NFSAddons Forums

Main Menu

T3ED Updates (NFS4 Track Editor) by JimDiabolo

Started by JimDiabolo, May 28, 2012, 2:53 AM

Freak-DS

That fix was so quick, you better watch out not getting a speeding ticket from the NFS Cops  ;)

The editing option to rotate polygons allows to build blocks with completely divided segments (multiply polygon in one direction, pull away from source, build parallel driveway, rotate intermediate polygon, delete it). They are both driveable, the V-Road does apparently not change from it, the game seemingly works fine.
Since you added an option to paste a copied track block as object, do you think it would be possible to paste a copied track block as scenery polygons, as addition to an existing selected or specified block?
For the track I sent you I made a bit of butchering to get two entirely different paths, both with a v-road, but that's not entirely elegant and gave me a headache while making it. .So if you had the option to build parallel roads simply by pasting a new track segment to an existing block, it would allow more designing flexibility and perhaps be less of an error source.

JimDiabolo

Quote from: Freak-DS on Oct 03, 2023, 10:06 AM
... allows to build blocks with completely divided segmentst

That shouldn't actually be possible. Old T3ED versions had the option to create a free track polygon. This was intentionally left out.
The tracks should be eight connected rows.
That's why I worked with invisible textures on "Atlantica Revisited" so that it seems separate.
I've already thought about the possibility of converting blue objects into black route objects. Not sure if this is useful.
Your separate route works?
Get T3ED, Stock & Expansion Pack from Magenta Cloud.

Zalcus20

These updates are very useful! I am thinking about making another track (not as complex as Neighborhood Drive).

Quote from: JimDiabolo on Oct 04, 2023,  7:09 AM

I've already thought about the possibility of converting blue objects into black route objects. Not sure if this is useful.
Your separate route works?


I strongly believe this will be useful. In T3ed there is already the option to paste blocks as an object. Why not include the ability to reconvert these type of objects back into the black route objects? Then we can assign the passable/nonpassable polygons flags manually. That would make it easier to create alternate routes and shortcuts.

Freak-DS

After a bit of modeling and testing, I ran into an invisible wall when changing from the track to the promenades. Turns out, after checking the vroad bitmap mode, things got kinda scattered when I added the second parallel segment with more polygons. Too bad.

pete9516

Quote from: Freak-DS on Oct 04, 2023,  9:34 AM
After a bit of modeling and testing, I ran into an invisible wall when changing from the track to the promenades. Turns out, after checking the vroad bitmap mode, things got kinda scattered when I added the second parallel segment with more polygons. Too bad.
What things got kinda scattered? Invisible wall (crash into nothing) basically means polygon flags, wall collision detection flag, extra object collision detection and maybe Poly VRoad, your separated track polygons shouldn't result into an invisible wall actually

Freak-DS

Quote from: pete9516 on Oct 04, 2023,  5:48 PM
What things got kinda scattered? Invisible wall (crash into nothing) basically means polygon flags, wall collision detection flag, extra object collision detection and maybe Poly VRoad, your separated track polygons shouldn't result into an invisible wall actually

Look at the picture and all the polies that turned white. The polygon flags are exactly the same as in the first picture.


Jim, since we got the great achievement to edit global objects, what about light/effect and sound sources linked to them? The train on Kindiak Park for example had a headlight and smoke generator if I recall correctly. Is it possible to edit/add/remove this in T3ED and I just don't find where or is it not possible yet?

noise

Nice to see posts by Freak-ds.

@Freak-ds:  Are you working on the Porsche testtrack we so often saw on SOTD's?

pete9516

Quote from: Freak-DS on Oct 07, 2023,  1:11 PM
Look at the picture and all the polies that turned white. The polygon flags are exactly the same as in the first picture.
Ok i get that, but what's the matter about it? I often times have to deal with white polygons, even though they're part of the lane polygons. Sometimes, they're just white for the sake of it. They work as they should. At least that i know of. The only problem i have editing tracks is divided roads like in Lake Diabolo where AI sticks to the virtual road points

JimDiabolo

Quote from: pete9516 on Oct 07, 2023, 10:44 PM
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.
Get T3ED, Stock & Expansion Pack from Magenta Cloud.

pete9516

Quote from: JimDiabolo on Oct 08, 2023, 12:22 AM
Quote from: pete9516 on Oct 07, 2023, 10:44 PM
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.
At Lake Diabolo's rock ridge section (Lake Diabolo) (which would be Angel Lake in Kindiak Park), i even tried to set 1 AI lane polygon and just use way too large AI lane widths of for example 20 to let dodge the rock ridges, but without success. I tried using several AI lane polygons before, but then PomFrit made his interesting topic about AI lanes so i decided to not go past 2 AI lane polygons

JimDiabolo

#295
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".
Get T3ED, Stock & Expansion Pack from Magenta Cloud.

pete9516

Quote from: JimDiabolo on Oct 08, 2023,  2:58 AM
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 point to which there is a shortcut. If there are none it is -1.
Look at "Redrock Ridge".
I really wonder what this data is good for since the AI don't use that shortcut anyway. Where would AI know from that a non-neighbour block is connected to the block they're currently driving on?

JimDiabolo

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.
Get T3ED, Stock & Expansion Pack from Magenta Cloud.

pete9516

Quote from: JimDiabolo on Oct 08, 2023, 11:56 AM
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.
Nice, this shortcut information might get useful in the future, i wouldn't tear it down. Maybe somebody will get a clue behind it when editing a track.
About the divided roads stuff: Can you post a screenshot of the "0xF8" and "0x70 or 0x60"? Because i can't find it in tracks like Redrock Ridge, maybe i'm doing something wrong. Thanks

JimDiabolo

#299
Here are two pictures taken from "Durham Road" Actually I think it is the first two bytes (of eight) that are important.
Get T3ED, Stock & Expansion Pack from Magenta Cloud.