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Messages - AJ_Lethal

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1
Found another texture property stored in HS Extra data: you can make textures not affected by fog

2
General NFS / Re: Just a simple question
« on: Today at 8:18 AM »
Because the PC versions of NFS3 and HS were developed by a different studio (EA Seattle; EA Canada made the PS1 versions) and for some reason they got the cop cars all mixed up (Atlantica cop cars in Hometown/Country Woods, Empire City cop cars in Redrock Ridge/Lost Canyons)

3
Nice! Looking forward to that update

Also I found this a couple of days ago when pasting objects from a NFS3 conversion of Proving Grounds to a NFSHS track: HS does support scrolling textures, it's stored in the HS Extra data and at least you can control scrolling speed with the animated textures' Duration field (don't know if scrolling direction can be changed or if it can be combined with animated textures)


4
Does anyone know how to convert objects from Blender to T3ED? I'm wondering if it's a common thing and I missed it somewhere or not and I should write a guide on how to do it (it's been a few days since I figured it out).
There's an .off file filter addon for Blender I used in a couple of occasions: https://github.com/alextsui05/blender-off-addon

5
NFS:HS Workshop / Re: NFS3/HS Car Sound Tutorial
« on: Dec 30, 2023, 8:43 AM »
Step 4: Importing samples to the BNK file
Open the .VIV file containing the edited BNKs and your car.viv file in NFS Wizard. Go to Window > Tile Vertically to set both windows side to side and drag the files from the edited file's VIV to your CAR.VIV.

Close the edited BNKs .VIV file and open the CAR.BNK/CARENG.BNK file. Select the first engine sound, right click on it and make sure Show Loop is enabled. Press Ctrl+I to import a sound file and select your engine sound.   

   Once imported, click and drag the ending loop marker all the way to the right edge of the window.
 
   Repeat this process for the rest of the engine sound samples in the BNK file and close it. Then repeat this step with the opponent (OCAR/OCARGENG) BNK file.   

   Once done, you can duplicate the CAR/CARENG.BNK file into a SCAR/SCARENG.BNK file for splitscreen player 2 sounds and for NFS3, the OCAR.BNK into OCARD.BNK. Save your car.viv file, you're done
   
   Remember that if for some reason you have to reimport samples, you have to reimport all of them, so it's advised to have the gear shift and horn samples exported at hand.   
   
  That's it for this tutorial, hope you get neat sounds out of it. See you around!

6
NFS:HS Workshop / NFS3/HS Car Sound Tutorial
« on: Dec 30, 2023, 8:40 AM »
(this tutorial is also available at my modding blog)

Note: this tutorial is made with the assumption you are familiarized with Audacity's interface and tools. If you don't I strongly recommend to read the program's manual here

Intro
There's a couple of car sound editing for NFSHS out there but I always had some trouble making sounds because they either had clicking in spite of following the steps (albeit adapted for Audacity), uneven looping or sounds sounding "muffled" compared to source. After messing around with samples and some hex editing I finally came up with a method to get consistently decent loops in-game and in addition, gathered some insight on NFS3 sound editing as well.

Tools you'll needThe BNK files structure
NFS3 and NFSHS use sound bank files (.BNK) for car sounds; NFSHS has also the CARENG.CTB and CARENG.LTB files, which are presumed to tell the game which sample of (S)CARENG.BNK use at what rpm since each car has a different set. NFS3 on the other hand has a simpler, standardized structure recycled from NFS2 (the only difference is that NFS3 CAR.BNKs might come with compressed samples, but NFS2 .BNKs can be used as-is). 

NFS3 car sound structure 
File Description Samples Notes
car.bnk
 
Player car sound bank
 
  • Engine accelerating
  • Engine decelerating
  • Gear shift
  • Horn
  • Samples 1, 2 and 4 are looped
  • Samples 1 and 2 are normally stereo but mono samples can be used without issues
ocar.bnk
 
Opponent car sound bank
 
  • Engine accelerating
  • Horn
  • Samples are looped
ocard.bnk
 
Opponent car sound bank (for Dolby sound, perhaps?) same as ocar.bnk
 
same as ocar.bnk
 
scar.bnk
 
Player 2 in split-screen bank
 
same as car.bnk
 
same as car.bnk but all samples are mono
 
NFSHS car sound structure (CLK-GTR sounds files)
 
File Description Samples Notes
 
careng.bnk
 
Player car sound bank
 
  • Gear shift
  • Horn
  • Idle (decelerating)
  • Low-RPM (decelerating)
  • Mid-RPM (decelerating)
  • High-RPM (decelerating)
  • Idle (accelerating)
  • Low-RPM (accelerating)
  • Mid-RPM (accelerating)
  • High-RPM (accelerating)
  • Idle (decelerating, interior)
  • Low-RPM (decelerating, interior)
  • Mid-RPM (decelerating, interior)
  • High-RPM (decelerating, interior)
  • Idle (accelerating, interior)
  • Low-RPM (accelerating, interior)
  • Mid-RPM (accelerating, interior)
  • High-RPM (accelerating, interior)
  • All samples except 1 are looped
  • Samples 11 to 18 are normally stereo but mono samples can be used without issues
ocareng.bnk
 
Opponent car sound bank
 
  • Engine accelerating
  • Horn
  • Samples are looped
scareng.bnk
 
Player 2 in split-screen bank
 
same as careng.bnk
 
same as careng.bnk but all samples are mono
 
careng.ltb
 careng.ctb
 
presumably lookup tables for the (s)careng.bnk files
 

 

 
Sample requirements
NFS3/NFSHS audio samples do have some requirements in order to work correctly, mostly due to sound memory constraints. Such requirements are:   
  • 22050 Hz sample rate
  • Can be mono or stereo
    • Stereo samples should be pitched down 50% compared to mono
  • Max length of samples vary per game but rule of thumb is to not exceed 1.2 seconds (NFSHS maximum) for mono samples, stereo samples are around half of that.
  In general terms, working with mono samples is easier than with stereo samples because of the latter two points.
 
Why it was a massive PITA to get decent sound loops... until now
(this is a rather lengthy theoretical part, so buckle up)   

   In the simplest terms, it's because the sole program that can work with BNK files (NFSWizard) is ancient jank. NFS Wizard for some forsaken reason corrupts each audio sample at the beginning upon closing a BNK file; it appears it inserts some additional sample info data but it "pushes" audio data forward by fractions of a second, leading to the end of each sample "stomp" on the beginning of the next, creating a noticeable "click" on playback. That's why it was often advised to import all samples again every time you open a BNK file.
   
   Making matters more complicated, the sample looping interface in NFSWizard is just a couple of sliders; you can't punch the value you need there, hence it's very imprecise. The combination of both factors made getting loops right a near endless game of trial and error.   
   However, not all is lost. As mentioned before, the end of each sample stomps on the beginning of the next one; that means one could put a bit of silence at the end of each sample so the "click" is (mostly) avoided. But that's not all: the loop points still have yet to be set and they can't be set precisely... unless you are willing to do some hex editing magic, like I did.     First I looked over into the Sample Info tab of NFSWizard to see if the loop info is there. After moving the loop points and looking at the tab, I found the two addresses that correspond to the loop points:     
Then I exported the BNK file and opened it with a hex editor. I searched the addresses with the values, and lo and behold there are:
   
Each looped sample has 2 addresses of 4 bytes each, one starts with 86 and the other with 87: these correspond to the loop points. The part we're interested is this one:   

"What the hell is a wave sample?", you might ask. Well, a wave sample is the basic unit of sound which varies with the sound frequency: in a 1 second-long 22050 Hz sound there are 22050 samples, for example. Which means 22 wave samples is equivalent to 0.001 seconds... which is about the amount the NFS3 samples get "shifted" around. (NFSHS sounds get shifted by 28 wave samples).   

   Now you see the number I pointed out in red doesn't read 22 or anything of the sort, that's because it's a hexadecimal number; you have to convert your decimal numbers to those. Windows Calculator has a programmer mode that allows for such thing, so punching 22 in decimal mode should yield "16" in hexadecimal (or "1C" for 28). Changing the bytes in the space I pointed out to 00 16 and saving in the hex editor will set the starting loop to 22 wave samples (the end loop can be just be dragged all the way to the end in NFSWizard) and now I can import it back to NFSWizard. 
 
   Do you have to do this for this tutorial? No, luckily for you I have uploaded sets of edited BNK files with the starting loop points fixed, linked above. However you might have to do this process for the horn samples if you fancy editing them. 
 
   Enough theoretical babble, let's get onto sourcing a sound sample.   


Step 1: Sourcing your samples
   You'll need to get your sounds from *somewhere* (duh), however there are a couple of considerations to take to get a decent sound:   
  • You'll need to get a sound sample that's clean as possible. That means no echoing, no distortions, no foreign sounds like wind/road noise, etc.
  • It needs to be as steady as possible for at least 0.5-0.6 seconds; relatively minor pitch changes (such as accelerating/decelerating down a road) can be corrected with the Sliding Stretch tool.
  • If you can, get both acceleration and deceleration sounds. Otherwise just the acceleration sounds might suffice.

Regardless, you can get your sounds by either recording them from another videogame (using OBS, Xbox Game Bar or Audacity's built-in loopback recorder) or by ripping it from some online video. In case you want to record it from another videogame, here's an excerpt adapted from Zpectre's first tutorial linked above:
If you are using an analog device (like a gamepad or steering wheel), you first need to assign the throttle command to the Y axis. When the game asks you which key/button/command you want to use for the throttle, move the stick forward (I guess you all know how to do it) or press the right trigger. If you have a wheel, just use the pedals. After you customize your controls, start a race using manual transmission. When you are in control of the car, leave it at neutral gear. Now start pushing the throttle slowly until you reach an RPM value that is 1000-2000 RPM lower than the max RPM for the car (this gives better sounds). When you reach the value you want, keep the tachometer at it, then begin to record your sound. Make a 5-10 seconds long video, then stop recording.

 The second method is suitable for keyboard users and for some games which make distinction between engine and exhaust samples (like NFSU2 and NFSMW). You need to find a track with a section where the car will keep accelerating for some seconds, but won't increase RPM any further (for example, the small ramp before the first tollbooths in NFSMW's City Perimeter track). Start a race with the car you want on the track you think will be best to record sounds on, preferably with manual transmission (so you have more control over the RPM ranges). Before you reach the part of the track where the RPM will remain constant, start to record, then end it after you get the sound you wanted.

Also it's worth adding: 
  • As long as it's possible try to turn down all sounds that aren't the engine sound. In some cases you might have to mod the source game to achieve that.
  • Try to avoid recording supercharger/turbocharger sounds because they won't sound good on idle/lower revs. Again, try to turn them down/remove them. However, for NFSHS, you can also record one sound with supercharger/turbo and one without them for use with high/low rpms, respectively.
  • Avoid driving through tunnels and overpasses, the resulting echo effect can affect quality.
  • To use Audacity's loopback recorder, set the Host to Windows WASAPI, Recording Channels to "1  (Mono)", Project Sample Rate to 22050 Hz and Playback/Recording Device to your speakers or headphones (whichever is plugged) in Audio Settings. Then you can hit the Record button in the toolbar to start recording.
  • The resulting sounds might not be 100% accurate to the source sound, that's due NFS3/HS relatively primitive sound engine.
  If you're going to source sounds from internet videos, then you might have to do some legwork to get a decent one because many are not quite optimal. Flyby and dyno videos might give you a better chance but they might require additional editing that won't be covered in this tutorial.
 
 
Step 2: Preparing your base sounds
Once you have your sound recorded/imported, it's time to make your base sounds. Just in case, save them as an Audacity project. Select 0.5-0.75 seconds of your recorded sounds and copy them into a new project. Then select the entirety of newly pasted sound and apply the following effects:   
  • Volume and Compression > Amplify
    • Default values are usually fine but you can check the Allow clipping checkbox and set the Amplification value 1-2 dBs higher than the default
  • Volume and Compression > Limiter
    • Set Type to Soft Clip and Apply Make-up Gain to Yes
  • If you're working with a unsteady sound (like one from an accelerating/decelerating car) you can use Pitch and Tempo > Sliding stretch before using the Amplify and Limiter effects
    • Usually a value of (-)1 to (-)5 percent on one end does even out the sound.
  • Also if you want to make an interior engine sound out of your sound you can use EQ and Filters > Bass and Treble for that before using the Amplify and Limiter effects.
    • Usually a 15%-20% treble value does the job
After that you have to set the pitch of the base sample with Effects > Pitch and Tempo > Change speed and pitch; your target is what would sound best when played at 140% speed (NFS3) or 135% speed (NFSHS); the Playback-at-Speed toolbar pretty much helps with that. As a rule of thumb, here are the percent changes you'll usually have to use per game: 
  • NFS3: -30 to -35 percent change
  • NFSHS: -15 to -25 percent change

When you're done, select your whole track, press Z to set the selection to zero points (the black line that's in the middle of the wave, this is important since that would avoid -most- instances of clicking), press Ctrl+T to trim the track and go to Tracks > Align Tracks > Start to zero to get rid of the empty space it might make. You might also want to delete any remaining sound after the 0.75 second mark by selecting it and pressing Ctrl+K.
 
 Save your base sound as an Audacity project because you will need to get back to it, especially if you're making a NFSHS sound
 
 
Step 3: Making the engine sounds
With the base sound done, copy it and paste it into a new project. Copy and paste it again, but in a new track this time and reverse it with the Special > Reverse effect. Move the new track towards the right and make sure there's at least a 0.2-0.25 second overlap between the tracks, like this:   
Also make sure the waves "match" as possible in order to not get your sound muted at the middle after the next step, you might want to zoom in with Ctrl+mouse wheel to check.
 
Next select the overlapping parts of the tracks like this...
 
...then go to Effects > Fading > Crossfade tracks, set Fade TYPE to Constant Power and click OK.

Try out the track loop by selecting all tracks, enable looping by pressing L and set the loop to selection by pressing Shift+Alt+L and play it back.

If you hear any noticeable click/gap, you can do any of the following:

  • Go back to the beginning of this step, select one bit of the beginning (mind the zero points), delete it with Ctrl+K and do the whole process again.

    -OR-

  • Use the Special > Invert effect on the reversed track.

   Once you are satisfied, select your track, press the End key to bring the cursor to the end of the track, go to Generate > Silence, click on the arrow next to the Duration field to open the dropdown menu and select hh:mm:ss+samples. Set Duration to 00h 00m 00s + 00022 samples (for NFS3) or 00h 00m 00s + 00028 samples (for NFSHS) and click Generate. Select all tracks and press Ctrl+J to join them.   

   Export your track by going to File > Export Audio , give it a filename and select a location to save it in, set format to WAV (Microsoft), set Channels to Mono, Sample Rate to 22050 Hz, Encoding to Signed 16-bit PCM and Export Range to Current Selection. Click on Export to export the file.     For opponent car sounds you can select the track, go to Effects > Volume and Compression > Amplify and use a -2 to -3 dB amplification so your opponent sounds don't drown the player's.
   
   For NFS3 you can proceed to the next step, but for NFSHS you have to make the rest of the sounds (mid, low, idle). Go back to the beginning of this step and proceed to do the following: 
  • Select your track and go to Effects > Pitch and Tempo > Change speed and pitch. Apply the following percent changes for the following:
    • -20 for the mid-rpm sound
    • -40 for the low-rpm sound
    • -60 for the idle sound
  • (If needed) Press Z to set selection to zero points, trim it with Ctrl+T and align tracks to zero
  • Select any remaining sound past the 0.75 second mark and delete it with Ctrl+K
  Then proceed as usual. (continues below)

7
General NFS / Re: NFSCars
« on: Dec 01, 2023, 5:59 PM »
Back in 2021 a dude archived a big chunk of NFSCars including downloads here

8
Got it working now, I found a workaround by using dgVoodooCpl. Now it's rendering perfectly fine.

When i view NFS2 tracks for example, the textures are from a different planet lol.
I've noticed that too, it's like the textures are shuffled around, maybe the texture names are read in a different order. It also happened to me when I was making mirrored textures, but I eventually got it right so it fixed itself.
But if they're not even from the same tr0 file, then I've no idea.
T3ed does not play well with either 24-bit textures or 32-bit mirrored textures, the former will have their RGB channels flipped, while the latter will have the mirrored copies read as standalone textures.

9
Step 3: Making the slides
 
  • Open the nfshs_photoalbum_slide_template.xcf file in GIMP. Select the image layer, paste the image you want to use for the slide, then use the Unite Transform tool to resize, rotate (by clicking and dragging outside the selection) and place it. When you're done, click on Transform and press Ctrl+H to anchor the layer.
  • The first slide has the model's logo on it, so go to the logo_main layer and paste the model logo (preferably a white monochrome one) in there, then use the Unite Transform tool to resize it and place it into the upper left corner (using the guides to help yourself place it) and anchor the layer when you're done.
  • Right-click on the logo_main layer in the Layers pane and click on Alpha to Selection, then go to Select > Grow Selection, select a value of 2 and click OK. Select the logo_shadow layer, pick the Bucket Fill tool, pick a black color and click on the selection to fill it.
  • Deselect your selection with Ctrl+Shift+A, then go to Filters > Blur > Gaussian Blur, set the values shown below and click OK
  • Export this first slide. To do so, go to File > Export (Ctrl+E) or File > Export As (Ctrl+Shift+E). Save it as 0000.bmp in the sl<car id>01 folder of the qfs file you uncompressed with FSHTool. When the export options dialog shows up, use the settings shown below and click on Export.

  • To make the rest of the slides, hide the logo group, then select the image layer and repeat step 1, but instead of anchoring the layer, make the newly pasted image into a new layer by pressing Ctrl+Shift+N. Then export the slide as 0000.bmp in each remaining sl<car id>## folder with the settings above.
Step 4: Compiling the logo and slide files and setting them in-game 
  • Go to the <manu> and each sl<car id>## folder, then drag the index.fsh file into the FSHTool executable (you might need to open a second window to do this)
  • Copy the <manu> and sl<car id>##.qfs files and paste them into the data\showcase\art folder of NFSHS

 And that's it! This is how you can make NFSHS-styled photo albums. Hope this tutorial has been helpful.
 
 See you around!

10
(this tutorial can be also found in my blog)

In this tutorial you will learn how to make the photo album banner and slides for your car in a style that's quite close to the one used in the vanilla game's ones.

Stuff you'll need

GIMP's user interface

If you're not famliarized with GIMP, I will give you a quick rundown of the UI so you can get yourself acquainted with it. Here's the default UI for version 2.10 

 
  • Toolbox: here's where you will find most of the tools used for editing, like selection, paintbrush, bucket fill, text, etc. By default tools are grouped into several groups (which are indicated by the small arrows on the bottom right of the buttons); to select another tool in the group, right-click on the button to display the available tools in that tool to select them. Also, you can select the foreground and background colors (the black and white squares, respectively)
  • Tool options/Information/Undo history/Recent files tabs: for this tutorial we're just going to focus on the Tool options; here's where the selected tool's parameters can be configured.
  • Brushes/Patterns/Fonts/Messages tabs: not important for this tutorial.
  • Layers/Channels/Paths tabs: here's when you can manage the image layers, channels and paths. We'll just focus on layers.
Step 1: Uncompressing the .qfs files 
 
  • Unzip FSHTool into a folder
  • Copy the data\showcase\art\<manu>.qfs and the data\showcase\art\sl<car id>##.qfs files from the game's folder into the FSHTool folder
    Quote
    - <manu> stands for the first 4 digits of the car's manufacturer name in the FEDATA files (i.e. a car with a manufacturer name of "Toyota" would have a "toyo.qfs" file for the banner file)
    - <car id> stands for the car's ID folder name in data\cars (which is often the same as in the FEDATA file -i.e. Ccor-)
    - ## stands for the slide number, starting from 01, copy as many as you need
  • Now either drag the .qfs files into the FSHTool.exe file to uncompress them; a new folder with the file name will be generated for each file.
Step 2: Making the logo banner
 
  • Unzip the contents of the templates zip file to a folder and open the nfshs_photoalbum_banner_template.xcf file in GIMP. Select the logo layer in the front group by clicking on its name in the Layers pane.
  • Get a logo with transparency (preferably a black monochrome one) of your car's manufacturer, open it in GIMP, copy it and paste it on the template's logo layer.
    Quote
    - If you only have access to a black and white logo with no transparency, you can use the Colors > Color to Alpha command to make the background color transparent
    - If your logo comes in other color than black, you can lock the transparency by clicking on the checkerboard button above the layer list and fill it up with black by picking the Bucket Fill (Shift+B) tool and shift clicking on the logo to color it.
    -If the logo is just a part of your source image, you can select it with the Rectangle Select (R) tool, copy it, paste it, unlock the transparency then crop off the empty borders with Layer > Crop to Content, cut it and paste it on the template.
  • Pick the Unite Transform (Shift+T) tool and resize the layer you pasted until it fits either between the top and bottom or the left and right guides (cyan dotted lines) by clicking and dragging on the squares alongside the logo's border (you can lower the Image Opacity parameter to 50 in the Tool Options pane to help yourself); Ctrl-click and dragging them will resize the layer while keeping it centered. You can also move the layer by just clicking and dragging it. Once you're done, press the Transform button or press the Enter key, then press the anchor button in the layers pane (or press Ctrl+H) to anchor the pasted selection to the layer below. You can zoom in or out as needed with Ctrl+mouse wheel or the +/- keys. Press Ctrl+H to anchor the layer when you're done.
  • Right-click on the logo layer and click on Alpha to selection, then press Ctrl+I to invert the selection. Select the shadow layer, pick the Move (M) tool, hold Alt and click+drag the selection 3 pixels to the right and bottom. Then, pick the Bucket Fill (Shift+B) tool, select a black color for the foreground and Shift+click on the selection to fill it it with the color.
  • Deselect your selection by pressing Ctrl+Shift+A, then go to Filters > Blur > Gaussian Blur, set these values and click OK to apply the blur.
  • Select the color layer in the front_grp group, pick the Bucket Fill tool, select the color you want (preferably one that matches your vidwall) and click on the layer to fill it with said color.
  • Select the color_back layer in the back_grp group, and fill it with a slightly different/darker color.
  • Hide the front_grp group by clicking on the eye icon next to it, now export the background. To do so, go to File > Export (Ctrl+E) or File > Export As (Ctrl+Shift+E). Save it as 0002.bmp in the <manu> folder of the qfs file you uncompressed with FSHTool. When the export options dialog shows up, use the settings shown below and click on Export.

  • Hide the back_grp and unhide the front_grp group, then copy the visible image with Ctrl+Shift+C, then paste it into a new image with Ctrl+Shift+V
  • Go to Layer > Mask > Add Layer Mask, select Transfer layer's alpha channel and click Add
  • Press Ctrl+X to cut the newly added mask and paste it into a new image with Ctrl+Shift+V
  • Export the mask image as 0001-a.bmp file in the <manu> folder with these settings
  • Go back to the pasted image and export it as 0001.bmp file in the <manu> folder with these settings

  • Go back to the banner template, copy the visible image with Ctrl+Shift+C and paste it into another new image with Ctrl+Shift+V, then go to Layer > Transparency > Threshold Alpha, set the values below and click OK.
  • Repeat steps 10 through 13 for this one, export the newly pasted mask as 0004-a.bmp and the newly pasted banner as 0004.bmp in the <manu> folder. You're done with the logo banner for both hardware and software versions.

11
NFS:HS Workshop / Re: Alpha channels with GIMP
« on: Aug 18, 2023, 12:34 PM »
Massive necrobump, but I updated the tutorial a time ago to include values for GIMP 2.10
https://nfsmodderscorner.blogspot.com/2021/05/creating-alpha-channels-for-car.html

12
I have a question. On my track, there's pillars on the road. For whatever reason, some of them doesn't have the right collision, while other pillars does have the correct collision set, even if the flags are identical.
Is there a additional setting that I'm missing here?
What are the flags of this polygon?

13
Help/F.A.Q / Re: im super lost
« on: Jul 09, 2023, 3:48 PM »
Cfginstaller is incompatible with files modified with Binary.

14
Simply start a hot pursuit race, quit to results screen when the race starts and quit the game. Then go to the SaveData folder of the game, copy the ghost.gst file to the Saves folder, rename it if you want and edit it with GST Editor

15
and then when I'm done tweaking my settings In cheat engine and go to where it says
save and it saves to a cheat table file instead of ghost file so I go back and save again then I launch the game and load the ghost file nothing happens its still the same ghost file.
Well, that's where you went wrong: File > Save is for saving the cheat table; you should have used File > Save File instead to save the ghost file as shown in the other post's image. Let me point out it where it is since you have somehow missed it:


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