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Mar 29, 2024, 8:45 AM

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Messages - JimDiabolo

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1
I'm currently working on T3ED again. The HSExtra data can be processed better in the new version. Obstacles on the road in particular can then be avoided by opponents. I'm also working on an automatic detection, it's already working pretty well.
As a test I used "Scopio 7", here is my adapted version. The files have to be imported into DrSpeeds version. https://www.nfsaddons.com/downloads/nfshs/tracks/7973/scorpio-7.html

2
General NFS / Re: Track Lighting (NFS HS)
« on: Mar 04, 2024, 1:19 PM »
Eack point of a NFS4 track has a color information, used to generate shadows.
You can use T3ED -> "Whole Track -> Clear / Modify all -> Clear All Shading Values" to remove all shadows.
Each point color can be set in properties. Easier is it to use "Whole Track -> Shdows Ray Tracer" to set colors.

3
@JimDiabolo: Is it possible that the new .426 has the AI lane selection putting removed when pulling the floats to make a good racing line? I remember when doing floats with ALT + left mouse button, T3ED automatically set AI lane selection. Now this is gone. Are there any reasons for that? I think it was a good feature
Must be a bug. I can't think of any reason why it didn't work anymore.
But I'm on holiday for the next weeks. I look at it when I‘m back.

4
EDIT: I've been experimenting, and the value goes from -10.0 and beyond. I'm still experimenting, haven't tried out the positive values yet
Maybe it isn't a float value. I can add a "Unknow Data" button there. It may helps.

5
Hey JimD, i've got a question: Or maybe it is a request: I was going to change some polygon flags on Burnt Sienna 2020 track, i wanted to remove/uncheck some "Disable weather effects" flags where there is no tunnel, i think that flag function is missing some bytes from unknown extra data. Can you have a look at when you've got some time left? Here's the track i'm working on, thanks again in advance
Can you describe in more detail what cannot be changed and where?

6
No, you're not, but i have different problems. When i view NFS2 tracks for example, the textures are from a different planet lol. They aren't at all in the tr0.tga file and also the 3D preview has really bad behaviour, you have to zoom out extremely wide to see something and then when done, you have to zoom in again extreme inside T3ED
Using ALT + Mousewheel to zoom 3D view only doesn't help?

7
Columns 6 , 7 , E and F in "unknown data" are the sound effects.

I'm sure 04 is sound effect with echo used for tunnels / caves / rocks and 00 is no effect used on most of the track. I tested 01, 02, which i found on atlantica, but i didn't hear any difference.
06 is used in the underwater tunnel of aquatica.

 Here is a small T3ED improvement for PomFrit. Light and sound positions can now be changed directly.

8
I probably would never have realized that because I usually drive with a bumper cam. Great!

9
I've done seral tests. Would you say the "lane alignment" overules all other AI settings?

10
Very interesting. I was hoping someone had a good idea of what the connections are. That looks promising. I think I'll find time to test it this weekend, too.

11
@Jim: I'm currently witnessing that it's a pain in the *ss to Z move single objects in Mediterraneo 3 which are far down below the ground hovering in the middle of nowhere. You always see every single block of the track which can be really annoying when trying to move specific objects in tracks like Mediterraneo. Since you've implemented the function of rendering the track based on visibility, what do you think about making an option to only render the current block for a more specific block sight? That would be a real relief. I hope it's not a too hard quest for you to implement
You need more than "Show Current block Highlighted" does?
I usually take "Alt + D" to set objects / points on the ground.

Is there a way i can convert lane polygons into extra objects?
No, currently not. You need such a function?

EA propably have different ways how to solve divied roads. I'm struggle with Raceway 3 tunel, less than 50% drives between pillars works fine. I inspect "unknown data" after your findings, but its different than UK. There is none "60" or "70" in the tunel, but exactly on the pillars VRoad is column 1 and 9 changed to "06" instead "07". If i change it to "07", AI can drive between pillars without problem. It will need more tests, but it seem "06" is for AI like "obstacle warning in AI line 96".

EA propably have different ways how to solve divied roads. I'm struggle with Raceway 3 tunel, less than 50% drives between pillars works fine. I inspect "unknown data" after your findings, but its different than UK. There is none "60" or "70" in the tunel, but exactly on the pillars VRoad is column 1 and 9 changed to "06" instead "07". If i change it to "07", AI can drive between pillars without problem. It will need more tests, but it seem "06" is for AI like "obstacle warning in AI line 96".
May it is different because the VRoad line is on the right side, while on DR it is on left?

12
Here are two pictures taken from "Durham Road" Actually I think it is the first two bytes (of eight) that are important.

13
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)

I'm not sure if the VRoad information about shortcuts is usefull.

About divided roads: The first of eight bytes unknown data seems to be important for it. You can see them on "Virtual Road, heights, spdfa & spdra" if you press "View Unknown HS_extra data" On normal blocks of "Construct" it is 0xF8, on divided roads it has to be 0x70 or 0x60. It seems to be evaluated bit by bit, the "1" are always together.

14
I was looking for divided road data, but found information about shortcuts. It wwas stored a one long unknown number, but it is two short numbers. That are the VRoad points to which there is a shortcut. If there are none it is -1.
Look at "Redrock Ridge".

15
The only problem i have editing tracks is divided roads like in Lake Diabolo where AI sticks to the virtual road points
This is what annoys me the most at the moment. Especially since I've now created a perfect divided street for "Constrcut" by using a block of "Durham Road". https://www.youtube.com/watch?v=-jybWYAPHh4
The data must also be copied. At VRoad there is another value that is unknown, but it doesn't seem to be it. But there are also the “HS_Extra” values, three of which are still unknown.

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