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Mar 28, 2024, 5:38 AM

Nfsfan83 - Nassau track projct

This is a discussion for the topic Nfsfan83 - Nassau track projct on the board Editing Projects.

Author Topic: Nfsfan83 - Nassau track projct  (Read 32003 times)

Reply #60
on: Feb 23, 2021, 6:27 AM
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    Nfsfan83
Track news update:



Now I'm working on this Atlantis Royal Hotel:




Reply #61
on: Feb 23, 2021, 10:49 AM
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    I keep trying so far... Hmm 😶‍🌫️ ☮️ 😎
So this is Page 5 now on the topic 😸 hi bud, so your hotel is we're now? On the right hand side, of the editor there.
 Man that's a Fancy place for sure! Maybe ex- pres: Trump owns, some land there huh?  :o  or Biden hmm, that Hotel also reminds me of like a James Bond location, for his movies? Like, Casino Royale, type places. I happen to own that older movie. Very cool that's in Italy is it I'm not sure. Nice shot there Nfsfan83 have a well an fun weekend, btw, how's your test runs been doing in game? How's the Ai' again just Curious. Keep on her man! 😎🦄
Let's have a better day...?

Reply #62
on: Feb 23, 2021, 1:08 PM
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Some screens, better You see what I've done already:

Transparent water: YES



Only have problem with smallest hotel building on left, disappear sometimes. Not finish area like always. Many palms and other stuff will be added ;)
« Last Edit: Feb 23, 2021, 1:21 PM by nfsfan83 »

Reply #63
on: Feb 23, 2021, 2:04 PM
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Wow... that looks amazing! It seems like you are improving every day.
For disappearing objects and buildings: It´s a view distance problem. You probably "spawned" the building on a block too far away from where you should see it. Moving it around a bit often solved that problem for me.. or increase the view distance ;)

Reply #64
on: Feb 23, 2021, 3:30 PM
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Man, urban planners should hire you to visualize their plans in a 3d environment.  :D The amount of work you put into your tracks never ceases to impress me.
Has transparent water like this ever been done before in an NFS4 track? The effect looks great. 

Reply #65
on: Feb 23, 2021, 4:52 PM
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    I keep trying so far... Hmm 😶‍🌫️ ☮️ 😎
Nice big multi- Screen shot bud) Yes the Transparent Water is great! Looking, never seen it much is HS. I'm Sad some,,, I won't ever be able test this out,,? In a long time. ( So B,, that, for now. I don't need to fill in my Tmi,, reasons . 🙄🤬  That's what happens, when bad people! 🙉 mother F..R's, 👹👺💀☠️ mess up your Housing..!! 🏡 ok ( Any F.. Way's Basterds..
.. Have a good Wednesday, you guys. Back to the grind stone, an really looks Cool you guys. 🙂 😎 😴
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Reply #66
on: Feb 24, 2021, 12:25 AM
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Fantastic work so far. Hopefully HS can handle such a big track.
For disappearing objects and buildings: It´s a view distance problem. You probably "spawned" the building on a block too far away from where you should see it. Moving it around a bit often solved that problem for me.. or increase the view distance ;)
Moving objects around will probably change to which block it belongs. If you disable it (Edit-Modes->Automatic object membership) you can set the belonging manually in the “Object Properties” window.
For big objects that should be seen from far away it may be a good idea to convert them to global objects.
Get T3ED, Stock & Expansion Pack from Magenta Cloud.

Reply #67
on: Feb 25, 2021, 3:41 AM
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Thanks guys for good words, that make I still have motivation for making better tracks.

JimDiabolo change objects to global object help... now they are visible from far. But is it any limit of global object? What is better option: one hotel part - one global object or join all hotels parts (small, middle and high) to one and convert to global object?

Reply #68
on: Feb 25, 2021, 5:35 AM
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    I keep trying so far... Hmm 😶‍🌫️ ☮️ 😎
Well that sounds like the Question of the day/ an rest the week bud! Glad it has helped the mod. Sometimes, it takes jimD a month to answer 😸💩😎🦄 have a Tgif' an better weekend, hope won't be so long, heh..  an mo more snow! Either around here. 🏔️ An like to see more pics of other area's nfsfan83 when you can would be Nice! 😎🦄🐶 🍺
Let's have a better day...?

Reply #69
on: Feb 26, 2021, 5:35 AM
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One screen a day, keep Your fans smile on face :D


Reply #70
on: Feb 26, 2021, 7:11 AM
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just... WOW! Sooo much detail on such a huge track. This looks like "NFSfan83 V2.0"... reeeally next level.
If you can manage to get rid of the tiny little problems your "old" tracks have... like some unconnected ground polygons (seethrough holes), uneven water polygons,pop up buildings and mountains ...and get the collisions somehow right for roadside objects and invisible walls... than this will be your masterpiece for sure!

Reply #71
on: Feb 26, 2021, 5:36 PM
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    I keep trying so far... Hmm 😶‍🌫️ ☮️ 😎
Yes I agree much, and I guess this is a first time too! From what Cooya mentioned.  )
As, I tried to do, on my last Few, Tracks I did.  I think hard to solve, the dissapearing, buildings? ( One..
So, but I really think you can do the rest from the helps here. I Really like that, Temple bud. Very sharp your welcome, to bad my back road didn't have that, on my tunnel back road. short cut lol yeah, on aqutica Trac. again yes more screens a day will help my weekend go better! 🤣😎 💩😸 😇 Nice shot, an wonderful detail. Around it. Gnight here, yw.
Let's have a better day...?

Reply #72
on: Feb 28, 2021, 12:26 AM
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But is it any limit of global object? What is better option: one hotel part - one global object or join all hotels parts (small, middle and high) to one and convert to global object?
I don't know what the nfs4 program can handle. In the track file, the number of objects are stored in a 'long' integer number. So you won't reach this limit. I would make one hotel part as one global object. I think in HS there will be a memory limit, or a limit how much polygons can be rendered.
Get T3ED, Stock & Expansion Pack from Magenta Cloud.

Reply #73
on: Feb 28, 2021, 4:25 PM
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    I keep trying so far... Hmm 😶‍🌫️ ☮️ 😎
I take back my comment, was good JimD replied much sooner than anticipated  ;)
I'm waiting for the new weeks Screen Shots.  ^-^  8)
Let's have a better day...?

Reply #74
on: Mar 02, 2021, 11:13 AM
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Power Tower water slide Nassau:




 


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