutorial and thank you Jim Diabolo for your new T3ED version which makes it possible to edit that very data and thanks to all the authors and helpers who got involved into making Thunder Mountain 3. (original readme included)

pete9516

Comments 14

JimDiabolo5 years ago(edited)

A beautiful challenging version. Well done!

Cooya!6 months ago

Thunder Mountain is a fantastic track... but unfortunately it was build in the wrong direction and you have to choose "backward direction" to have the correct experience. 

It makes me think if it could be possible to implement a feature in T3ed to turn the block numbers in the opposite direction and to make it possible to switch the driving direction from the start?!? And could a "mirror track" feature be possible aswell? So a new track based on an existing one does not automatically feel like the donor track in first place? 

pete9516Addon author6 months ago
That's some cool ideas. Build a scratch made track where the base has been a mirrored Hometown or something.
Zalcus204 years ago

Awesome fix!  Thunder Mountain with smart AI is a true challenge now. 

I am happy that the speed files tutorial helped you out some.

pete9516Addon author4 years ago
It actually made me editing tracks. And once back in the day i believed that i would never be able to edit tracks because it's such an astonishing thing. But it was always my dream to fix tracks for nfs4 and thanks to you and JimDiabolo i finally got myself into track editing. Thank you!
Zalcus204 years ago

Quote from pete9516: "And once back in the day i believed that i would never be able to edit tracks because it's such an astonishing thing."

This is the way I felt back in the day, too. ;) 

Keep at it. You will surprise yourself if you haven't already.  :D

noise4 years ago

One of my favorit tracks, now with AI fix, gonna check asap.

Long but nice discription b.t.w.

noise4 years ago
When I choose nightrace I find myself back on raceway2 again (both dry/wet, fwd/bwd). Pleave check.
Zalcus204 years ago
There must be a Trn.frd (Track's geometry for night time) file in the track's directory. Remove the file and you should be able to race on Thunder Mountain at night.
noise4 years ago
There is a Trn.frd, but isn't that overwritten by a new one? Or do you mean Thundermountain works without a Trn.frd.
pete9516Addon author4 years ago
Actually every track can work without a Trn.frd file, i "outcommented" the Trn.frd file, because i didn't see much of a difference in the files, so i took my edited Tr.frd file as a Trn.frd file. If there is no Trn.frd file in the folder, the game picks the Tr.frd file for night driving. But i didn't know the HS Mixer would add up a Trn.frd file from Raceway 2. How did you install the track?
noise4 years ago

With the mixer, It says: "based on raceway2" and I click o.k, install.

Zalcus204 years ago(edited)

Sometimes the Mixer 'mixes' up old Trn files with new tracks.

It appears the author did not provide his own Trn file, so it's safe to say Thunder Mountain works without one.


EDIT: Looks like the author did provide a trn file, but it's named "TRN.FRD.original".  Rename it to "Trn.frd" and you should be fine.  :)

noise4 years ago

Thanks Zalcus for clearing that up, I see what happened now.:thumbsup:

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