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Mar 29, 2024, 2:48 AM

T3ED Updates (NFS4 Track Editor) by JimDiabolo

This is a discussion for the topic T3ED Updates (NFS4 Track Editor) by JimDiabolo on the board Editing Projects.

Author Topic: T3ED Updates (NFS4 Track Editor) by JimDiabolo  (Read 138449 times)

351 Replies on T3ED Updates (NFS4 Track Editor) by JimDiabolo
on: May 28, 2012, 2:53 AM
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T3ED 4.4 is ready to use ! Download here from Magenta Cloud or NFS Addons

New in Version 4.4.0 (426):
- Edit of sound / light object position in properties.
- "Unknown Data" now shows the selected byte as bits.
- "Virtual Road, heights, spdfa & spdra" now shows the real VRoad numbers. Not just 1,2,3..
- The Replay Camera Editor has now a "Edit Unknown Rotate Values" button.

New in Version 4.4.0 (425):
- No delete for VRoad Points, T3ED would crash.
- "Texture" function disabled for special objects, T3ED would crash.
- "Virtual Road, heights, spdfa & spdra" now shows the VRoad information about shortcuts. Each VRoad point contains two possible numbers. If there is none both are -1.
- Fix for "Point properties" when only changing the coordinate. (Thanks PomFrit)

New in Version 4.4.0 (424):
- "Polygon Virtual Road Flags" You can now choose whether "Drive over behavior" should be set or remain as original.
- "Shadow ray tracer" the maximum end block has been corrected from 255 to 299.
- "Find polygon" Now you can specify how many percent of the hits should be selected.

New in Version 4.4.0 (423):
- Multiple polygons can now be duplicated instead of only one.
- If showing "Virtual Road Boundary Polygons"
  * Polygons with "No ?? Neighbour" flag get line from middle pointing to the corresponding direction.
  * Polygons with "Extra Object Detection" flag get an "E".

New in Version 4.4.0 (422):
- New (better?) track format detection. (Using the four first bytes.)
- Bugfix when pasting whole blocks.The "HS_EXTRA" VRoad data was placed in a wrong position.
- "Connect Close Points" function from block neighbours is now also in "Clear / Modify All".

New in Version 4.4.0 (418):
- "Clear / Modify All" has now a option to recalc PolyVroad for the whole track.
- Ctrl + R is Polygon rotation (90°) by changing the points. Now, in HS Mode with "Crtl + Alt + R", it rotates the textures too.

New in Version 4.4.0 (417):
- Three modes for PolyVRoad calculation (Crtl + H)

New in Version 4.4.0 (416):
- Resize Track(now negative values possible)
- Enter Move Distance: The data from the last mouse move can be used. Another alternative is to use the data from the last distance measurement. Distances can be calculated in point mode by picking two points.
- Bugfix when using ALT & MouseWheel with no 3D View .

New in Version 4.4.0 (415):
- Option to show PolyVRoad for (black) trackpolygons. It should always point forward. But now I can be changed with "Polygon Virtual Road Flags".
- Bugfix when replacing blocks und using undo.

New in Version 4.4.0 (414):
- Zoom In/Out now works when Track View windows is active.
- Zoom In/Out Track View only (using ALT Key) is now much faster.
- Additional safety check when starting Track View.
- Light properties has now a Combobox for easy selection of track glows (values taken from Tr(N).ini) or special effects.
- Light properties has a Raytrace Light button. Maximum Light Distance will be intensity * 0.1.
- Light/Sound properties will be shown as four bytes. Byte 2 has to be zero, to be visible in game. If not, only raytracer will use it.
- Delete Light/Sound object from block properties.

- Shadow Raytracer can now calculate lights:
  * A imaginary line from each light to vertice points will be calculated. Only when nothing is in the way the light shines there.
  * Light color and intensity will be taken from tr(N).ini
  * Multiplier of light distance can be set. Light Distance will be intensity * multiplier.
  * If red, green or blue of light is higher than the color part of the point it will be replaced.
  * Flashing Lights will be ingnored.
  * Byte 2,3,4 of Light will be ignored.

- Light Raytracing for lanes added.

New in Version 4.3.0 (404):
- Added AI points which are at the VRoad point + the float numbers of the speed files.
  Enable "Show Virtual Road Width and Node Points" to see AI Points.
  With "Show Virtual Road Bitmap Data Mode" you see a thin red line AI line.
  Use "View -> Select Speedfile for viewving" to choose the AI Line you want to see. (Forward / Backward)
  If you zoom in, AI Points get a up to down line indicating the speed.
  In object mode, AI points can be selected by holding down the ALT key. (CTRL & ALT if you want to select more then one.)
  If you move AI Points (X & Y), T3ED recalculates the "AI lane" from speedfile.
  If you move the AI Point Up / Down the Speed of spdFA or spdRA will be changed.
 
Thanks to "PomFrit" who found out how everything is connected and how it works.

- "Virtual Road, Heights" now has additional columns.
  "VR Left" / "VR Right" - The purple VRoad Borders
  "L-Lane Polys" / "R-Lane Polys" - The number of light green polygons. (Could already be changed with adjust road width)
  "Width L-Polys" / "Width R-Polys" - The width of the lane polygons.

New in Version 4.3.0 (400):
- Fix moving multiple vroad points (wasn't working anymore).
- Drop vroad refpoints (Alt D).
- Drop lanes down on road (black & blue polys, Alt D).
- Drop points, polygon & extra objects on track and object polygons (Alt D).
- Add lights (ctrl + l) on selected points, polygons (middle) or objects (middle).
- Add sounds on selected points, polygons (middle) or objects (middle).
- Added 'Colorbuttons' to make it easier to select shading colors.

New in Version 4.3.0 (393):
- Paste X & Y (Shift Y) and Paste Z (Shift Z) now uses the clipboard. Copy point to clipboard before (Ctrl C).
- Bug fix for entering move distance, directly after deleting a polygon.
- Auto adjust Z on virtual road points when moving (X & Y). Won't be done if Altkey pressed, or z is moved.
- Auto adjust Z when moving lane points (X & Y). They will be placed 0.025 above the track polygon below. If you don't want it press Alt while moving.

New in Version 4.3.0 (390):
- Replay Cameras will be sorted.
- When saving: Show warning messages if track breaks limits. Which are 512 for crosstype 4 extra objects and 128 for crosstype 6 global objects. Thanks to Zalcus20 for the info.
- Bugfix when selecting blue polygons.
- Safety checks for the "Move" function.
- Improved "Paste Block" function.

New in Version 4.3.0 (386): T3ED with integrated Replay Camera Editor ready!
- Paste block to current vroad added.
- If you import a Vr_H_Spd.csv file with changed virtual road values, the track can be rearranged to that new virtual road. This can be used to change track shapes.
- Bug fix: Poly VR Flags will only be displayed for (black) track polygons. (Alt + enter)
- Bug fix for Pasting HS extra data (Number of lanes)
- New option: Set visibility minimum.
- New function: Copy & paste virtual road points. You can select what will be pasted. Position & vectors, Heights data, spdFa data, spdRa data or HS extra Data (Number of lanes)
- When converting (Global, extra & polygon) objects you won't lose shadow/color information anymore.
- The "Show track based on visibility" mode has been improved if a global object is selected.
- Several safety checks have been added to avoid illegal memory calls. I think this version has the best stability of the ones I made. If you find a error that can be reproduced please let me know.
- Integrated Replay Camera Editor:
  •    "Tr.cam" will be loaded / saved with the frd-file.
  •    Enable viewing cameras by "View -> Show Replay Cameras"
  •    Move, copy, and delete them like other objects.
  •    When a camera is selected a light blue line from camera start to stop will be display along the virtual road. You can adjust the cameras start and stop with (Alt) PG Up/Down keys.
  •    When you press "Alt" while moving a camera T3ED will adjust start, stop and render.

New in Version 4.2.0 (343):

- Improved "Clear all" function. Instead of turning the track into a circle you have much more options now: Set a x and y multiplier, and add additional curves with the sine function. It can also be used to make ups and downs.
- Copy & Paste blocks with hs_extra data. (Number of lanes.)
- Paste block as object: The object will now be exactly at the blocks position. You have to move it when necessary.
- Simplified Code for selecting Virtual Road-Points.
- Block Highlighting will now work for Virtual Road Points.
- Virtual Road Points will be shown as stars instead of crosses.
- Import & export of Virtual Road, Heights, spdfa and spdra data to "Vr_H_Spd.csv".
- Fix for pasting blocks with other than 8 slices.
- Fix for pasting only spdfa / spdra data. In older versions a recalculation of “poly vroad” on block 0 was done with wrong parameters.

New in Version 4.2.0 (326):

- "Adjust road width" : Deleted the experimental VRoad lane manipulation.  It seems that the width is related to the number of lane (light green) polygons. You now can set the number left and right from road middle.

New in Version 4.2.0 (323):
- Remap objects to block. Calculates the distance between the object middle and block middle. And them moves the data to the block with shortest range.
- Resize whole track. I made experiments with “Transtropolis”. XY values above  1.15 messes up the visibility.
- The extra object properties dialog has been changed to fit on 1024x768 screens.
- Fixed a bug that occurs when converting objects.
- "Adjust road width" with experimental VRoad lane manipulation.

Raytracing:
- Added an option to select lane (chunk 6) and fences (chunk 1,2,3)
- Raytracing  moved it to ‘Whole track’ menu.
- Option "Copy shadow to very close points" added to avoid hard separations between shaded and unshaded surfaces.

New in Version 4.2.0 (309):
Visibility:
- When exporting visibility, the file will be saved in the track directory.
- With “Show track based on visibility” you can now use the right mouse button to set visibility edges of the selected block. Control + right mouse toggles the block.
- Better handling of visibility when you delete / insert a block.

NFS3/4
- Bugfix for deleting the last block of a track with less then 8 virtual road points.
- 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.
- When moving virtual road points manually, the „ColVroadVecs“  of track polygons will be recalculated.
- You can change all texture of a block or an object in one step. (Edit → Texture when in block or object mode.)
- “File → Changes all textures” to edit all texture numbers of the track,
- Export a block to an off – file.
- Paste a block as polygon (blue) object.
- Rewritten for “Adjust road width” function.
- Added an “Adjust road width” button to block properties.

For NFS3
- 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!
- Changes to the texture dialog on nfs3 tracks:
   It shows the texture id and the bitmap number in the qfs – file.
   NFS3 Texture Properties dialog was added. It allows to change two sided & animated textures.
- Import/Export the NFS3 textureblock.

HS Only:
- Gobal object chunk 1 will be loaded and saved correctly. (Cross-) type 6 object are now visible.
Type 6 objects can be deleted, duplicated and moved as global objects. To edit them, convert to an extra object, make the changes, and convert back to global.
- Since I don’t understand all type6 data, the unknown 60 bytes can be exported & imported. I think it stores the weight, behavior and size.

Shadows:
- Clear / Set shadows of extra objects manually. You can also change the color and transparency of the objects texture there!
- Point Properties with shading values.
- Many changes to Nappe’s ray tracer:
* Extra object can get shadows.
* Set sun and shadow color.
* You can now select what object get new shadows
* Select object that cast shadows
* If you set transparency, this points can be ignored from ray tracer

New in Version 4.0 :

- A new paste mode has been added. “Replace only track texture information”. It will replace all texures and poperties from trackpolygones. Objects won’t be changed.
- A new view has been added “Show Track Based On Visibility”. Unvisible blocks are show in a light grey, and can’t be selected.
- Fix for crashing when selecting global objects and active trackpreview.
- Default trackpreview shows now two more blocks.
- If “Show Track Based On Visibility” is activated, trackpreview shows blocks that should be visible in game, up to 30 blocks. Global objects will always be shown in trackpreview.
- Visibility information can be changed for actual block by using [Alt] Page Up/Down keys. “Show Track Based On Visibility” must be enabled.
- Size of trackpreview window can be easier changed now.
- Use CTRL + MouseWheel to zoom in/out trackpreview without changing normal view scale.
- Fix for program crashing when converting global objects.

« Last Edit: Feb 14, 2024, 8:01 AM by JimDiabolo »
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Reply #1
on: May 29, 2012, 2:42 PM
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Again, all I can say is, my respect for your developmnents! Nobody, really nobody would have expected this even ~8 years ago when the HS scene was fully alive. Props to you ;)

There's one thing I'm wondering about, is it possible to shade animated objects?

Reply #2
on: May 30, 2012, 8:55 AM
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    Stupid blunt claws.

Reply #3
on: May 31, 2012, 12:24 AM
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There's one thing I'm wondering about, is it possible to shade animated objects?
When Nappe1 made the track shader, he didn't implemented it for extra objects.
Get T3ED, Stock & Expansion Pack from Magenta Cloud.

Reply #4
on: May 31, 2012, 8:34 AM
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Awesome work as usual Jim. Will you look into the MCO .frd's aswell when you have time? :P

Reply #5
on: May 31, 2012, 1:24 PM
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Looks like it differs more then I hoped. First the header is bigger as on NFS3/4 tracks. After that the virtual road data seems to be in NFS4 format. But next would be the trackblock info, which isn't in NFS3 or NFS4 format.

MCO Format :
char header[44];
long nBlocks;
long nPos; //Number of vroad entries
char mco_unknown1 [4];
nPos * MCO_VROADBLOCK;
......????

typedef struct MCO_VROADBLOCK { // HS's equivalent to a COLVROAD
   //long mco_unknown1;
    struct FLOATPT refPt;
    struct FLOATPT normal,forward,right;
    float leftWall,rightWall;
   union {
      struct {
         float centers[2];
         short xtraNei[2];
         long scales[2];
         short fullMap;
         short _unknown1;
         char wallKinds[2];
         char _unknown2[2];
      };
      struct {
         float unknown1[2];
         long unknown2[5];
      };
   };
} MCO_VROADBLOCK;
« Last Edit: May 31, 2012, 1:33 PM by JimDiabolo »
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Reply #6
on: May 31, 2012, 11:28 PM
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Good progress so far actually :)

Well atleast making it load them without objects and so on at first will be cool aswell (just roads) :)

Reply #7
on: Jun 15, 2012, 9:48 AM
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I'm experimenting with new stuff for the T3ED at the moment. This is the result of my tries : Auqatica_slashed (You need the NFS HS Mixer to import this track.)
It has the original heights.sim, spdfa.bin, spdra.bin files. They are just converted to the new track lenght of  128 blocks.
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Reply #8
on: Jun 16, 2012, 5:36 AM
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    Ramms+ein fan
I found a bug in that track. It's not really useful in Pursuit getaway mode because the AI always thinks it's in a narrow tunnel thus they do not perform u-turns. The same happens with the original Vertigo Ridge conversion if you replace Dolphin Cove with it.

Reply #9
on: Jul 14, 2012, 5:07 AM
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T3ED 3.8 is read to use ! Download on Dropbox

New in Version 0.07pre1.1*Plus Dev 3.8 :

- Frd file properties dialog added.
- Block properties dialog added.
- New function “Edit -> Find” for polygons added. You can search for polygons by texture, HS texture properties, texture animation data and polygon road flags (drive-over behavior).
- VRoad refpoints will be handled as extra objects. Select “Edit Virtual Road Points” and you can move them like you want.

For NFS4 only :

- If available height.sim, spdfa.bin and spdra.bin will be loaded and saved with the tr.frd file. (Thanks to Christian Brandt & Lasse Karkkainen for their NFS4 Spdtools.)
- Heights.sim, spdfa.bin & spdra.bin data will be copied and pasted together with block data.
- Undo for Heights.sim, spdfa.bin & spdra.bin data added.
- New dialog “Edit Tools - > Virtual Road, heights, spdfa & spdra” (Ctrl+H) allows to edit that values. In block mode all data from actual block is shown. In object mode all data from selected VRoad refpoints will be displayed if properties is selected from menu. Note : The “spdXA Speed” has only 4 values per block all others have usually 8. That’s why speed values are shown twice, e.g. 0=1,2=3,4=5 and 6=7. Only the first (0,2,4,6) will be written to disk.



With this version you can extend NFS4 tracks because heights.sim, spdFA.bin & spdRA.bin will be loaded and saved, too !  You can improve the AI line (like I did for Lake Diabolo V129) I copied data from original tracks to my Lake Diabolo blocks with similar curves. You can also edit values manually.



I also added the requested "Find Polygon" function. Which can be a great help changing textures or polygon properties.

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Reply #10
on: Jul 14, 2012, 3:54 PM
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    Stupid blunt claws.

I also added the requested "Find Polygon" function. Which can be a great help changing textures or polygon properties.


I love you, man :3

Reply #11
on: Jul 16, 2012, 6:11 AM
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Reply #12
on: Jul 18, 2012, 2:21 PM
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    Stupid blunt claws.
Uh... I've got a bug over here with the Find function:

Reply #13
on: Jul 19, 2012, 11:01 PM
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What have you searched for, that you find lane polies ?
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Reply #14
on: Jul 20, 2012, 12:45 PM
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    Stupid blunt claws.
I searched all the polies that had the "DIRT_SHOULDER" flag, so I could change it to something else, like snow, grass, etc...

Maybe if you add an option to limit the search to certain poly types (object, ex-object, lane, road...)

 


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