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Messages - pete9516

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2
Editing Projects / Re: FeData file format?
« on: Mar 08, 2024, 1:46 AM »
Hi everyone! Sorry for my broken english.
I'm currently working on a new, modern re-implementation of modding tools for NFS3/4.
Right now, I was trying to parse the FeData files inside VIVs. There's a bunch of bytes on the header, right before the string offset table that I don't have any idea what they do, and hunting down information on the internal structure of those files has been futile.

Does anyone have a full description of the FeData file format? So far, I'm able to parse all the well known fields (car id, serial, bonus, is cop, car class and compare table) but there are at least 27 bytes on the header that I'm struggling to identify.

So far, this is more or less what I've got: (in C#)
Code: [Select]
[StructLayout(LayoutKind.Sequential)]
private struct FeDataHeader
{
    public static FeDataHeader Empty = new()
    {
        FlagCount = 0x0009,
        Unk_0x0c = 0x0003,
        Unk_0x16 = 0x0080,
        Unk_0x2c = 0x05,
        StringEntriesCount = 0x0028
    };
    public ushort FlagCount; // Unless internally treated as max array index? that'll make sense with all the zeroes after S/N
    public ushort IsBonus;
    public ushort AvailableToAi;
    public ushort CarClass;
    public ushort Unk_0x0c;// = 0x0003
    public ushort Unk_0x0e;// = 0x0000
    public ushort IsPolice;
    public ushort Seat;
    public ushort Unk_0x14; // = 0x0000
    public ushort Unk_0x16; // = 0x????
    public ushort SerialNumber;
    public ushort Unk_0x1a; // = 0x0000;
    public ushort Unk_0x1c; // = 0x0000;
    public ushort Unk_0x1e; // = 0x0000;
    public ushort Unk_0x20; // = 0x0000;
    public ushort Unk_0x22; // = 0x0000;
    public ushort Unk_0x24; // = 0x0000;
    public ushort Unk_0x26; // = 0x0000;
    public byte Accel;
    public byte TopSpeed;
    public byte Handling;
    public byte Braking;
    public byte Unk_0x2c; // = 0x05;
    public ushort StringEntriesCount;
    // string offset table (40 entries)
    // string data pool
}

Edit: as of right now, this is just for NFS3 FeData files. NFS4 FeData files have a lot more data (mostly zeros) and have a completely different header structure
Hey there, nice to see a fresh project like this, but all i can say about the NFS4 file format is that there are some additional flags for where the engine is placed ("for burning car" particles) and there's 1 other known flag, i think AJ_Lethal found them but i can't recall what it is. I think there's a topic about it here

3
General NFS / Re: NFS Streetdogs Backup
« on: Feb 26, 2024, 7:28 AM »
I Hope i could Help. And i Hope someone can me Help. With my 5 lost Cars. Thats my Hope.
Special Thanks on Lukas. For this Archiv. For our Community.

https://drive.google.com/file/d/1COrSv7GurZRzr5msGpy8_G-GZhbc2et7/view?usp=drivesdk

Thank you so much, gonna look through this once I get off duty, They had the Emergency Rescue 51 truck and I was asked by one of our NFS Police H.Q. members if I had that and unfortunately they got rid of half the stuff before I got a chance to grab that. Did you get alot of Emergency vehicles and tracks?
You gotta be careful, it's lots of old stuff, but it's not what's ever been there unfortunately. There are quite a lot of lost tracks in this archive. And cars ofcourse. But unfortunately not everything there ever was

4
General NFS / Re: NFS Streetdogs Backup
« on: Feb 25, 2024, 7:42 PM »

So I negotiated that we could have the backup. but you shouldn't upload anything if possible. But he doesn't mind if we as a community have it. I can share it. but we should consider copyrights.
I think it's totally fine if we credit the original authors and give them respect in this way for doing the mod and release it to the public 20 or more years earlier. Unfortunately i couldn't find 2lim.zip in the archive. I'd really like to have that limo especially as a traffic car. God damn it, you're really searching for the buried jewels

5
@PomFrit: I'm having problems with left and right sides consisting of 1 lane. Everytime the AI gets too much to the road boundary, the AI thinks that there is an additional lane and scratches on the wall..
Here's some examples:
https://streamable.com/1fe3ce
https://streamable.com/y55hep
https://streamable.com/g0i90k
https://streamable.com/v64rya
Here's an example of where it actually works for some reason:
https://streamable.com/rgr3xk

6
General NFS / Re: Lost nfs4 cars continued
« on: Feb 23, 2024, 2:49 PM »
Whoever wrote me an email about those 2 cars from Reight.. Here's the link to my MEGA archive:
https://mega.nz/folder/AJxUFRBb#P9OH47RPraElZ7Turvek2w

7
Editing Projects / Re: Last rides with high stakes
« on: Feb 21, 2024, 7:46 PM »
Working on another car...
Oh wow what a beautiful car. I don't know it. You really pick the most special ones :D

8
General NFS / Re: My nfs4 car mods archive
« on: Feb 02, 2024, 1:46 PM »
Would it be possible to make a MEGA drive, with folder names like [AUTHOR] MAKE_MODEL_TRIM_YEAR (.zip file name).

I could fill my MEGA drive with NFS4 cars from your archive.

Or if you need space to upload more NFS4 cars, I can upload them on mine. I also have Mediafire, but that is mainly used for NFS MW hidden / lost mods.

Currently I have used:

- 38MB out of 20GB in MEGA;

- 2,22 GB out of 10GB in Mediafire.


P.S. I could upload the leftover files from MEGA to Mediafire, just so it's completely empty.
I can't rename all the files. Also the filenames for me are very important because then i know what i already have and what can get thrown away. If i rename every single archive, i also wouldn't know anymore where i got them from in specific cases. Taking the 38MB to MediaFire so that MEGA is completely empty is a good idea. I don't know what to do with this archive in the mere future. It is mainly intended as a backup and spreading machine for  files not to get lost. I don't know if it's possible to download all files at once, but if i were you, i would do that. If a file has no Readme or any text file in which there is info about the car or author it's senseless to search for it anyway. Or to rename the whole file. This filename system was very important for me in the past to be absolutely súre that there was not a single car missing from any website i've downloaded

9
General NFS / Re: My nfs4 car mods archive
« on: Feb 02, 2024, 1:38 PM »
I understand you almost exceed your 5 Gb limit and you want to delete the nfsaddon files.

You did a great job making the files available but searching is not easy cause the filename can be just numbers (12345.zip?????). And then there are some doubles (p930.zip, p930 (1).zip, .....)

Too bad you haven't downloaded the Fiedo cars from JPracing. I want the VW Gol (I only have the GTI version)

I tried navigating by "date added", it kinda gives me an idea were the files come from, assuming you added the files from a site all at once on a specific date.

Is it still possible to indicate from what site certain cars come from? Maybe when I use waybackmachine I can see what car is linked to a certain filename.
Yes it is. I've downloaded nfsunlimited.net, NFS Streetdogs as it seems, but i'm not sure, JP Racing and i think you're right about the Fiedo cars.They've been in some special section with the JP cars, which i've somehow overseen by dumbness, NFS PoliceHQ up to a certain date, Emergency Planet, i've got stuff from nd4spd.de somewhere idk from, definitely not downloaded them by myself from nd4spd.de I can't recall all websites exactly. Also all the individual ones i could find, that one french website which is now some art present stuff which had a large amount of vehicles, but not too much though. NFSCars and NFSAddons completely. Unfortunately i can't remember exactly but i hope this helps a bit

10
General NFS / Re: Lost nfs4 cars continued
« on: Jan 14, 2024, 4:35 PM »
Only that fedata must refer to a language (eng/ger/swe...) ,and not fsh cause that's a texture thing.
When i convert a car from nfs3 to 4 i always keep those original fedata.fsh files for the sake of originality. They've never made any problems for me

11
General NFS / Re: Lost nfs4 cars continued
« on: Jan 14, 2024, 7:02 AM »
@ LRF Modding:

Just installed the Quaife (thnx Cooya!) nfswizard was able to open the car.viv (carchecker freezed), there was fedata.fsh inside which could cause the poblem (just delete). The car worked "ín game'' also.
What's the matter with fedata.fsh files?

12
Editing Projects / Re: Last rides with high stakes
« on: Jan 11, 2024, 9:30 AM »
https://s1.cdn.autoevolution.com/images/gallery/RENAULT-Alpine-A310-2021_13.jpg
This is the "highest" car i could find. I think the height of the body relating to the rims are just right. They may be a bit lower but i like the model already. Though Cooya! is right about the door lines

13
Editing Projects / Re: Last rides with high stakes
« on: Jan 09, 2024, 7:43 AM »
The dashview means 3 times of work more with less fun. Today I spend half an hour, in the evening on these cars. I couldn't release a car with dashboard before Xmas.
The download count, the comments .... I'm uploading my cars for fifty people. It's a kind of easy virtual model car collection for an old man who remind himself some cars everyone forgot.
Things were more serious when the 250GTO were download 40000 times on a dozen websites (NFS Design, NFSstreetdogs, TotalNFS, NFS Bolide...) or when "Butch team's cars" were used on simracing  GTLegend leagues.
Now that i've read this post again, i have to say the following: I think it's sad that everybody plays his own mods. There should be something like a modpack which changes after some months, so different mods are played. I've done something like this on the Retro Racing Point Discord Server, but unfortunately only me, DrSpeed sometimes and TsTg do play it (Ronny, too, sometimes). People should get together in online lobbies again. Maybe there should be a thread in the forums here. But people should be willing to play other people's mods. Another problem ofcourse is the copyrights on some mods. Well all i want to say is that if you like to play random mods sometimes, there's a complete modpack (cars & tracks) waiting for you at the Retro Racing Point server under nfs-4-high-stakes-mods channel.
Server link: https://discord.gg/a6vKD7cp

14
General NFS / Re: Lost nfs4 cars continued
« on: Jan 03, 2024, 6:29 AM »
Low poly cars are better than the cars, whose poly counts go over 10k (sorry Butch).

And yes, Wayback machine is very useful for going back in time.

I see the gap with original cars, but I though some eye candy original models would bring some new players.
About the over 10k poly's cars, do they fall your FPS ?
Highpoly cars can cause lags if people use graphic renderers other than DirectX. But what's even more unsatisfying: When using nGlide, it's possible the game crashes on large tracks where other renderers would work. Like Los Angeles from nfsfan83 or the initial release from Neighbourhood from Zalcus20

15
I can't find anywhere else that explains this, but I used the expansion pack for NSFHS which says it can enable all cars and tracks, but it doesn't? I reinstalled it a bunch of times. I even tried cheats, but they don't seem to work. Where are the custom cars and tracks meant to show up? In mixer it looks like they're added, but they aren't included in the game menu.
It's hard to get a view on this without screenshots, but i think you didn't enable the cars in the car manager

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