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Messages - MADMAN_nfs

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1
Hello Venko,
you looking for "Pursuit Diablo 6.0" by Ryuji Kainoh with australian livery.
This was released in 2002 and is based on the NFS3 Diablo - Link to author page (Wayback archive)

The original file archive can be downloaded at nfscars.net - https://www.nfscars.net/need-for-speed-high-stakes/2/files/view/17992/

Greetings

2
General NFS / Re: Online-Resources of classic NFS titles
« on: Mar 07, 2021, 1:54 AM »
Hello bfut,

that track was made by AccadaccA (& Nite) and hosted exclusively on totalnfs.net -> Link
Unfortunately web.archive.org did not save this file from that page.

At lonebullet.org and gamefront.online you will find the Bathurst track for download, however this is the original release from 1999 - there was an updated version too.
Can't find any links to the updated version, but i sure can upload that for you from my backups -> Google Drive

Greetings

3
Editing Projects / Re: Nfsfan83 - Nassau track projct
« on: Feb 06, 2021, 3:53 PM »
A huge track project indeed, very impressive! You doing great progress. T3ED screenshots are awesome already, looking forward to the preview video.  ^-^


Guys I have problem with make nice palm tree texture problem is nice islolated background, always if I use any photos, always are white little dots. [...]

The palm textures in your preview shots look great.
If you need more tree textures go for transparent png's (with alpha channel) - there is a large variety of sites and you only need to downsize the images.
https://de.cleanpng.com/free/palm-tree.html
https://www.freepnglogos.com/pics/palm-tree
https://pnghunter.com/tag/palm-tree/
That images are free for non-commercial use.

Greetings

4
General NFS / Re: Camera position edit in NFS4
« on: Dec 28, 2020, 7:18 AM »
The mentioned "camera arm" parameter in carp.txt should effect the angle of the roof camera (actually only for the roof camera!).



Lower values (<0.25) should have the desired effect. Other ingame camera behaviour is hardcoded to the game afaik. But there is definitely some adjusting going on with larger vehicles, so editing/scaling of the mesh will have an effect for sure.

5
Hey,
not sure what documentation you are referring to? The readme only adresses general "encoding syntax" and one example:
Code: [Select]
unvivtool e [<options>...] <output.viv> [<input_files>...]
EXAMPLE 4
      unvivtool e CAR.VIV car.fce car00.tga carp.txt fedata.fsh fedata.eng

How to create a viv-file, without having the unvivtool.exe in that directory? Could you give an example?

[...] Very strong words coming from an anonymous account. Can't win 'em all, I guess.
I do not understand this, what are we talking about?

Greetings

6
Hello,
i've ran a test with the new version (unvivtool10+dev201206-win32.zip) on Win10 64bit.
I noticed you restricted the output to a subdirectory of the input path, so output command can only be a folder name
(message "must only contain the following characters 0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz").

The application path now working fine with single quotes (') or double quotes (") and spaces.
Code: [Select]
C:\un viv>unvivtool d -o "C:\un viv\car.viv" "car extracted"
=================================================================================
unvivtool 1.0+dev201206 - Copyright (C) 2020 Benjamin Futasz (GPLv3) - 2020-12-06

Archive: C:\un viv\car.viv
Extracting to: car extracted
Archive Size (parsed) = 10530811
Directory Entries (header) = 24
Decoder successful.
Extraction works fast and flawless so far, tested different archives from NFS2 (cardata.viv), NFS3, NFS4 and NFS6.

Just have to point out the issue with special characters and vowel mutation again, used in many regions, thus appearing in filepaths probably.
Code: [Select]
C:\ün viv>unvivtool d -o "C:\├╝n viv\car.viv" "car extracted"     #filepath with "ü" instead of "u" results in error
=================================================================================
unvivtool 1.0+dev201206 - Copyright (C) 2020 Benjamin Futasz (GPLv3) - 2020-12-06

Archive: C:\++n viv\car.viv
Extracting to: car extracted
File 'C:\++n viv\car.viv' not found
Decoder failed.
Maybe you can define/implement a different character set (Unicode, ANSI etc.) with the application (not to mention russian, arabic or chinese)?
Dunno how much of a hassle it is, to make the program "multilanguage"?  :)

Furthermore, the encoding side still seems a little cumbersome, again requiring to place unvivtool.exe inside execution-path... if i understand correctly.
Wouldn't it be more convenient to give a folder or path, packing all files inside into the viv-file?

Greetings

7
Uh, yeah running Windows! Tested the tool on Win7 64bit.
So i cannot verify your Linux-scripts (.sh files).

Executing the tool inside the directory works perfectly fine.
Code: [Select]
unvivtool d car.viv
or
unvivtool d car.viv car

But that means you need to copy files from a to b everytime... or maybe my train of thoughts is wrong here?
Also paths without spaces work:
Code: [Select]
C:\unviv>unvivtool d -o C:\unviv\car.viv C:\unviv\car\
=======================================================================
unvivtool 1.0 - Copyright (C) 2020 Benjamin Futasz (GPLv3) - 2020-11-24

Archive: C:\unviv\car.viv
Extracting to: C:\unviv\car\
Decoder successful.

Using full paths (via .bat-file or cmd.exe) with single quotes (') or double quotes (") gives me an error, tho.
Code: [Select]
C:\unviv>unvivtool d -o C:\unviv\car.viv "C:\unviv\car\" #Just an example, these quotes aren't neccessary here
=======================================================================
unvivtool 1.0 - Copyright (C) 2020 Benjamin Futasz (GPLv3) - 2020-11-24

Archive: C:\unviv\car.viv
Extracting to: C:\unviv\car"
Not enough memory
Decoder failed.

Greetings

8
Hey bfut,

welcome to the forum  :)
Nice utility that does what it says. Meant to be executed right at file location.
Do you intend further improving the utility?
I noticed, using full file-paths with spaces, special characters or vowel mutation in the command string, will result in error.
Functionality for execution by filetype (using "*.viv" for example) would be neat too, at the moment you always have to give the exact file name.

Greetings

9
Hardware, Software & Technology / Re: Your dream PC's!
« on: Nov 30, 2020, 11:46 AM »
I would always go for desktop tower.  8)
Because you always get more value, especially when you build the system yourself. Plus you always have the option to upgrade parts later on.
In the end its always a question of budget, my dream PC would be also high-end stuff with an unreasonable price.  :P
With a budget of 800 bucks i would set up a machine with Ryzen 5 3600, GeForce RTX 2070 SUPER and 16 GB of RAM (so far).

For me, Laptops are less flexible overall.

Greetings

10
General NFS / Re: Online-Resources of classic NFS titles
« on: Nov 30, 2020, 9:45 AM »
Update.

- www.dippold.org, all downloads are disabled
- www.nfs.gen.tr, is down
- www.drivingpassion.net, is down & removed from listing
- Ortwin1st's Homepage, is down
- unBtable's NFS:HS Site, is down
- nfstoolbox.suckosaurus.dk, the homepage of NFS-Wizard dev Jesper Juul-Mortensen seemingly down too
- www.team-ger.net, also down unfortunately  :'(

Due to the inevitable end of flash player support, some flash-reliant websites are simply doomed in near future. Files are still hosted, but site navigation is unusable. I will provide direct links if possible - especially STD-Design relies so heavily on Flash, its practically down without flash-player access.
This also applies to NFS Experience and www.halfmoon2.com sites.

11
Hello pete9516,

the EA audio format never was fully decrypted and some bnk-files cannot be opened at all. Thus tools for audio editing are prone for glitching out, i.e. crashing or corrupting the file. This also means EAX mode (sound options) should be avoided when using modded audio; stereo mode is reliable from my experience. This annoying click noise it is a bug in the audio importer/editor of NFS Wizard obviously, as mentioned before:
Reimporting works, but of course you can't reimport the samples as-is. :P You have to manually delete the click in your favorite sound editor, which is a 30-second job, but annoying nonetheless. :(

This is a bug with NFS Wizard, no way around it other than manually fixing the samples and importing them again. NFS Wizard is quite limited in what it can do with the banks, and doesn't even work for most NFS3 sound editing. It cannot open the sound banks containing police speech either.
yes noticed that, and it even crashes when trying to open 'gen.bnk' what is pity since that contains all the environmental sounds but seems too large for NFSWizard or that one uses different audio codecs that NFSWizard cannot decrypt .. ???

.. you mean reimporting all samples again? I only reimported the first sample again after I cut off the click noise in sound editor .. :o
You are well aware that 'siren.bnk' contains more than fourty samples? >:( ??? :P :'(
Summing up the mentioned work-around:
- First you need to export all samples from your EA source bnk-file to a seperate folder.
- A click is added, to all audio samples inside, everytime a bnk-file is opened. Cut any clicks in the exported wav-files with mastering-software (e.g. Audacity).
- Newly imported samples are not effected. So you have to reimport ALL wav-files before saving, everytime you make a change to the bnk-file (including loop editing).
This might sound tedious, but works for me - since the data is processed/compressed to bnk, using "Hex-Magic" to fix the file seems no option here, unfortunately.
Last desperate measure i can think of, not to loop the 1st sec of the sample (so the click stays well outside the loop area).
Hope this solves your issue.

Greetings

BTW: Since this topic was meant as tutorial, i suggest to make a seperate project thread, if you have further questions.

edit PS: just found another NFS3/4 audio editing thread in the Help/F.A.Q section.
NFSAddons Forums »Need For Speed Forums »Help/F.A.Q »NFS III/IV Engine "Click" noise
Seems Theycallmebk14  gone through a "Click-Noise"-odyssee. He draw pretty similar conclusions regarding bnk files, might be helpful.


12
General NFS / Re: NFSCars
« on: Nov 29, 2020, 4:23 PM »
Quote from: NFSCars https://www.nfscars.net/articles/regarding-the-forums/1147, March 8th 2019
Regarding the forums
March 8th 2019

As some of you may have noticed our forums are unavailable. [...] In the meanwhile you can still use the Shoutbox to discuss topics and thoughts you have and the showroom to share things (keep it ingame please) with the rest of the community and use the comments to interact. Apologies for the inconvenience and have a great day!

NFSCars staff

Sad indeed, to see this backbone of the NFS modding community break apart. According to the citation above, the forums are shut off for almost 2 years now.
Guess Mike Geise has no interest/motivation in continuing the site...
However, someone is still paying the bills for hosting so far.
Out of curiosity - do you have insight how many files (or overall data size) NFSCars accommodates?

Greetings

13
Off-Topic Discussion / Re: COVID-19
« on: Nov 29, 2020, 6:25 AM »
Oh man, this virus and the lockdowns really bite me :(
Lockdown is still ongoing here, officially extended into 2021 -.-

14
General NFS / Re: nfs3 / nfs 4 fedata history section
« on: Mar 18, 2020, 1:12 AM »
Hey Noise.
Your findings are interesting. I did some research on the mnu files as well, but never dig that deep...
From what i understand the game has 3 sources of menu text to display:
1) Hardcoded Links in the game.exe (e.g. Nav Buttons), linking to the text files
2) Text from within the mnu files
3) Text from the fedata files of individual car.viv

Variant 3) is used for showcase data (Mechanical/Engine etc).
My guess: the history section must work similar to that. Looking at nfs3 is good idea since the game engine is basically the same. The fact you get a history-carlist by creating hxxxx.qfs files indicates the history part is still around in the game.

15
Off-Topic Discussion / Re: The Driver Syndicate - Fan project
« on: Feb 01, 2020, 2:02 AM »
The project has a designated website now.

www.driver-syndicate.com

The download link is still pointing to the same google-drive location, but i guess this is more convenient than the forum page at drivermadness.net

Time to take a spin and test the game   :D

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