Due to the corona virus I had some more free time at home. That’s why I started to do some changes to t3ed again. Till now my focus was on NFS4. In version I did a lot for NFS3. Since VEGs great modern patch I find NFS3 tracks interesting again. This version isn’t a “final”, but it has a lot of changes so I want give it to public.
Changes so far:
- When exporting visibility, the file will be saved in the track directory.
- Bugfix for deleting the last block of a track with less then 8 virtual road points.
- 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!
- 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. I did this for some testing purpose, I think it will stay.
- 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
- When moving virtual road points manually, the „ColVroadVecs“ will be recalculated. You see the difference when “Show Virtual Road Width and Node Points” is activated. It also will be done after the “Virtual Road, Heights.sim” Dialog. In both times also the “PolyVroad” information will be recalculated. It must be some Vroad information on drivable polygons.
Both changes were already be done when you move blocks with smoothing on. I missed it when I made the manual movement.
- NFS3 handles textures different. Each track has a “TextureBlock”. It now can be ex/imported into a csv file.
I still don’t understand the textureblock. NFS4 don’t uses it. It seems to have the information about roation, flipping and tiling in the 8 “corners” values.
Actually t3ed uses this structure:
struct TEXTUREBLOCK
{
short width,height;
unsigned long unknown1;
float corners[8]; // roation, flipping and tiling?
unsigned long unknown2;
char islane; // 1 if not a real texture (lane), 0 usually
short texture; // index in QFS file
} TEXTUREBLOCK;
If somebody has an idea please tell me.