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1
Here are the opengl drivers from the "nfs5_pu_patch_1.06". First the original ones (opengl_org.7z)  and then with modifications by me (opengl_jd.7z). Extract them into the "drivers" folder of the modern patch. Use the "setupMP.exe" to activate them. (Or change manually the nfs4.ini)
In Game: As always choose your screen resolution, and set view distance to full.

The changes I made to the thrash.ini of the "_jd" versions:
[THRASH]
Type=voodoo
FogSupport=1

[ENV]
OGL_VSYNC=0

It works perfect for me. https://www.youtube.com/watch?v=ERVi7iwfCx4

Need For Speed 4 Modern Patch v0.1.0 [2016/05/11] by VEG https://veg.by/en/projects/nfs4/
SetupMP v0.2 by Keiiko https://github.com/Keiiko/SetupMP
Neighborhood Drive https://www.nfsaddons.com/downloads/nfshs/tracks/7253/neighborhood-drive.html
NFS HS Mixer - NFS4 Track & Car Manager https://magentacloud.de/s/4p6gCWDxnZKaRj3
OpenGL from NFS2 https://www.nfsaddons.com/forums/index.php?action=dlattach;topic=2448.0;attach=5188




2
Editing Projects / Atlantica Revisited
« on: Feb 03, 2022, 11:13 AM »
Like to see any pics of your Project when you can to!
Pictures don't make a lot of sense. It's just Atlantica / Aquatica and looks like it. However, combined with a new track shape.
I've come pretty far. Last week I decided to give the "Atlantica Revisited" project a side street. Then a video makes sense.
https://youtu.be/BGv22zNU9mo

3
Editing Projects / FSHTool
« on: Nov 11, 2021, 3:08 AM »
I was looking at the FSHTool code because I want to know if I can use it in t3ed.
I made one small change to it. You now get only a warning if your bitmap has other geometry then written in index.fsh. I hope I didn’t messed up the code stability. Please try it out.

4
I've modified the Mixer that it no longer need the registry to look for NFS and don't uses it to store data. The program is almost portable now. You can move the HS folder, rename or copy it. The Mixer just needs to be in a sub folder of the game directory. But it still needs some DLLs to run, you have to install them once. That's why I split the setup in two parts.

First select what you want to install. If you have copied this Mixer version from somewhere you may just need to install the DLLs. If you upgrade from a previous version be sure you switched to standard tracklist first.


If you install the Mixer, select the NFS4 directory. The Setup will create a 'Mixer' sub folder there.


Download lies on Magenta Cloud.

5
General NFS / Where/how to find high poly NFS4 cars ?
« on: Mar 21, 2016, 12:08 AM »
I need some high poly NFS4 cars for testing purposes. In most descriptions there is no poly count. I found some with over 8000 polys. Is that the biggest value used for nfs4 ?

6
Editing Projects / Tunnel texture for "Track 8"
« on: Mar 08, 2015, 1:30 AM »
I worked on my "Track 8" project again. The main road is nearly finished. But I don't like the tunnel textures I used (ceiling & sides), but I can't find good ones. Anybody has some for me ?

7
Editing Projects / Transtropolis for NFS4 is comming
« on: May 28, 2014, 5:31 AM »
Nfsfan83 is going to make Transtropolis. It's build on the original track shape which I converted. But as it was for Burnt Sienna all objects are missing. But he made a great job on that, adding the missing stuff. So I hope this will be as good.

http://www.nfscars.net/forum/showthread.php?t=31850&page=21

8
Here you can get the actual Stock / Expansion Pack 4.0 for NFS HS :

https://magentacloud.de/s/4p6gCWDxnZKaRj3

http://www.filefactory.com/f/3d3daf3adb391b66/

http://depositfiles.com/folders/1YTP9BOZ2

http://www.freak-ds.de/dl-tools.php

List of changes since installer 1.65 :
4.0 Build 1.75
- New 3DSetup now replaces advgrph.mnu & graphics.mnu in Glide mode with modified ones, that no screensize and tripple buffer can be changed. Changing theese lets HS crash.
- nGlide is the default Glide wrapper now.
- Updated NFS HS Mixer to version 1.2. Bugfix for Windows 8.1.
4.0 Build 1.74
 - nGlide updated to version 1.02.
4.0 Build 1.73
- Updated IPLounge to 5.41.
- Windows 8 detection
- nGlide updated to version 1.01.
4.0 Build 1.72
- Newer Windows versions then 7 will be handled as 7.
- nGlide updated to version 0.99.
4.0 Build 1.71
- Updated IPLounge to 4.11.
- Check for administrative rights added.
4.0 Build 1.70
- Updated IPLounge to 4.10
- Updated the unrar.dll to version 4.0.
- Added new Mixer with a small update to the error handling function.
4.0 Build 1.69
- Glide Wrappers are now in thier own section group.
- 'Hot Pursuit cars add on' integrated.
- uninstall for old IPLounge 2.
4.0 Build 1.68
- New IPLounge 4.08.
- New cleanup function for Glide Wrappers.
- Added nGlide 0.95.
- New 3DSetup with support for nGlide.
4.0 Build 1.67
- First IPLounge 4 version integrated.
- New version with fixed rearview mirror of these tracks : Autobahn 3, Cliffside Rally 3, Durham City 3.
- Uninstall the not longer needed WinPCap drivers.
3.0 Build 1.66
- New versions with shadows of theese track : Acapulco 3, Alpine Roads Supreme 3, Autobahn 3, Autumn Valley 3, Bergstrasse 3, Egyptian Rally 3, North Country 3, Outback 3, Pacific Spirit 3.1, Thunder Mountain 3, Vertigo Ridge 3.
- New Mixer version, see History file for details.
- Clean up section for old EP cars & tracks.
- Uninstaller now can remove tracks & cars.
- Updated New3DSetup. It now searches for glide2x.dll in HS, Windows, Windows\System & Windows\SysWOW64 directory.
- Removed the old, not working EA update function when starting with -patchrestart (Vista & Win7, thanks to Ben !)

Here is the List of features.

Stock Pack features :
- IP Lounge 5 for online play
- EA's 4.50 patch
- NoCD & NoCollision (switchable) patches
- EP & Highpoly menu patch
- Mercury / 1MByte Error patch
- Can unlock all cars & tracks
- New improved 3D-Setup
- Faster cop cars
- Glide Wrappers to emulate Voodoo cards
- Vista, Win7 Tweaks
- NFS HS Starter
- Set NTFS rights
- Multicore patch
- Firewall entry
- ReEnable movies (no intro movies on Win7, Vista)

additional features of the Expansion Pack :
- NFS HS Mixer : track & car manager for NFS4

- 22 add on tracks (EP3 versions): Acapulco (Last Resort), Alpine Roads Supreme, Angel Lake, Autobahn, Autumn Valley, Bergstrasse, Burgstrasse, Cliffside Rally, Congo, Durham City, Egypt, Lost Vegas, Mediterraneo, Monolithic Studios, Mystic Peaks, North Country, Norwegen, Outback, Pacific Spirit, Proving Grounds, Thunder Mountain, Vertigo Ridge

- 51 add on cars : 1963 Thunder Bird, 1967 Camaro SS, 1970 Dodge Challenger RT Conv, 57 Bada TBird, 57 Bel Air, 64 Mustang Convertible, 66 Mustang Cobra Jet, 69 Dodge Charger, 73 TransAm, Aston Martin DB7, Aston Martin Vanquish, BMW M Coupe, BMW M Roadster, BMW Z4, Bugatti 164 Veyron, Caterham Super 7 Superlight R500, Dauer 962 Le Mans, Dodge Viper GTSR Concept, Ferrari 360 Modena, Ferrari 512 TR, Ferrari F40, Ford GT90, Ford XR8, Gulf Porsche 917K, HSV SV99, Jaguar XJR15, Jordan 199Frentzen, Koenig C62, Koenig Mercedes Benz 600S, Lamborghini Murcielago, Lista Ferrari 333sp, Lister Storm, Lotus 49, Lotus Super 7 S3, Mazda RX8, McLaren MP414, Mercedes AMG CLK55 cabrio, Mercedes AMG E55, MHRT Commodore, Mini Cooper ST, Nissan Skyline GTR Vspec, Opel Speedster, Pagani Zonda C12, Porsche 911 GT1, Porsche 968 Turbo RS, Porsche 996 GT3, Porsche Boxster S, Pursuit HSV, Subaru Impreza WRC2001, Toyota Gt 1, Vector W8 Twin Turbo

- 6 add on fun cars : Croft Raider IV, Dodge TRex Sorta, F16 Fighting Falcon, Ferrari 550 Maranello GTO, RMS Titanic, Snowman


I've done a lot of testing on XP 32 Bit & Win7 64 Bit. I hope they are working good on your installation, too.

9
T3ED 4.4 is ready to use ! Download here from Magenta Cloud or NFS Addons

New in Version 4.4.0 (426):
- Edit of sound / light object position in properties.
- "Unknown Data" now shows the selected byte as bits.
- "Virtual Road, heights, spdfa & spdra" now shows the real VRoad numbers. Not just 1,2,3..
- The Replay Camera Editor has now a "Edit Unknown Rotate Values" button.

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)

New in Version 4.4.0 (424):
- "Polygon Virtual Road Flags" You can now choose whether "Drive over behavior" should be set or remain as original.
- "Shadow ray tracer" the maximum end block has been corrected from 255 to 299.
- "Find polygon" Now you can specify how many percent of the hits should be selected.

New in Version 4.4.0 (423):
- Multiple polygons can now be duplicated instead of only one.
- If showing "Virtual Road Boundary Polygons"
  * Polygons with "No ?? Neighbour" flag get line from middle pointing to the corresponding direction.
  * Polygons with "Extra Object Detection" flag get an "E".

New in Version 4.4.0 (422):
- New (better?) track format detection. (Using the four first bytes.)
- Bugfix when pasting whole blocks.The "HS_EXTRA" VRoad data was placed in a wrong position.
- "Connect Close Points" function from block neighbours is now also in "Clear / Modify All".

New in Version 4.4.0 (418):
- "Clear / Modify All" has now a option to recalc PolyVroad for the whole track.
- Ctrl + R is Polygon rotation (90°) by changing the points. Now, in HS Mode with "Crtl + Alt + R", it rotates the textures too.

New in Version 4.4.0 (417):
- Three modes for PolyVRoad calculation (Crtl + H)

New in Version 4.4.0 (416):
- Resize Track(now negative values possible)
- Enter Move Distance: The data from the last mouse move can be used. Another alternative is to use the data from the last distance measurement. Distances can be calculated in point mode by picking two points.
- Bugfix when using ALT & MouseWheel with no 3D View .

New in Version 4.4.0 (415):
- Option to show PolyVRoad for (black) trackpolygons. It should always point forward. But now I can be changed with "Polygon Virtual Road Flags".
- Bugfix when replacing blocks und using undo.

New in Version 4.4.0 (414):
- Zoom In/Out now works when Track View windows is active.
- Zoom In/Out Track View only (using ALT Key) is now much faster.
- Additional safety check when starting Track View.
- Light properties has now a Combobox for easy selection of track glows (values taken from Tr(N).ini) or special effects.
- Light properties has a Raytrace Light button. Maximum Light Distance will be intensity * 0.1.
- Light/Sound properties will be shown as four bytes. Byte 2 has to be zero, to be visible in game. If not, only raytracer will use it.
- Delete Light/Sound object from block properties.

- Shadow Raytracer can now calculate lights:
  * A imaginary line from each light to vertice points will be calculated. Only when nothing is in the way the light shines there.
  * Light color and intensity will be taken from tr(N).ini
  * Multiplier of light distance can be set. Light Distance will be intensity * multiplier.
  * If red, green or blue of light is higher than the color part of the point it will be replaced.
  * Flashing Lights will be ingnored.
  * Byte 2,3,4 of Light will be ignored.

- Light Raytracing for lanes added.

New in Version 4.3.0 (404):
- Added AI points which are at the VRoad point + the float numbers of the speed files.
  Enable "Show Virtual Road Width and Node Points" to see AI Points.
  With "Show Virtual Road Bitmap Data Mode" you see a thin red line AI line.
  Use "View -> Select Speedfile for viewving" to choose the AI Line you want to see. (Forward / Backward)
  If you zoom in, AI Points get a up to down line indicating the speed.
  In object mode, AI points can be selected by holding down the ALT key. (CTRL & ALT if you want to select more then one.)
  If you move AI Points (X & Y), T3ED recalculates the "AI lane" from speedfile.
  If you move the AI Point Up / Down the Speed of spdFA or spdRA will be changed.
 
Thanks to "PomFrit" who found out how everything is connected and how it works.

- "Virtual Road, Heights" now has additional columns.
  "VR Left" / "VR Right" - The purple VRoad Borders
  "L-Lane Polys" / "R-Lane Polys" - The number of light green polygons. (Could already be changed with adjust road width)
  "Width L-Polys" / "Width R-Polys" - The width of the lane polygons.

New in Version 4.3.0 (400):
- Fix moving multiple vroad points (wasn't working anymore).
- Drop vroad refpoints (Alt D).
- Drop lanes down on road (black & blue polys, Alt D).
- Drop points, polygon & extra objects on track and object polygons (Alt D).
- Add lights (ctrl + l) on selected points, polygons (middle) or objects (middle).
- Add sounds on selected points, polygons (middle) or objects (middle).
- Added 'Colorbuttons' to make it easier to select shading colors.

New in Version 4.3.0 (393):
- Paste X & Y (Shift Y) and Paste Z (Shift Z) now uses the clipboard. Copy point to clipboard before (Ctrl C).
- Bug fix for entering move distance, directly after deleting a polygon.
- Auto adjust Z on virtual road points when moving (X & Y). Won't be done if Altkey pressed, or z is moved.
- Auto adjust Z when moving lane points (X & Y). They will be placed 0.025 above the track polygon below. If you don't want it press Alt while moving.

New in Version 4.3.0 (390):
- Replay Cameras will be sorted.
- When saving: Show warning messages if track breaks limits. Which are 512 for crosstype 4 extra objects and 128 for crosstype 6 global objects. Thanks to Zalcus20 for the info.
- Bugfix when selecting blue polygons.
- Safety checks for the "Move" function.
- Improved "Paste Block" function.

New in Version 4.3.0 (386): T3ED with integrated Replay Camera Editor ready!
- Paste block to current vroad added.
- If you import a Vr_H_Spd.csv file with changed virtual road values, the track can be rearranged to that new virtual road. This can be used to change track shapes.
- Bug fix: Poly VR Flags will only be displayed for (black) track polygons. (Alt + enter)
- Bug fix for Pasting HS extra data (Number of lanes)
- New option: Set visibility minimum.
- New function: Copy & paste virtual road points. You can select what will be pasted. Position & vectors, Heights data, spdFa data, spdRa data or HS extra Data (Number of lanes)
- When converting (Global, extra & polygon) objects you won't lose shadow/color information anymore.
- The "Show track based on visibility" mode has been improved if a global object is selected.
- Several safety checks have been added to avoid illegal memory calls. I think this version has the best stability of the ones I made. If you find a error that can be reproduced please let me know.
- Integrated Replay Camera Editor:
  •    "Tr.cam" will be loaded / saved with the frd-file.
  •    Enable viewing cameras by "View -> Show Replay Cameras"
  •    Move, copy, and delete them like other objects.
  •    When a camera is selected a light blue line from camera start to stop will be display along the virtual road. You can adjust the cameras start and stop with (Alt) PG Up/Down keys.
  •    When you press "Alt" while moving a camera T3ED will adjust start, stop and render.

New in Version 4.2.0 (343):

- Improved "Clear all" function. Instead of turning the track into a circle you have much more options now: Set a x and y multiplier, and add additional curves with the sine function. It can also be used to make ups and downs.
- Copy & Paste blocks with hs_extra data. (Number of lanes.)
- Paste block as object: The object will now be exactly at the blocks position. You have to move it when necessary.
- Simplified Code for selecting Virtual Road-Points.
- Block Highlighting will now work for Virtual Road Points.
- Virtual Road Points will be shown as stars instead of crosses.
- Import & export of Virtual Road, Heights, spdfa and spdra data to "Vr_H_Spd.csv".
- Fix for pasting blocks with other than 8 slices.
- Fix for pasting only spdfa / spdra data. In older versions a recalculation of “poly vroad” on block 0 was done with wrong parameters.

New in Version 4.2.0 (326):

- "Adjust road width" : Deleted the experimental VRoad lane manipulation.  It seems that the width is related to the number of lane (light green) polygons. You now can set the number left and right from road middle.

New in Version 4.2.0 (323):
- Remap objects to block. Calculates the distance between the object middle and block middle. And them moves the data to the block with shortest range.
- Resize whole track. I made experiments with “Transtropolis”. XY values above  1.15 messes up the visibility.
- The extra object properties dialog has been changed to fit on 1024x768 screens.
- Fixed a bug that occurs when converting objects.
- "Adjust road width" with experimental VRoad lane manipulation.

Raytracing:
- Added an option to select lane (chunk 6) and fences (chunk 1,2,3)
- Raytracing  moved it to ‘Whole track’ menu.
- Option "Copy shadow to very close points" added to avoid hard separations between shaded and unshaded surfaces.

New in Version 4.2.0 (309):
Visibility:
- When exporting visibility, the file will be saved in the track directory.
- With “Show track based on visibility” you can now use the right mouse button to set visibility edges of the selected block. Control + right mouse toggles the block.
- Better handling of visibility when you delete / insert a block.

NFS3/4
- Bugfix for deleting the last block of a track with less then 8 virtual road points.
- 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.
- When moving virtual road points manually, the „ColVroadVecs“  of track polygons will be recalculated.
- You can change all texture of a block or an object in one step. (Edit → Texture when in block or object mode.)
- “File → Changes all textures” to edit all texture numbers of the track,
- Export a block to an off – file.
- Paste a block as polygon (blue) object.
- Rewritten for “Adjust road width” function.
- Added an “Adjust road width” button to block properties.

For NFS3
- 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!
- 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. It allows to change two sided & animated textures.
- Import/Export the NFS3 textureblock.

HS Only:
- Gobal object chunk 1 will be loaded and saved correctly. (Cross-) type 6 object are now visible.
Type 6 objects can be deleted, duplicated and moved as global objects. To edit them, convert to an extra object, make the changes, and convert back to global.
- Since I don’t understand all type6 data, the unknown 60 bytes can be exported & imported. I think it stores the weight, behavior and size.

Shadows:
- Clear / Set shadows of extra objects manually. You can also change the color and transparency of the objects texture there!
- Point Properties with shading values.
- Many changes to Nappe’s ray tracer:
* Extra object can get shadows.
* Set sun and shadow color.
* You can now select what object get new shadows
* Select object that cast shadows
* If you set transparency, this points can be ignored from ray tracer

New in Version 4.0 :

- A new paste mode has been added. “Replace only track texture information”. It will replace all texures and poperties from trackpolygones. Objects won’t be changed.
- A new view has been added “Show Track Based On Visibility”. Unvisible blocks are show in a light grey, and can’t be selected.
- Fix for crashing when selecting global objects and active trackpreview.
- Default trackpreview shows now two more blocks.
- If “Show Track Based On Visibility” is activated, trackpreview shows blocks that should be visible in game, up to 30 blocks. Global objects will always be shown in trackpreview.
- Visibility information can be changed for actual block by using [Alt] Page Up/Down keys. “Show Track Based On Visibility” must be enabled.
- Size of trackpreview window can be easier changed now.
- Use CTRL + MouseWheel to zoom in/out trackpreview without changing normal view scale.
- Fix for program crashing when converting global objects.


10
Editing Projects / T3ED Dev 3.6 (NFS4 Track Editor)
« on: Feb 18, 2012, 10:06 AM »
Here is my next T3ED version.

T3ED_Dev3.6.0.65.zip

New in Version 0.07pre1.1*Plus Dev 3.6 (by JimDiabolo) :

- “Undo, but keep VRoad” added. The VRoad can be moved in block mode, when the track is moved. Now there a undo which brings back the track, but keeps the moved VRoad.
- Adjust road width fixed. Now you really can select the blocks which should be adjusted.
- Moving blocks without smoothing by pressing control.
- Expand - Shrink and Rotate whole blocks.
- Copy whole block to Clipboard
- Paste block as new additional block.
- Replace the currently selected block, with block from clipboard. Move and, or rotate the new block in old position.
- The “Expand / Shrink”, “Rotate”, “Shadow Raytracer”, “Add / Replace Block” & “Adjust Road Width” windows are keeping their settings for the next call.
- Polygon / extra object properties added (ALT+ENTER). If  “Automatic Object Membership” is off, you can manually change the block where the object belongs to.
- Move distance can be manually entered.
- Show the refpoint position in status bar when block mode is active.
- The Block Neighbours function has now an option to connect points to near points of neighbour blocks.
- Line up x,y, (z) function for point mode added.

11
Editing Projects / T3ED Dev 3.5 (NFS4 Track Editor)
« on: May 01, 2011, 3:00 AM »
Finally here it is :

http://dl.dropbox.com/u/3019808/NFS_HS/T3ED_Dev3.5.0.37.zip

http://dl.dropbox.com/u/3019808/NFS_HS/T3ED_Dev3.5.0.37_with_sources.zip

New in Version 0.07pre1.1*Plus Dev 3.5 :

- Copy Polygon-, Extra-, Light- & Sound- objects to clipboard. You have to be in object mode and use Ctrl + C or “Edit -> Copy” from menu.

- Paste Polygon-, Extra-, Light- & Sound- objects from clipboard to another block or even track ! Select object mode and use Ctrl + v or “Edit -> Paste” from menu.


I haven't done such massive track data manipulation before, so maybe there are still bugs in the new copy/paste functions. But I used them to make Vertigo Ridge 4.0 without problems. I copied the signs & trees from my Lake Diabolo track to Vertigo Ridge to get the needed behavior.

Here is a short youtube clip that demonstrates the functions.

http://www.youtube.com/watch?v=QzXuX686CvE

It even works with animated objects !

JimDiabolo

12
General NFS / Need For Speed 4 : Stock & Expansion pack 4.0
« on: Mar 13, 2011, 11:25 AM »
Finally here are are the versions 4 of SP/EP for NFS HS (Installer version 1.71) :

Please use the downloads from here : Need For Speed 4 : Stock & Expansion pack 4.0

List of changes since installer 1.65 :

4.0 Build 1.71
 - Updated IPLounge to 4.11.
 - Check for administrative rights added.
 4.0 Build 1.70
 - Updated IPLounge to 4.10
 - Updated the unrar.dll to version 4.0.
 - Added new Mixer with a small update to the error handling function.
4.0 Build 1.69
- Glide Wrappers are now in thier own section group.
- 'Hot Pursuit cars add on' integrated.
- uninstall for old IPLounge 2.
4.0 Build 1.68
- New IPLounge 4.08.
- New cleanup function for Glide Wrappers.
- Added nGlide 0.95.
- New 3DSetup with support for nGlide.
4.0 Build 1.67
- First IPLounge 4 version integrated.
- New version with fixed rearview mirror of these tracks : Autobahn 3, Cliffside Rally 3, Durham City 3.
- Uninstall the not longer needed WinPCap drivers.
3.0 Build 1.66
- New versions with shadows of theese track : Acapulco 3, Alpine Roads Supreme 3, Autobahn 3, Autumn Valley 3, Bergstrasse 3, Egyptian Rally 3, North Country 3, Outback 3, Pacific Spirit 3.1, Thunder Mountain 3, Vertigo Ridge 3.
- New Mixer version, see History file for details.
- Clean up section for old EP cars & tracks.
- Uninstaller now can remove tracks & cars.
- Updated New3DSetup. It now searches for glide2x.dll in HS, Windows, Windows\System & Windows\SysWOW64 directory.
- Removed the old, not working EA update function when starting with -patchrestart (Vista & Win7, thanks to Ben !)

Here the List of (known) features.

Stock Pack features :
- IP Lounge 4 for online play
- EA's 4.50 patch
- NoCD & NoCollision (switchable) patches
- EP & Highpoly menu patch
- Mercury / 1MByte Error patch
- Can unlock all cars & tracks
- New improved 3D-Setup
- Faster cop cars
- Glide Wrappers to emulate Voodoo cards
- Vista, Win7 Tweaks
- NFS HS Starter
- Set NTFS rights
- Multicore patch
- Firewall entry
- ReEnable movies (no intro movies on Win7, Vista)

additional features of the Expansion Pack :
- NFS HS Mixer : track & car manager for NFS4

- 22 add on tracks (EP3 versions): Acapulco (Last Resort), Alpine Roads Supreme, Angel Lake, Autobahn, Autumn Valley, Bergstrasse, Burgstrasse, Cliffside Rally, Congo, Durham City, Egypt, Lost Vegas, Mediterraneo, Monolithic Studios, Mystic Peaks, North Country, Norwegen, Outback, Pacific Spirit, Proving Grounds, Thunder Mountain, Vertigo Ridge

- 51 add on cars : 1963 Thunder Bird, 1967 Camaro SS, 1970 Dodge Challenger RT Conv, 57 Bada TBird, 57 Bel Air, 64 Mustang Convertible, 66 Mustang Cobra Jet, 69 Dodge Charger, 73 TransAm, Aston Martin DB7, Aston Martin Vanquish, BMW M Coupe, BMW M Roadster, BMW Z4, Bugatti 164 Veyron, Caterham Super 7 Superlight R500, Dauer 962 Le Mans, Dodge Viper GTSR Concept, Ferrari 360 Modena, Ferrari 512 TR, Ferrari F40, Ford GT90, Ford XR8, Gulf Porsche 917K, HSV SV99, Jaguar XJR15, Jordan 199Frentzen, Koenig C62, Koenig Mercedes Benz 600S, Lamborghini Murcielago, Lista Ferrari 333sp, Lister Storm, Lotus 49, Lotus Super 7 S3, Mazda RX8, McLaren MP414, Mercedes AMG CLK55 cabrio, Mercedes AMG E55, MHRT Commodore, Mini Cooper ST, Nissan Skyline GTR Vspec, Opel Speedster, Pagani Zonda C12, Porsche 911 GT1, Porsche 968 Turbo RS, Porsche 996 GT3, Porsche Boxster S, Pursuit HSV, Subaru Impreza WRC2001, Toyota Gt 1, Vector W8 Twin Turbo

- 6 add on fun cars : Croft Raider IV, Dodge TRex Sorta, F16 Fighting Falcon, Ferrari 550 Maranello GTO, RMS Titanic, Snowman


I've done a lot of testing on XP 32 Bit & Win7 64 Bit. I hope they are working good on your installation, too.

13
Editing Projects / T3ED Dev 3.3 (NFS4 Track Editor)
« on: Jan 16, 2011, 10:41 PM »
Here is my latest T3ED version :

T3ED_Dev3.3.0.33.zip

T3ED_Dev3.3.0.33_with_sources.zip


New in T3ED_Dev3.3.0.33 :

- Change textures of trackpolygons, polygon & extra objects in one step. Choose the new lowest texture and all textures will be change with the same offset.

- Expand / Shrink (extra) objects is now possible. You can select each axis independent or connected. It’s selectable on which position the object will be aligned. (Top, middle or bottom.)

- Fixed light & sound source properties. Values can be changed directly in T3ED now, for thoose who don’t want to use the frd-tool.

- In point mode : Ctrl + Y -> copy X & Y position to memory, Shift + Y -> paste memory position to selected point(s).



Here's a youtube video how to use retexture & resize functions: T3ED (NFS4 Track Editor) Resize & Retexture Objects

I plan to do more changes, but it will take some time.

14
Editing Projects / T3ED Dev 3.2
« on: Jul 29, 2010, 1:20 AM »
I recently got the time to look deeper in the T3ED source code from Nappe1. I  think he did a great job on his shadow ray tracer. It's hard to compile, but finaly it worked. I was playing with it for a while and did some small changes.
 
New in Version 0.07pre1.1 Plus Dev 3.2 :
- Track shading tracer, by - Lasse Kärkkäinen aka. Nappe1. It’s one of the last thing he implemented before he gave up working on T3ED. All credits should go to him.
- Mousewheel can be used to zoom in / out.
- Compiled DirectX sdk sum2004 which is the latest working with VS6.

Updated download link : T3ED_Dev3.2.0.20.zip

Here are some preview pictures of Pacific Spirit :

before :


after :


before :


after :


I worked with it for some days and I think it's as stable as previous versions.

JimDiabolo

15
Editing Projects / JimD's Track 8 project
« on: May 24, 2010, 11:04 AM »
After 'Lake Diabolo' I started working on my second track a few month ago. Progress will be slow, because I usually only got time on weekends. But here is short video of the first part it : Track_8_First_Impressions on youtube

I has the shape of a big 8. There's no brigde or tunnel. The track already has a crossroad which is driveable. The the best is you still have to drive the whole track to complete the race, not just the first circle.  Collision whith crossing cars / traffic works, too.

Here's a picture of the trees I made this weekend.


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