T3ED 4.4 is ready to use ! Download here from Magenta Cloud (https://magentacloud.de/s/wfSYqqrypqTnZ8y) or NFS Addons (https://www.nfsaddons.com/downloads/nfshs/tools/7774/t3ed-440.html)
New in Version 4.4.0 (432):- Deleting all selected Polygons is now possible (not only the last).
- Deleting all selected Objects works, too.
- Interpolation of float values between two AI Points (using cosine) Select first (holding ALT) then second (CTRL + ALT) and start calculation with SHIFT + Q. By Default curve calculation is done, use ALT + SHIFT + Q for straight Interpolation.
- With "Clear / Modify All..." all float values of the speed files can be set to zero.
- With "Clear / Modify All...", float values that are zero can be recalculated (as straight or curve). An interpolation is made between the first and the last value that is not zero.
- Improved undo function:
* Increased possible undos from 16 to 64.
* Undo possible if deleting and adding blocks.
* Undo points won't be deleted when saving track.
New in Version 4.4.0 (431):- Duplicating multiple lanes and fences works now as wanted.
- New function "Edit-Tools_-_Add Lane".
- Fix for moving extra object polygons.
New in Version 4.4.0 (430):- Bugfix on pasting multiple track polygons.
New in Version 4.4.0 (429):- Bugfix on pasting objects.
- Holding ALT-key when pasting objects keeps the original position.
- Fixed a bug when changing spdfile float and Recalc AI lane selection was aktive.
- Big changes to selecting function (LButtonDown): It is now possible to select a row of polygons or points. Select the first, then hold "Shift" an select the last. All on a line between them wil be selected.
New in Version 4.4.0 (428):- Fix for dropping "Virtual Road Points", the lowest hit will now be used.
- Fix for not showing position when selecting "Virtual Road Points".
- "Import - Virtual Road, heights, spdfa spdra". Fix for messageboxes that don't show up.
- "New/Duplicate" (Ctrl + N) usually splits trackpolygons to create a new. If it's the first or last of a row, it now adds one to the side. If you want the split function hold the "Alt" key.
New in Version 4.4.0 (427):- Updated "Virtual Road, heights, spdfa, spdra" with "HS_Extra" data.
- Updated Export / Import "Virtual Road, heights, spdfa spdra" with "HS_Extra" data.
- Improved "Adjust virtual road" with "Automatic lane detecttion".
- Virtual Road & AI Points are not normal objects anymore. You have enable "Virtual Road Points" Edit-Mode to change them.
- In "NFSHS Texture Properties" you can enable the "Scroll effect". Scroll direction is set by "Rotation".
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 texturesâ€� to edit all texture numbers of the track,
- Export a block to an off â€" 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 â€" 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.
Again, all I can say is, my respect for your developmnents! Nobody, really nobody would have expected this even ~8 years ago when the HS scene was fully alive. Props to you ;)
There's one thing I'm wondering about, is it possible to shade animated objects?
Boss work, as usual.
Quote from: Freak-DS on May 29, 2012, 2:42 PM
There's one thing I'm wondering about, is it possible to shade animated objects?
When Nappe1 made the track shader, he didn't implemented it for extra objects.
Awesome work as usual Jim. Will you look into the MCO .frd's aswell when you have time? :P
Looks like it differs more then I hoped. First the header is bigger as on NFS3/4 tracks. After that the virtual road data seems to be in NFS4 format. But next would be the trackblock info, which isn't in NFS3 or NFS4 format.
MCO Format :
char header[44];
long nBlocks;
long nPos; //Number of vroad entries
char mco_unknown1 [4];
nPos * MCO_VROADBLOCK;
......????
typedef struct MCO_VROADBLOCK { // HS's equivalent to a COLVROAD
//long mco_unknown1;
struct FLOATPT refPt;
struct FLOATPT normal,forward,right;
float leftWall,rightWall;
union {
struct {
float centers[2];
short xtraNei[2];
long scales[2];
short fullMap;
short _unknown1;
char wallKinds[2];
char _unknown2[2];
};
struct {
float unknown1[2];
long unknown2[5];
};
};
} MCO_VROADBLOCK;
Good progress so far actually :)
Well atleast making it load them without objects and so on at first will be cool aswell (just roads) :)
I'm experimenting with new stuff for the T3ED at the moment. This is the result of my tries : Auqatica_slashed (https://www.dropbox.com/sh/mdyoc5a7ifk7ohk/ZG3J-lglSs/Tracks%20for%20NFS4/Made%20by%20JimD/Auqatica_slashed.zip) (You need the NFS HS Mixer to import this track.)
It has the original heights.sim, spdfa.bin, spdra.bin files. They are just converted to the new track lenght of 128 blocks.
I found a bug in that track. It's not really useful in Pursuit getaway mode because the AI always thinks it's in a narrow tunnel thus they do not perform u-turns. The same happens with the original Vertigo Ridge conversion if you replace Dolphin Cove with it.
T3ED 3.8 is read to use ! Download on Dropbox (https://www.dropbox.com/sh/mdyoc5a7ifk7ohk/Nw8C_6yqUw)
New in Version 0.07pre1.1*Plus Dev 3.8 :
- Frd file properties dialog added.
- Block properties dialog added.
- New function “Edit -> Find†for polygons added. You can search for polygons by texture, HS texture properties, texture animation data and polygon road flags (drive-over behavior).
- VRoad refpoints will be handled as extra objects. Select “Edit Virtual Road Points†and you can move them like you want.
For NFS4 only :
- If available height.sim, spdfa.bin and spdra.bin will be loaded and saved with the tr.frd file. (Thanks to Christian Brandt & Lasse Karkkainen for their NFS4 Spdtools.)
- Heights.sim, spdfa.bin & spdra.bin data will be copied and pasted together with block data.
- Undo for Heights.sim, spdfa.bin & spdra.bin data added.
- New dialog “Edit Tools - > Virtual Road, heights, spdfa & spdra†(Ctrl+H) allows to edit that values. In block mode all data from actual block is shown. In object mode all data from selected VRoad refpoints will be displayed if properties is selected from menu. Note : The “spdXA Speed†has only 4 values per block all others have usually 8. That’s why speed values are shown twice, e.g. 0=1,2=3,4=5 and 6=7. Only the first (0,2,4,6) will be written to disk.
With this version you can extend NFS4 tracks because heights.sim, spdFA.bin & spdRA.bin will be loaded and saved, too ! You can improve the AI line (like I did for Lake Diabolo V129 (http://nfsaddons.com/nfshs/tracks/326/)) I copied data from original tracks to my Lake Diabolo blocks with similar curves. You can also edit values manually.
(http://team-ger.net/upload/13565914072012.jpg)
I also added the requested "Find Polygon" function. Which can be a great help changing textures or polygon properties.
(http://team-ger.net/upload/13571814072012.jpg)
Quote from: JimDiabolo on Jul 14, 2012, 5:07 AM
I also added the requested "Find Polygon" function. Which can be a great help changing textures or polygon properties.
(http://team-ger.net/upload/13571814072012.jpg)
I love you, man :3
Yes! Yes! Yes!
Uh... I've got a bug over here with the Find function:
(http://img38.imageshack.us/img38/918/t3edpolyflagbug.jpg) (http://imageshack.us/photo/my-images/38/t3edpolyflagbug.jpg/)
What have you searched for, that you find lane polies ?
I searched all the polies that had the "DIRT_SHOULDER" flag, so I could change it to something else, like snow, grass, etc...
Maybe if you add an option to limit the search to certain poly types (object, ex-object, lane, road...)
I just updated to T3ED_Dev 3.8.0.157. Please try this version.
Changes :
If you have enabled the search for Polygon Road Flags, only chunk 1-4 from track polygons will be searched. That should fix it.
I also limited the Polygon Road Flag search to high resolution mode.
Now it works pretty much flawlessly (the collision properties get a bit messed up -the "pseudo-ghost" fence/wall effect-, tho; I think it could be a bug or just an old behavior by selecting multiple polies and changing their propierties, IDK)
I'm glad it works now. I haven't cared about lanes before. It looks like they are all in chunk 5 of track polygon data.
JimD, nice work.
I ask you, you can make available export 'Vertices.txt' in so way that four consecutive (x,y,z) values form a quad (or two tringles) face?
I think that is easy, or what you think?
thank you.
The Vertices Export was made by Nappe1. I don't know what's the purpose of it.
Anyway, you want the four points of a polygon to be exported ? Of all block elements ? Or just track, or (Extra) objects ? What do you plan to do with that data ?
You know there's already an import/export function for objects to .off files.
yes JimD, I know and used import and export of objects, thank you for the response.
I need the track mainly because there are no export .off file of track.
The purpose is import the vertices of the track in Blender 3D for do a remake of NFS HS. Because importing 'vertices.txt' load a cloud of points only , which are hard to join in faces (triangles or quads) in Blender.
Undated to T3ED Dev 3.8.0.159 yesterday. The fix for the search of Polygon Road Flags caused another bug. Hopefully the function works now as expected.
What do you think is this ?
(http://www.nfscars.net/forum/attachment.php?attachmentid=13611&d=1352212042)
looks like the first corners of hometown.
I see plane! It's possible to edit global animated objects?
I'm currently working data structure of global HS objects. I can load them & view, but HS crashes if I save it back. There must be something wrong. Global objects seems to be close to extra objects. Hopefully it will be possible to convert extra into global objects and back.
Jim, do you think it would be possible to change the block copy function to add new blocks without pasting the v-road, too? I would like to add Aquatica to Atlantica but the v-road doesnt like this very much because it's being joined with the existing one and makes strange bugs.
You want have added blocks without any vroad information ? I don't know if HS likes this. We could give it a try.
Some time ago found how to load NFS4 global (animated) objects in T3ED. But I had trouble modifying and saving them. Actually I looked to the code because of an bug I added. After I fixed it I though it could be the global object bug, too. Maybe I'm right.
Hometown More Planes ! http://youtu.be/tpJAhzfFK68 (http://youtu.be/tpJAhzfFK68)
Oh, that's good. :D
So, does this mean you have more freedom to change these oibjects now, or is it still unsure how far you can go?
and Jim came back from the dead
You can select global objects, move, and duplicate them. If you want more they can be converted into extra objects, so you can use all options to change. After that they can be converted back into global objects. There are two kind of global objects, simple and animated ones. It was odd I had more problems with the simple ones.
Looking forward to a release of the new version! I have a lot of stuff in mind that can be done with animated objects.. :)
Is it possible to make animated light and/or sound sources?
Speaking of lights, I figured that the Hexadecimal value of the lights is 6 or 8 digits, the first six are like HTML color codes (FFFF00 for yellow for example) and the other two determine the glow type. (Germany has FFFF0002 at the tunnels, yellow and flashing). However, when I copy these objects to GT3, they just glow white, no matter what the HEX value says. Is it possible to change the light color at all?
T3ED 3.9 is ready to use ! https://www.dropbox.com/sh/mdyoc5a7ifk7ohk/Nw8C_6yqUw (https://www.dropbox.com/sh/mdyoc5a7ifk7ohk/Nw8C_6yqUw)
New in Version 0.07pre1.1*Plus Dev 3.9 :
- Global NFS4 object manipulation added. Global object will now be shown, can be moved and converted in extra objects and back.
- It is now possible to delete any block from the track. Not only at the end.
- Paste block from Clipboard before selected block added. (Be carefull, not very well tested !)
I also wanted to make a "merge" function to join two blocks together. But HS always crashes when I run those tracks. It's still in this release but I disabled this function.
@Freak-DS : You should look at the 'track glows' settings in the tr.ini to change the light color.
Hi Jim um your link shows not working? :o
Can you tell me more,about how Global object can move
what more can we do with it? what about um,the Home Town
airplane can that ever be added,on any Hs track?
Or just the older tracks in there. I wish i could understand more about
what you talk about on your updates glad you did. how can
any them Animation type things ever be Imported on
any Edited track like Dolphin Coves,Light house.
um,er any other kind...
all heavy i know. thanks have a Great nite...
an day tomorrow bro. :)
Link has been corrected.
If you want the airplane in another track, convert it to an extra object, copy it to the other track and convert it back into a global object. It would work as an animated extra object, too. But maybe it wouldn't be visible from every block it should be. And don't forget to copy & adjust the textures of the object.
Awesome job JimDiabolo!
Absolutely didnt expect it will be possible to edit animated objects, ever. I experimented a bit and this looks very promising.
I did what you said in your last post. I tried to edit the plane on hometown by changing textures/mesh. The conversion to extra object seems to work flawlessly. The edited extra object is working ingame, but as you said it will be only visible on a few blocks (in this case shortly before the finish line on hometown).
So i tried to convert it back to global object and ran into trouble.
Thats how i do it:
I select the object in 'object mode' and go to 'edittools - properties'. This window shows up:
(http://up.picr.de/20527492vb.jpg)
I can convert the 'global object' to an 'extra object' and edit the mesh/textures (global object is not editable for me)...
So to convert it back to 'global' i enable the checkbox (-> picture), press ok and save the .frd-file.
Now the problem: The plane will disappear ingame. If I reopen the .frd-file the plane is also gone...
So i tried again and opened the properties tab after the conversion from 'extra object' to 'global object' :
(http://up.picr.de/20527490bq.jpg)
As you can see, the object is not labeled as animated anymore. The coordinates are also gone. If I save the animation as .txt-file before and import it via the 'import-button' at this point, my game crashes on loading the track.
So to sum it up: the conversion from 'extra object' back to 'global object' seems bugged, or is it working for You? Did i make a major mistake at some point?
Do I need a specific Visual C++ Redistributable Package maybe?
Really great job though Jim, keep it up. Hope you can fix the remaining issues.
Greetings
Hi MnM great pics an Grammar as always,i was trying do sum of this last nite but you got Farther than me.
Heavy stuff like? Thanks for all the Great info.
pal have a good new year too! . 8)
================================
Also Tonite Working on my new nice Update
Project,importing,Red Stop lights,i need an other object
parts from different,tracks i needed. too.
the Newer Ver. here does not work at all for me?
So i went back too using,the 3.8 works better
when i hit paste,you know Boom,there is my Red light.
an parts i need. So not Complaining,here just found
this out now. i i use what works best for me :}
Updated to 3.9.0.191.
I had a beginner bug in the code "if (x->crosstype=2)..." Thanks for the good explanation, so I could find it fast.
I added the code later to prevent crosstype 2 objects to be converted to global ones. HS dosen't support them.
I tested it like you described, and worked now here.
Awesome that you still keep updating your programs, Jim. I can't wait to see what people are going to do with this.
I played around with global objects on "Pacific Spirit" today. T3ED crashes on converting some objects into global ones. I didn't found a fix yet, so save before you convert objects.
Here is the modified Pacific Spirit :
https://www.dropbox.com/sh/mdyoc5a7ifk7ohk/AACBPwzR1KDFPLptTVGlaMCta/Tracks%20for%20NFS4/Pacific%20Spirit%203.2.zip?dl=0 (https://www.dropbox.com/sh/mdyoc5a7ifk7ohk/AACBPwzR1KDFPLptTVGlaMCta/Tracks%20for%20NFS4/Pacific%20Spirit%203.2.zip?dl=0)
I converted the big bridge and the lighthouse into global objects, and changed the visibility. I always wondered why PS has global objects but the bridge isn't one.
Hi JimD Looks cool just have too install it later today!
i bet was hard work huh? ;) what Nfs game was that old
LasVegas track from cause I'm not all sure? textures are low pixy
yes i been fixing much of those Rd Flags,them Stickys" are a pain
in the Sticky,when we hit them.
thx for your update.
________________________
Yeah,i like this Track much Fun as Heck!! going down the Valley
bac too city limits. my Ini Files an Sky i like most.
Changed the Lights Source colors. Cabin lights are funny.
Yes,if you have a car that Handles,good an not so fast. or both.
_______________ Update again.
the Rear Mirror works Fine on my Pc
on Full view no crashs at all. Fyi on that so its Nice
even in Shortcut Parking lot :-}
I really feel that Spirit more :) ;)
I just updated T3ED to version 3.9.0.192. I found one bug in the extra- to global-object conversion function. Extra objects can be stored in chunk 0 to 3, global ones only in chunk 0. I use the same function that moves objects from one block to another. Which always kept the chunk. Now global objects will always go to chunk 0.
The Dropbox has been updated. https://www.dropbox.com/sh/mdyoc5a7ifk7ohk/Nw8C_6yqUw (https://www.dropbox.com/sh/mdyoc5a7ifk7ohk/Nw8C_6yqUw)
Hey Jim,
good to see you making progress with the animated/global object feature.
I noticed a small problem with clipboard function though. Its not possible to copy 'normal' objects via clipboard anymore, e.g. collision objects, polygon objects or light sources.
In earlier versions this is working (in object mode). Or did you change the workflow?
I think Will mentioned this issue in one of his earlier posts already.
The issue appeared when you implemented the code to enable animated objects to be copied via clipboard (not sure about version number, v3.8 definitely does not have this bug).
Maybe you can take a look at this.
Greetings
Hi an yes that's all i ever use now is 3.8 Ver.. yes agree too all
you just said MmanNfs thanks for the update too.
But i don't use it. np 8)
Quote from: MADMAN_nfs on Feb 17, 2015, 9:10 AM
I noticed a small problem with clipboard function though. Its not possible to copy 'normal' objects via clipboard anymore, e.g. collision objects, polygon objects or light sources.
In earlier versions this is working (in object mode). Or did you change the workflow?
I think Will mentioned this issue in one of his earlier posts already.
You both are right, I messed up that function. When you copy objects, it's the same as copying the whole block. Just the info about the selected object will be added. Pasting blocks / objects create an additional block in first step. Because in version 3.9 the global objects are in an addtional block too, I had the change the paste function again and missed adapting a sub function for objects. I updated to T3ED_Dev3.9.0.194, this should fix it.
https://www.dropbox.com/sh/mdyoc5a7ifk7ohk/Nw8C_6yqUw (https://www.dropbox.com/sh/mdyoc5a7ifk7ohk/Nw8C_6yqUw)
Jim help!!!
I have new PC :) my graphic card is Gainward GT 630 2 GB ram, and when I want see track in 3D in T3ED i have something like this:
https://picasaweb.google.com/115221225068676757245/Nfs4MyTracksInT3ED#6152396192269259650
Can you make 3D view only in software rendering???
3D Preview was made by Hoo years ago. I don't understand the code he wrote, and got no idea how to fix it. I would suggest installing a virtual machine with Windows XP, I can use the 3D preview there.
Sorry I got no better idea.
JimD
But I have Windows Professional XP SP3 :(
Hey,
I have that problem, too. I found a little workaround so the trackview runs on my Win7 64bit system with a Nvidia GeForce GTX 660.
But the problem actually isnt the code of T3ED (it uses software emulation already) nor the Windows version. Its the fault of DirectX, because the software mode (DirectDraw) is hardware accelerated (by GPU, not CPU) by default. That can cause errors depending on hardware & drivers.
To fix this you need to disable hardware acceleration for DirectDraw.
And there we have little problem: You need to download the full directX Dev-Kit to do that (at least I did not found another solution).
So you need a somewhat fast connection (filesize ~600MB).
Here is the link: https://www.microsoft.com/en-us/download/details.aspx?id=6812
After installation you start dxcpl.exe
Go to DirectDraw-Tab and clear the checkbox at 'Use Hardware Accelaration'
(http://up.picr.de/22026675vw.png)
Close the window and start it again to check if the box is really disabled (sometimes its not saving for me)
WARNING: other programs may not work without hardware acceleration ! You will need to enable/disable it as needed.
Again: tested with Win7... not sure it will work with other OS.
GL
MADMAN_nfs thanks for advice. Problem solved :D
I open dxdiag, and In screen options, I off directDraw :) and now is ok. Thanks
Now I can make new tracks!!!
Glad to hear its working for you now.
@JimD: I think its possible to solve the issue by placing a modified ddraw.dll into the T3Ed folder. Someone did that for an old command & conquer release (also other old games...); but it needs to be customized for the specific program i guess (I did not find a dll that is working).
Some information:
http://ares-developers.github.io/Ares-docs/bugfixes/type3/ddrawdll.html
http://cnc-comm.com/community/index.php?topic=3329.0
I try again make Alpine NFS1 track to more drivable, but still failed :( what is problem, track is too long or what? Tokyo is 253 blocks and works fine??? I can drive on few blocks, than car blow up in the air :) Any idea??? I want so much coastal track in NFS4 I can set all textures and objects but need good drivable track shape 8)
Jim ,is it possible to shade global objects?
Quote from: Freak-DS on Nov 15, 2015, 5:56 AM
Jim ,is it possible to shade global objects?
Global objects are extra objects stored in a special chunk. Since Napp1 didn't implement extra object shading (only track & polygon objects), I don't know how and if it's possible.
Quote from: MADMAN_nfs on May 25, 2015, 6:56 AM
Hey,
I have that problem, too. I found a little workaround so the trackview runs on my Win7 64bit system with a Nvidia GeForce GTX 660.
But the problem actually isnt the code of T3ED (it uses software emulation already) nor the Windows version. Its the fault of DirectX, because the software mode (DirectDraw) is hardware accelerated (by GPU, not CPU) by default. That can cause errors depending on hardware & drivers.
To fix this you need to disable hardware acceleration for DirectDraw.
And there we have little problem: You need to download the full directX Dev-Kit to do that (at least I did not found another solution).
So you need a somewhat fast connection (filesize ~600MB).
Here is the link: https://www.microsoft.com/en-us/download/details.aspx?id=6812
After installation you start dxcpl.exe
Go to DirectDraw-Tab and clear the checkbox at 'Use Hardware Accelaration'
(http://up.picr.de/22026675vw.png)
Close the window and start it again to check if the box is really disabled (sometimes its not saving for me)
WARNING: other programs may not work without hardware acceleration ! You will need to enable/disable it as needed.
Again: tested with Win7... not sure it will work with other OS.
GL
I found a way to apply a DirectDraw fix only for t3ed and without the need to load big Dev-Kit. I used the "Microsoft Application Compatibility Toolkit" to ForceDirectDrawEmulation for t3ed. This tool creates a sdb-file with the info for windows how to handle t3ed. I wrapped it in a small (TrackPreviewFix, 22 Kbyte) installer. It's now available on my Magenta Cloud (https://www.magentacloud.de/share/vy4glo5qkt).
Thanks for pushing me in the right direction, Madman ! 8)
Thank you!
I had similar issues with the track preview. I've tested the fix and it's working like a charm. :D
Hey,
thanks for looking into that issue. Track preview makes the life much easier when working with textures.
Unfortunately your fix is not working for me.
I'm using Win10 Pro now and track preview only works by installing the Dx dev-kit (so i can confirm the dev-kit method works for Win7 and Win10).
Guess this sdb file is only working for Win7 ?
Any chance making this work for Win10? Or maybe its possible to patch a ddraw.dll to work with T3ED (so you just copy it into the T3ED directory) ?
Greetings
Speaking of the T3ED Track View which is really a fine and useful application ... on my machine (XP SP3 as well as Win7) Track View always worked fine without having to enable or disable something, but on some tracks some textures are simply displayed wrong (pic: Nord Country) is this an issue only on my machine or of the Track View application itself? (In-game all textures are correct, but you cannot really work with it since you can only guess which texture is used, if you replace it with a 'right' one it will then be incorrect ingame)
@nfsfan83:
QuoteNow I can make new tracks!!!
Nice to hear that Slawek..!! ^-^ ^-^ ^-^
Lookin' forward ..
=D
Greetings
Frank
Quote from: MADMAN_nfs on Nov 13, 2016, 8:00 AM
Hey,
thanks for looking into that issue. Track preview makes the life much easier when working with textures.
Unfortunately your fix is not working for me.
I'm using Win10 Pro now and track preview only works by installing the Dx dev-kit (so i can confirm the dev-kit method works for Win7 and Win10).
Guess this sdb file is only working for Win7 ?
Any chance making this work for Win10? Or maybe its possible to patch a ddraw.dll to work with T3ED (so you just copy it into the T3ED directory) ?
You are right, I got problems on my Win 10 &4 Bit, too. But I was able to fix it with the dgVoodoo files. Try downloading the latest version from http://dege.freeweb.hu/dgVoodoo2.html (http://dege.freeweb.hu/dgVoodoo2.html). Extract the zip file and copy the content of the 'MS" folder (D3D8.dll, D3DImm.dll, DDraw.dll) into the T3ED folder. After that the trackpreview worked here.
Guys about problem with 3D view in T3ED I only OFF DirectDraw in DirectX options :) I have DX9c and It help. Of course I OFF this when I make track in T3ED, when I play game I again ON :)
Quote from: FranknFurter on Nov 13, 2016, 8:37 PM
Speaking of the T3ED Track View which is really a fine and useful application ... on my machine (XP SP3 as well as Win7) Track View always worked fine without having to enable or disable something, but on some tracks some textures are simply displayed wrong (pic: Nord Country) is this an issue only on my machine or of the Track View application itself? (In-game all textures are correct, but you cannot really work with it since you can only guess which texture is used, if you replace it with a 'right' one it will then be incorrect ingame
It's because some tracks (especially NFS3 based tracks) have qfs files which have repeated texture names, and since T3ed appears to load textures by names (instead of by index), the program will mix up textures because of that
Quote from: JimDiabolo on Nov 14, 2016, 9:55 AM
[...] I got problems on my Win 10 &4 Bit, too. But I was able to fix it with the dgVoodoo files. Try downloading the latest version from http://dege.freeweb.hu/dgVoodoo2.html (http://dege.freeweb.hu/dgVoodoo2.html). Extract the zip file and copy the content of the 'MS" folder (D3D8.dll, D3DImm.dll, DDraw.dll) into the T3ED folder. After that the trackpreview worked here.
Thats nice, thanks JimD.
Looks like a hooked ddraw.dll that comes with the dgvoodoo files. Norton Security is going crazy about those files, but totally works with every T3ED version i tested so far, lol.
So when using newer OS its probably the best method (tho still microsoft is to blame for the horribly castrated dxdiag).
Only D3DImm.dll and DDraw.dll are neccessary. Simply place those files next to the T3ED.exe, en voila.
Defintely better than downloading the complete Dx-SDK; furthermore its application specific. I will stick with that solution.
Hi there,the comments made by Nfsfan83' is what I have done also,, on many of my lat Track Works!) An what,Madman, said also, I've just used,them files, as he Suggested, an my T3Editor, works fine!!)
Also again, what AJ_L, says) I do same things, of that too.
(This is off Topic hear(( Now but when i EVER( Try posting on this Site, here my Cell phone, gets Hacked!., :( Bad, Disabled, , on my Typing.. this is just Unfair! On me here.. ( I hope it ever will stop, cause I had, to Reformat my Phone!. Please Stop this on me.?? Be like What AJ, says on us,permission, tab, Grow up k.
Whoever u R.?
Best Regards Me.
Have a well, ThanksGiving anyway, put mire Turkeys on here yea ;]
@AJ:
QuoteIt's because some tracks (especially NFS3 based tracks) have qfs files which have repeated texture names, and since T3ed appears to load textures by names (instead of by index), the program will mix up textures because of that
Thanks for the info AJ ;), I think I heard about that names/index thing already .. ::) but thanks anyway!
Since TrackPreview runs good with the dgVoodoo files, I found the t3ed crashes when I select global objects with active preview. I use a virtual block to store global objects. This block has only extra objects, the preview function couldn't handle it.
Now you can see global objects in the preview window, when one is selected.
Try T3ED_Dev3.9.0.195 : Dropbox (https://www.dropbox.com/sh/mdyoc5a7ifk7ohk/Nw8C_6yqUw) or Magenta Cloud (https://www.magentacloud.de/share/vy4glo5qkt#$/)
Thanks for the updates JimDiabolo. We really appreciate all the effort you put into T3ED.
I'm curious about something. You may have heard this question before, but is it possible to directly edit the AI drive path? I know about the Edit Virtual Road Data and Adjust Road Width functions in T3ED but I wanted to know if it's possible to make divided highway roads (like the Old town Elevated and downtown area from Empire City, or the Divided Highway from Redrock Ridge and Lost Canyons) that the AI can be edited to recognize and drive on appropriately. Is this possible to implement in T3ED? Is it highly complex?
Hi there, Zalcus20 Nice Talking Skilz, there an Questions. You must be real sober today, an Taco free,, that's cool : ))
Well, just sounds, good so you really want make that,um Good Luck on your Projects! Peace out, an Happy ThanksGiving next week to you n yours. :}
Ha ha LOL. Thanks Will. 8) Take care. :)
Quote from: JimDiabolo on Nov 19, 2016, 9:39 AM
Since TrackPreview runs good with the dgVoodoo files, I found the t3ed crashes when I select global objects with active preview. I use a virtual block to store global objects. This block has only extra objects, the preview function couldn't handle it.
Now you can see global objects in the preview window, when one is selected.
Try T3ED_Dev3.9.0.195 : Dropbox (https://www.dropbox.com/sh/mdyoc5a7ifk7ohk/Nw8C_6yqUw) or Magenta Cloud (https://www.magentacloud.de/share/vy4glo5qkt#$/)
I download last version but still have problem with 3D view :( One thing, Jim can you make bigger distance in 3D preview, I mean more blocks not only one :)
I back to my made tracks and test new version of T3ED in Miami, and I'm impressed how this is fucking huge :D
@Slawek:
Good to hear you're back at track editing, really, and I mean it !!!
I am very impressed of your talent making such wonderful and exotic tracks, PLEASE go on with it, I'm sooo looking forward on your next projects.
Greetings and good luck! on your further projects ..
Frank
Sorry but I don't back to tracks ;) only tested on miami new version of T3ED with fixed preview.
Quote from: nfsfan83 on Nov 20, 2016, 5:47 AM...One thing, Jim can you make bigger distance in 3D preview, I mean more blocks not only one :)
Actually it renders three blocks. The current, one before and one behind. I could increase that, but I'm not sure about the performance. I think I will try it. But it will take some time, the next two weeks I'm on holiday,
(http://forum.team-ger.net/images/smilies/old/palme.gif)
Quote from: JimDiabolo on Nov 20, 2016, 10:59 PM
Quote from: nfsfan83 on Nov 20, 2016, 5:47 AM...One thing, Jim can you make bigger distance in 3D preview, I mean more blocks not only one :)
Actually it renders three blocks. The current, one before and one behind. I could increase that, but I'm not sure about the performance. I think I will try it. But it will take some time, the next two weeks I'm on holiday,
(http://forum.team-ger.net/images/smilies/old/palme.gif)
6 or 8 or 12 blocks will be great :) On holiday??? Lucky man 8)
Quote from: JimDiabolo on Nov 20, 2016, 10:59 PM
Quote from: nfsfan83 on Nov 20, 2016, 5:47 AM...One thing, Jim can you make bigger distance in 3D preview, I mean more blocks not only one :)
Actually it renders three blocks. The current, one before and one behind. I could increase that, but I'm not sure about the performance. I think I will try it.
I'll gave it a try, and found out that the whole trackpreview is only prepared for 3 blocks. It's much more complicated then I thought. :(
Hi there JimD'' real Bummer, for you,an Us, from all you said, about the View. Is there anyway, Veg'' could try to give any Hand,on this, since he's like a Wizard on things... just a thought,and have a Well new week, an Holiday, season :-}
I think I got it running. Trackview now shows the current, two before/behind and always the global objects. But I need more time to check that everything is alright. 8)
Thats great! Good job. Keep us updated :)
Very True @ Madman 8)
The trackpreview with two additional blocks works good.
I'm now making an optional new view, based on visibility information of the selected block. It shows the parts of the tracks that aren't shown in game grey. And those parts and objects can't be selected from there. The global objects have now a turquoise blue color.
The Trackpreview also uses the visibility information and shows all blocks that should be seen. The maximum is 30 blocks, minus one that is used for global objects.
Here are some pictures:
http://forum.team-ger.net/uploads/2016-12-17-14-06-04-T3ED_View_Based_On_Visibility.png (http://forum.team-ger.net/uploads/2016-12-17-14-06-04-T3ED_View_Based_On_Visibility.png)
http://forum.team-ger.net/uploads/2016-12-17-14-27-27-T3ED_View_Based_On_Visibility_2.png (http://forum.team-ger.net/uploads/2016-12-17-14-27-27-T3ED_View_Based_On_Visibility_2.png)
http://forum.team-ger.net/uploads/2016-12-17-14-27-39-T3ED_View_Based_On_Visibility_3.png (http://forum.team-ger.net/uploads/2016-12-17-14-27-39-T3ED_View_Based_On_Visibility_3.png)
Great job Jim! Chapeau, too! ^-^ Lookin' forward .. =D
Wow,Nice! JimD, Great Update here!:)
I'm thinking this is what Nfsfan83 wanted? I'm not all sure why, he's just more Advanced then me... So
He like this more. Great pics to thanks 8) =D
Quote from: _WiLL_ on Dec 17, 2016, 7:22 AM
Wow,Nice! JimD, Great Update here!:)
I'm thinking this is what Nfsfan83 wanted? I'm not all sure why, he's just more Advanced then me... So
He like this more. Great pics to thanks 8) =D
Yes it is what I want friend ;) JimD nice work as usual.
.. and now you will go on with track making .. will you Slawek .. please? ^-^
I would even sing a song for you by John Martyn: 'May you never ..'
https://www.youtube.com/embed/LOi_wxypeGc
'May you never lay your head down .. without a track to make .. may never rest on doin' that instead ..'
Cheers and a nice weekend to all ..
Frank
JimDiabolo I wanna ask you for another T3ED update :) can you add some options, that we can add jpg or bmp sky horizon what is use in game, to render and see effect in T3ED like this:
(https://lh3.googleusercontent.com/F17e-giSuUk-CAhQNcC64DV_XXwnWBCNZF5fcUuF_39fYlKDyIp2EvQUrd8493XPBVCCu7tMrYdO9OKKpRFCXv0kBe22OIUTPZL0-kbqpmUSv17D99aRUd5w7DV_SUpw029MPrAPQ-m2HDqIz2IFOO-PQ6U3CO5fHpP5Tc1Km7fs-dAPqAipmL81ZbKuCw93y43i1YiRf6-QIaF-2JNPDBJEtsbIje5c5RbdnvfN735jY5Z_ryjtGAxvMx_EEe7A3pHtQL8dPWF-YmMtXMdemSTsqSCxbrFjBQUhUvtrcEjMitlHboIKgiZnJJl_0Bg0vZQX-GdcWUHSS0YSaC0jukjUkscBKBvkXYTHhV7mwNUvuao8CWlgaNmowiLosRnu2R3dZLhLP-eskZeSwU2VdJ5B8lVRvjRx0AknsymJqjww9TtSAj82cRCeJHTGQjDAWs7fuj99Cx6rxKGiC9Upg6oHc5e-0kCk7dn1p1miV19xbBrCdFrp0DHOqGHaKOR6Flm6SLDSm07CxE-tmAd0ht2Ut4sIOpouXl_RKQKavWSLeEpKiJ6n-q5PrTNjanbYN6nr1BwtdEwSCpT_7LxCMTVcnh-zkOXTD6hx0fvDs4eEEYEAdEHy=w1280-h694-no)
(https://lh3.googleusercontent.com/jPlee85a2tZGlZS2FPvktvTb4jZWiTfvRcAPimPhB5JF_PQKKccsLyAf9oDw44fcJGeaY5nWYutVw8xc1Sy-3THJiV2XBGvadjOtsWZG3oLunOoOMTMtmhhUEaFj6GuuUYvFYZgvHMc09JnqdRQYbnlBVVuESlZ3k3EzH2RDJNIQT2Vn9ho9XSizvsSveZGC4vaEwZ9gzWKNP9RuJXROwfUobLkI1QQqN5UAkM-05tAxowgONKg5CKIdw0tAc4Yh2cqnJn_3DXiYXAtfmh1W_cyMIbLjb_s2LV0htxx479k_sdKMkULYrMAA05dQog6onbTSKoTLRN6usNxHSF3JmExQDDq4gFuSCddjh-kAeM8upSdxvmAeyok2FhDGYFoxXzZFete9ENnK2MZwYicxLVkSxxcCfX7wPISwGAmfPJ_XQNoX2azgW3xaQoPQkliKyO3iniBtuHg4k4ahCgmpWNES29CiUXDNio773mjUQJD2wmyDtIeepvGtPnd9PRKRkvqrCsYp8H_cOwFE0Sqvx_UgJ-erFWyC2HbNAxh3LEDVhR9tmu7aG5j7FMTHRH62eG1IYVbuJ-U1ZtSOpgZl9V1CdpntZ1qKAifPpO4YiO7DHsn5OHr1=w1280-h695-no)
With that I can render some nice pics for track preview :D
Miami track in T3ED:
https://www.youtube.com/watch?v=wWIO2L3IVAw
TrackView v3.9 <> v4.0
(http://forum.team-ger.net/uploads/2017-06-01-08-34-35-TrackView_Old_and_New.PNG)
It's quite a difference.
Hi Jim were can I get this Updated View from? I click your Dropbox says dead link :o an the other won't load rite for me. So looks great to how many blocks is that view. I'm guessing, about 15 er- 20?
Quote from: WiLL on Jun 01, 2017, 3:55 PM
Hi Jim were can I get this Updated View from? I click your Dropbox says dead link :o an the other won't load rite for me. So looks great to how many blocks is that view. I'm guessing, about 15 er- 20?
Unfortunately my Dropbox folder isn't working anymore. You have to use Magentacloud to download the latest T3ED. Don't use Microsoft Edge, anything else should work. Go into the "T3ED - NFS4 Track Editor" folder and select the download arrow right to the "T3ED_Dev4.0.0.213.zip" file.
https://youtu.be/gKJkZ2VNJC0 (https://youtu.be/gKJkZ2VNJC0)
Yup, I just did that, an Finally got your Latest T3ed Jim just asking can you tell me, what things I should not try to do in this, Ver-, like any thing you know about it, that Causes it to Crash out??(
So can I always have the Track Viewer, on when I work in anything?
Or anything else you may be Aware of?
But finding time now days, is not so easy. Cause its not cold boring winter time, now days. Lol. So I like being outside more, at times.
Ok thanks for your Replys. Ttul. :)
A huge thanks for the improved 3d view, JimDiabolo. Now I can test out my track to see if visibility settings are correct. ;)
Keep up the good work! :D
Quote from: Zalcus20 on Jun 10, 2017, 12:40 PM
A huge thanks for the improved 3d view, JimDiabolo. Now I can test out my track to see if visibility settings are correct. ;)
Not only that, you can adjust direkt in T3ED using the [Alt] Page Up/Down keys. A good visibility was always important for me. We had a lot of work with the Expasion Pack tracks to correct that. Maybe I should have done this enhancement before.
QuoteNot only that, you can adjust direkt in T3ED using the [Alt] Page Up/Down keys.
No doubt, I'll find that extremely useful as well. :)
QuoteMaybe I should have done this enhancement before.
May be so, but you know the saying, 'better late than never' ;). Thanks again for your continued work on T3ED.
I just made a update to T3ED_Dev4.0.0.214. It is just a fix for T3ed crashing, when converting global objects. It always happend on "Durham Road (UK)". Download lies on Magenta Cloud.
Jim , I need some thing in T3ED :)
I set one block - perfect wide of road and pavement and is it possible to add function that all blocks will be that same?
Also I have problem with new version of T3ED, usually I make one object an example a palm tree, than from this I alt+n create new object, and if I have 6 than with shift select all and in old version ctrl+ enter and convert to extra objects all in one, in newest only one is converted :(
Will, I don't know if You talking about it, but maybe this help:
When I creat any tree or palm I usually doing this:
(https://i.imgur.com/zQldTRT.jpg)
1. first use one polygon, create new (second) and create thrird, third use Point Mode and function merge to join to down point of two polygons.
Now T3ED see this like on ONE object!!!
2. Than set position (crossing) textures of an example - palms
3. Copy new object many times!!! AND in old version I can use ctrl+RMB (right mous button) to select all objects and alt+enter convert all 6 to 1 extra objects.
At version 4.0 it is impossible :(
JIM can You add function - GROUP? And ask about name group?
I create one object, create from this 6, join all and function group - TE3D will be see it like ONE object, than function UNGROUP to make again all 6 separate objects.
Also need rotate in axix Y, I mean some palms lean, not straight :)
Quote from: nfsfan83 on Dec 30, 2020, 5:02 AM
1. first use one polygon, create new (second) and create thrird, third use Point Mode and function merge to join to down point of two polygons.
Now T3ED see this like on ONE object!!!
You are using the simple (blue) polygons to create objects? Ok why not.
Quote from: nfsfan83 on Dec 30, 2020, 5:02 AM
"create new (second) and create thrird" by using "New/Duplicate Ctrl+N" ?
Ok, then all polygons should belong to one (blue) object. You see it when you switch to object mode and select the new object.
Quote from: nfsfan83 on Dec 30, 2020, 5:02 AM
2. Than set position (crossing) textures of an example - palms
Like I would do. For "Track 8" I made a tree wich has three polygons as one object. Then I used ctrl+c to copy an ctrl-v to paste to the block I want it. With "Expand /Shrink" I made them smaller or bigger, rote it an moved it to the position where it should be. Only if that is a place where cars can go I convert them to extra objects. Then set crosstype to "4 collision" of that extra object. After that you should enable "extra object collision detection" to the road polygon below.
Quote from: nfsfan83 on Dec 30, 2020, 5:02 AM
3. Copy new object many times!!! AND in old version I can use ctrl+RMB (right mous button) to select all objects and alt+enter convert all 6 to 1 extra objects. At version 4.0 it is impossible :(
Why don't you first convert to (green) extra objects and then copy them?
Do they all neeed to be extra objects ? Do they all need to have a special behavior (like can be hitten by a car)? Like WiLL wrote, don't make to many (green) extra objects.
You should NOT convert 6 trees to one big object.
Have you tried unsing the "Copy Ctrl+C" and "Paste Ctrl+V" functions? It uses the clipboard, you can use it to copy objects and even whole blocks (including their objects) from other tracks. I usually have a second track (or a copy of mine) open, to get objects / blocks from there.
Quote from: nfsfan83 on Dec 30, 2020, 5:02 AM
JIM can You add function - GROUP? And ask about name group?
Not possible, it is not part of the nfs3/4 track format. The only kind of group is the block it belongs to, and the chunk where it is stored.
Quote from: nfsfan83 on Dec 30, 2020, 5:02 AM
I create one object, create from this 6, join all and function group - TE3D will be see it like ONE object, than function UNGROUP to make again all 6 separate objects.
Why ? You should only join polygons which are really one object.
Quote from: nfsfan83 on Dec 30, 2020, 5:02 AM
Also need rotate in axix Y, I mean some palms lean, not straight :)
I would go in Point mode, select the upper points togehter (hold ctrl) an then move them to the side.
I won't make big changes to t3ed anymore. I just don't have the time.
Edited- Jim how can I copy a whole 12 poly row blocks is that in Nfs4 how can ido that an paste it when, the tracks you now is in it's.
Circle from block 0? To guess, block 125? Where does this new? Copied block appear at an with all the objects?
See I never learned this. This is how I messed up my Tunnel area, on my last Empire city track
Bud :( please try explain all this to me. Sorry I get off Focus making Humor gags cough, so.were does this new Copied block, appear after I use clip board, as to- paste. Ido all this with, like you said, have another, track open to say copy a light source, or object I needed, that the tack needed?
Can this New copied, Track block of 12 poly rows can that be Pasted off the track itself or not? So I can drag it to a different block area? Or does it have to stay in the same 12 blocks it came from. Sorry I cannot talk so well here( please we're does this Get Pasted to??)
Example,, I copied, whole block #2 we're does it get exported to/ pasted. I never was Successful at this. Phew^ sorry I'm impatient on this Stumpier )
±+++++++++++++++++++
Thanks very much for making my day better!!! JimD on your reply. Lolz yes
It's the Control button.. hmm, I ment!
Cya back here this year. I reread this later Meditate on this I will.if you can't reply am Tell how. I just say Fuck you!! An an I give up like you do also. Cause my life or sold now an all Fucked Up also. I don't play Video games. Anymore. !
Hello JimDiabolo and happy new year.
Is it possible for you to add a function in T3ED that exports the whole track or all objects into separate .off objects of track all at once with a base pivot point at the center of the track? of course, I know that it's difficult to do, but I'll pay
I've already tried to export Track vertices and after converted, it with a script to 3ds max but overall it made approximately 144k points and a cloud of unuseful mess.
(http://2020-12-29-002129.jpg)
thank you.
Due to the corona virus I had some more free time at home. That’s why I started to do some changes to t3ed again. Till now my focus was on NFS4. In version I did a lot for NFS3. Since VEGs great modern patch I find NFS3 tracks interesting again. This version isn’t a “finalâ€, but it has a lot of changes so I want give it to public.
Changes so far:
- When exporting visibility, the file will be saved in the track directory.
- Bugfix for deleting the last block of a track with less then 8 virtual road points.
- 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!
- 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. I did this for some testing purpose, I think it will stay.
(https://www.nfsaddons.com/forums//index.php?action=dlattach;topic=1667.0;attach=4547;image)
- Changes to the texture dialog on nfs3 tracks:
It shows the texture id and the bitmap number in the qfs â€" file.
(https://www.nfsaddons.com/forums//index.php?action=dlattach;topic=1667.0;attach=4549;image)
- NFS3 Texture Properties dialog was added
(https://www.nfsaddons.com/forums//index.php?action=dlattach;topic=1667.0;attach=4551)
- When moving virtual road points manually, the „ColVroadVecs“ will be recalculated. You see the difference when “Show Virtual Road Width and Node Points†is activated. It also will be done after the “Virtual Road, Heights.sim†Dialog. In both times also the “PolyVroad†information will be recalculated. It must be some Vroad information on drivable polygons.
Both changes were already be done when you move blocks with smoothing on. I missed it when I made the manual movement.
- NFS3 handles textures different. Each track has a “TextureBlockâ€. It now can be ex/imported into a csv file.
I still don’t understand the textureblock. NFS4 don’t uses it. It seems to have the information about roation, flipping and tiling in the 8 “corners†values.
Actually t3ed uses this structure:
struct TEXTUREBLOCK
{
short width,height;
unsigned long unknown1;
float corners[8]; // roation, flipping and tiling?
unsigned long unknown2;
char islane; // 1 if not a real texture (lane), 0 usually
short texture; // index in QFS file
} TEXTUREBLOCK;
If somebody has an idea please tell me.
I'm not a track editor by any means, but this all looks useful. And very impressed that you're still updating T3ED after all these years!
Hello JimDiabolo,
Thanks for keeping T3ED updated and making it easier to make tracks for NFS3 & 4. :)
I'm having some trouble with importing animation data to extend the animation numbers in T3ED. I'm trying to extend the default Numbers of animations from "Nr 16" to at least "Nr 72". Everytime I try to import the text file, the program says it stops working and then closes. I tried all versions of T3ED and copied every step you showed in your YouTube tutorial, but I am still having this issue. My machine is a windows 7 64-bit laptop.
If you can help me out with this, it will be greatly appreciated!
EDIT: It seems to be some sort of bug that happens when T3ED is installed on Windows 7. I tried importing the animation text file to T3ED installed on a virtual machine running windows xp and it worked! Not sure why it doesn't function properly on windows 7. :-\
Anyway, keep up the good work with T3ED. =D
Quote from: Zalcus20 on May 24, 2021, 3:22 PM
I'm having some trouble with importing animation data to extend the animation numbers in T3ED. I'm trying to extend the default Numbers of animations from "Nr 16" to at least "Nr 72".
EDIT: It seems to be some sort of bug that happens when T3ED is installed on Windows 7. I tried importing the animation text file to T3ED installed on a virtual machine running windows xp and it worked! Not sure why it doesn't function properly on windows 7. :-\
I haven't used Win7 in years. Usually have Win 10 Pro (64 bit) running. I had problems with T3ED there when it is in "Program Files". The program should be in a folder that does not require administrator rights.
Quote from: JimDiabolo on May 25, 2021, 5:59 AM
I had problems with T3ED there when it is in "Program Files". The program should be in a folder that does not require administrator rights.
It seems T3ED runs very stable on the virtual machine running Windows XP (no random crashes, very smooth 3d preview, etc). So I think I'll continue work on my track project using this method. I use Virtualbox 6.1.22, in case anyone wants to try this method.
I only use Windows 7 for classic Need for Speed purposes. Everything else, I use Windows 10. ;)
Thanks again for your help. All the best on your 'Track 8' project!
I still compile T3ED on a virtual machine with Win XP. So it's best tested there. :)
Me too... XP SP3 from 20 years still with me... I love this system :)
Core 2 Duo 2,66 ghz E8200
4 GB ram
Gainward GT 630 2GB DDR3 128 bit
I just found out something new about global properties. I thought they were loading properly so far. But there was still data at the end that was unknown. It turned out that there is not only one "chunk" for global objects, but two. There are previously unknown type 6 objects.
Finally the phone boxes on "Durham Road" are also displayed.
These are great news!
Wow! That's amazing! I was always hoping that someday, we will be able to create those "pushable" objects for usermade tracks (like the snowman and the chunks of ice on the Snowy Ridge track). I remember opening up Gammaray's FRD tool and seeing in the report that these objects are stored in chunk 1 and are type 6 objects.
Thanks for sharing your findings. I will stay tuned...
aww yea
It's weird, I can copy the type 6 objects but I can't move them. When I change the refpoint it looks like they have moved in t3ed. But in NFS4 they are at the same position as the original object. The location must also be inside the additional data they have.
It looks like the type 6 object have always 72 bytes additional data. The first 12 bytes are for another point. When you move that kind of object, it has to be changed, too. Here is Dolphin Cove with more boxes.
https://youtu.be/0Yn3YYcelto (https://youtu.be/0Yn3YYcelto)
https://youtu.be/KiA6oBfPh3c (https://youtu.be/KiA6oBfPh3c)
JimDiabolo, You are my hero! :) I have been waiting for this very moment.
Side question: Do you think there is a limit as to how many type 6 objects we can have on a given track? Or maybe it depends on your hardware?
I can't wait to use these in my track project. 8)
EDIT: Another side question: Is it possible to set a specific weight/mass to a type 6 object or is it hardcoded? Sorry if I ask too many questions, I'm just excited and curious. ::)
Either way, this is a major breakthrough in track editing.
This looks real funner, an Cool JimD bud, Congrats on this Progress ☺️. I wanted ask, if I can remember correctly, when you add them extra boxes are they a Global objects, I think them are those extra loaded object Crates then? cause back on my last track fixup. Them wood boxes,was up in the sky from Jeff's Oval track, from France ) an I never could remove those, because they wouldn't show up on the track mesh like, but only the Global Floating mountains did. he had left over always floated, up so I had to Remove them, glad it went ok.
Oh, what I wanted ask is, when you added placed the Wood Crates on Coastal track, did you have to make them,as Extra objects, as Collide,with etc? hitting the object in Road flags to hit them? To be able to hit them,over ok?
An not drive thru- them is what I'm asking like. Anyways, the U-tube vids was fun to watch) I wished I could be back doing any of this( but, it's not so possible in my life's Situation now. All the rest is... Just Tmi' an it's not Positive story at all.. ( about why I'm not able to Edit anymore, (Housing( ( an so.. @ Zalcus20 great luck to you on your project also! Bud cheers 😅 😎
Quote from: WiLL on May 31, 2021, 6:36 PM
This looks real funner, an Cool JimD bud, Congrats on this Progress ☺️. I wanted ask, if I can remember correctly, when you add them extra boxes are they a Global objects, I think them are those extra loaded object Crates then? cause back on my last track fixup. Them wood boxes,was up in the sky from Jeff's Oval track, from France ) an I never could remove those, because they wouldn't show up on the track mesh like, but only the Global Floating mountains did. he had left over always floated, up so I had to Remove them, glad it went ok.
Till now t3ed only showed global objects in chunk 0. Now chunk 1 is also loaded. That's were those "Type 6" objects are.
Quote from: WiLL on May 31, 2021, 6:36 PM
Oh, what I wanted ask is, when you added placed the Wood Crates on Coastal track, did you have to make them,as Extra objects, as Collide,with etc? hitting the object in Road flags to hit them? To be able to hit them,over ok?
I can't make new "Type 6" objects at the moment. The plan is to convert extra objects into them.
Till now I can only copy, delete, move, rotate & expand/shrink the "Type 6" global objects. T3ed often crashed yesterday, but I hope I have fixed it now.
You don't have to set polygon flags. I think it is because they can be anywhere on the track.
What are "global objects" what they function on track in game???
Thanks JimD
For explaining, more as I try to understand it more. I'm a wee bit tired I'm Working, 3rd. Shift on my new job all weekend. :D have a well day both of you guys 😎 ☺️😴 yeah...
Quote from: nfsfan83 on Jun 02, 2021, 4:39 AM
What are "global objects" what they function on track in game???
Global are like extra objects, but they don't belong to a block. In the game they are always visible, as long as nothing is in front of it.
The "Type 6" objects have complex behavior when cars hit them. Thoose kinds are nowhere else to find. They must be in global chunk 1. Only the NFS4 tracks have them. Tracks which were already in NFS3 have only chunk 0 global objects.
Hey, Jim! It's been a while, it's great to know you are still developing stuff. It may have taken a global pandemic, but hell yeah, the phone boxes have been discovered! :D
Since I have less time at the moment I publish the current status now. I think it's the biggest update I've done so far.
T3ED 4.2 is ready to use ! Download here from Magenta Cloud (https://www.magentacloud.de/share/8ny03h-h8e#$/) or NFSAddons (http://nfsa.ca/f6104)
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 â€" 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 â€" 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
This is awesome! Going to test it out right now :D
Thanks, JimDiabolo.
Jim, by any chance can you look into this bug in which T3ed can't properly load non-8-bit textures with mirrored counterparts, throwing texture assignations off?
(https://i.imgur.com/8Wj4n65.png)
Quote from: AJ_Lethal on Aug 17, 2021, 9:03 PM
Jim, by any chance can you look into this bug in which T3ed can't properly load non-8-bit textures with mirrored counterparts, throwing texture assignations off?
I'm aware of this. I'm having this problem with "Lake Diabolo". The preview never worked. I already took a look at the qfs loading code, but couldn't fix it.
I still have the idea to integrate the fshtool into t3ed, but never really tried yet.
Yes JimD bud, I really wished an hoped you could find the Time this end if Summer!) To try the experiments, of fsh tool an your editor Hoping they both be Compatible an all?!
I don't understand that, big mess in preview mode with Different types formats of Texture's, I ran into this big time few times. It's like when it looks Weird like that, in preview then I look on the texture list above in there an the #'s are not off, but then I have to like guess, 2 or 3 Texture's ahead or backword.
To place the texture in the Qfs file. Like you said you ran into on your track I haven't tested yet will today? 😺 I hope. Did Zalcus20 hasn't released his fix up yet has on yours. Or not yet...
Ok on topic here,how can Fsh tool work at same time with T3 ed. Just curious, I'm cheering you on now Jim an have a well Weekend hot spell in my state all week 🥵 🤔 cya good luck! for sure bud. Ttul )
Edited here: I just was able to drive you 8' track I really loved the Rustic Scenrey, an all! An the movable Rock Boulders 😺 an the few bumps was nicer to. Glad I was able to finally test out 2 new tracks tonight after all this time. I need test out Zalcus20's Mods to 😎
Quote from: JimDiabolo on Aug 19, 2021, 8:12 AM
I'm aware of this. I'm having this problem with "Lake Diabolo". The preview never worked. I already took a look at the qfs loading code, but couldn't fix it.
geez, is really that bad? damn.
Quote from: JimDiabolo on Aug 19, 2021, 8:12 AM
I still have the idea to integrate the fshtool into t3ed, but never really tried yet.
Color me intrigued. You're planning to make T3ed load unpacked qfs files?
Quote from: AJ_Lethal on Aug 19, 2021, 1:00 PMColor me intrigued. You're planning to make T3ed load unpacked qfs files?
Never thought of that...
I just thought instead of trying to understand how the T3ED qfs loading works and fix it, it could be easier to take the working fshtool code.
I just made a small t3ed update, available on magenta cloud.
T3ED 4.2.0 (315)
- 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 “Transtropolisâ€. XY values above 1.15 messes up the visibility.
Quote from: JimDiabolo on Aug 21, 2021, 1:07 AM
- Resize whole track. I made experiments with “Transtropolisâ€. XY values above 1.15 messes up the visibility.
lol now we can drive nfs3 tracks in nfs4 with track size of nfs3 :D Nice feature
Quote from: JimDiabolo on Aug 21, 2021, 1:07 AM
I just made a small t3ed update, available on magenta cloud.
T3ED 4.2.0 (315)
- Remap objects to block. Calculates the distance between to object middle and block middle. And them moves the data to the block with shortest range.
- Resize whole track. I made experiments with “Transtropolisâ€. XY values above 1.15 messes up the visibility.
This is a great idea. Maybe I can "fix up" Burnt Sienna at some point.
Quote from: JimDiabolo on Aug 21, 2021, 1:07 AM
I made experiments with “Transtropolisâ€. XY values above 1.15 messes up the visibility.
Maybe that's why there are so many visibility issues with Redrock Outback. The track itself is stretched out. I'll keep that rule in mind. 8)
Hello hey I'm using Jim's new T3 editor, ver.4 .0.315 I'm not able to get the Preview screen to work at all. I'm on Windows 7 always offline with it) were should this T3 be installed at the best to work?
I have it in the folder it came in on desktop I ran the preview fix, an we're does the Source files suppose to go? Inside the main T3 exe. area on install, I really hope I get a reply sooner today. So I can continue on my project.
The CrossType 6 Objects can I just ever copy them with this editor an paste them in my track? Well the truth is here. My preview is all white on the City hometown track. Transopilos if rite word.
Well I'm just bummed out cause Preview window now showing anything ( wished I could get this working to test out my hobby. Today this week. Good day guys.
I get problems when using T3ed on windows 7. Instead I use T3ed on windows xp through a program called virtual box.
the attachment shows how t3ed should look. For best results, place the T3ed folder on your desktop. (I show it on windows 7, to make it easier for you to follow) ;)
EDIT: With type 6 objects: If you are building a new one, you have to start with an extra object. When you are done, press ALT+Enter and convert to global object, then click ok. Then press ALT+Enter again and select "type 6 complex behavior". Also, make sure the object is stored in chunk 1 in the "stored in chunk" window otherwise it will not be shown in game. Click ok and it should work.
Hi Zalcus20
Thanks for all the help today owell. Maybe I can just use Jim's older T3's for this will ver.4 work to do the CrossType 6.
Well, I'm chilling out an glad to be back! With the Hobby :D
Takes time for me. Great works you done on the Fixups on the last two old tracks. ) an your Tutorial is nice too!
Is there any amount limit on these CrossType 6 objects like to many cones? In a block etc. Hope it work there fun to have, I guess moving objects to run over Ttul Zalcus bud.
Edit. Yes I have T3 in a folder like that, even unzipped the source an other in there. How this program help you? You added. Ok I just wanted try new editor is all. Cya
Good to have you back, WiLL and thanks! :D
JimDiabolo said somewhere that he first thought there shouldn't be too many type 6 objects. But then he found out that Raceway 3 has over hundred. So I can safely say that you can have 100 type 6 objects on your track without any problems. This gives me a lot of ideas. >:D
"VirtualBox" is a virtual machine that you can install on your system to run older versions of windows. All versions of T3ed are most stable on windows xp, so that's the operating system I use for the virtual machine.
Quote from: WiLL on Aug 23, 2021, 9:27 AM
Hello hey I'm using Jim's new T3 editor, ver.4 .0.315 I'm not able to get the Preview screen to work at all. I'm on Windows 7 always offline with it) were should this T3 be installed at the best to work?
I have it in the folder it came in on desktop I ran the preview fix, an we're does the Source files suppose to go? Inside the main T3 exe. area on install, I really hope I get a reply sooner today. So I can continue on my project.
Don't unzip the source folder (it's only useful for programmers); to make the track preview work on Win 7 and later you have to unzip the "d3drm for Win-Vista,7,8,10.zip" and the "TrackPreviewfix_(dgVooDoo).zip" files into the T3ed folder, like this:
(https://i.imgur.com/WKivG7J.png)
I see ok I try do that rite away AJ does that, make the Preview work then after at all. Thanks Bud... Just seen your reply. Ok I been feeling slow today. Been to humid here an all. So.. thanks I give it the Shot 🤨😏 hope it fix what about in propertys, area what I set that on for T3 exe. So it help it run better if helps at all? Win 7 then or Xp setting. tyul
------------+-+-++----
Edited:
Well I found out I had maybe 2 them Files not in the Directory, an Preview is Working?) But, it's kinda blurry, pixelated, at times, as it moves around when I move in there, but.. it's better than Nothing. I just can't figure out how to make, or Copy any type 6 objects, or get them to work at all.( my property's box in T3 is so big an it won't let me see the bottom of it to hit ok button strange. On that part Cya
The new versions are great (finally we can make proper lighting for night tracks and tunnels, yay!), but there are a couple of things that can be improved.
Bugs
- Shadow raytracer does not work properly with stuff such as lane track polygons (the yellow ones), global objects and some extra objects
SuggestionsThe ability to change vertex colors is absolutely neat but some things can be done to make editing easier and quicker, such as:
- Selecting vertices by similar color
- An option to display track vertices colors
- When you have polygons selected, have the selection translated to their corresponding vertices upon switching to point mode (currently the selection is lost if you do so)
- Having the option to specify a "radius" of sorts when you change a vertex color (so neighboring vertices can be changed as well)
- Currently when you use the shadow raytracer in just a few blocks or change the color of a track vertex that's in the edge of a block, you end up with a very sharp shadow since the neighboring vertices on the other block aren't affected; an option to also apply the changes to those would help to alleviate that issue
Good pointers, there not sure how to make that night drives, better on there. For tunnels. Owell thanks for the advices Aj . Hoping Jim can fix those issues some day...
I'm just getting the Voodoo preview to work is all. Sure is blurry. I tried others no go. Not sure how make that better. Long day it seems.
Quote from: AJ_Lethal on Aug 25, 2021, 8:46 AM
The new versions are great (finally we can make proper lighting for night tracks and tunnels, yay!), but there are a couple of things that can be improved.
Bugs
- Shadow raytracer does not work properly with stuff such as lane track polygons (the yellow ones), global objects and some extra objects
As always, I got only the high-resolution track in mind. (Like the old raytracing had.) I just made a quick update (Version 316 on Magentacloud). It now calculates block chunk 0 (Low), 2 (Mid), 4 (High), and 6 (Lane) polygon vertices.
Do you have a good example for global and extra objects without shadows?
Hello an that's nice Jim ) I really like to make a point here, heh, about my topic when I've used your Ver. 3.8 very much, in my tracks.
the Preview window works great an fine, an Clear with direct draw I think? On my windows 7 .then when I tried using ur ver.4.2 315 preview never works with Direct draw. Only Voodoo preview, one works it's very blurry hurts my eyes.. an all. As I still haven't had any good luck making type 6 behavior objects , after instructions from a friend here. After I have, Converted them to, extra objects, an saved as an off. File for export/import, to the track I'm working on, an then. After this not clearly, knowing, how make them,Cones work properly (
So, Anyway, you can tell me why this preview does this. Maybe I'm just not geeky enough an all.. Cya around Jim an others. )
For those of you who are having trouble getting the type 6 objects to work you have to:
1. Start off with an extra object (whether building from an existing extra object or using a type 6 object from another track). If you are taking an existing type 6 object from another track, you have to convert it to an extra object first, then export it as an .off file.
2. Now you can import the object into the track you want. Select the block you want to use it on, switch to object mode and import the .off file you just saved.
3. Select the object you just imported and press alt + enter to open the "Extra Object Properties" window.
4. Look at the attached screenshot "prop-0.jpg". The areas in the red rectangles show what has to be selected in order to properly convert to a global type 6 object. Click 'OK' to finish.
5. After the conversion is made, open the properties again and verify that the "Crosstype" windows is still set to "6 - Complex behavior". Sometimes T3ed sets it to "global". Also pay careful attention to the areas in the orange box. the data in the "type 6 position" windows should match exactly what is in the "Object Refpoint position" windows. If they don't, you have to change the refpoint to one of the options in the dropbox. Now click 'OK'.
6. When you're done, this is how everything should look like when you look at the properties of your newly converted type 6 object. (See prop-3.png).
Side notes:
-if "Stored in chunk" is greyed out in the properties window, you have go to "Edit-Modes" and uncheck "Automatic object membership" to make it possible to edit.
-You might have to mess around with the object's refpoint to get the type 6 to sit and react properly on the track in game.
-If you have used a type 6 object from another track (i.e. cone), make sure you export the "Type 6 Data" from it and import it to the one you copied to your track in order to retain the correct weight and physics for it.
This is the procedure I use to create/import type 6 objects. There could be a better way, but this is all I know for now. :D
Quote from: WiLL on Aug 26, 2021, 7:41 AM
Hello an that's nice Jim ) I really like to make a point here, heh, about my topic when I've used your Ver. 3.8 very much, in my tracks.
the Preview window works great an fine, an Clear with direct draw I think? On my windows 7 .then when I tried using ur ver.4.2 315 preview never works with Direct draw. Only Voodoo preview, one works it's very blurry hurts my eyes.. an all.
What's your desktop resolution?
Thanks bro Zalcus really. Yes I had to move my task bar out the way on bottom, put on the left side fir now an choose hidden for it. So I can now enter the Global check mark an hit enter.cause it takes my whole up n down screen the propertys box does. Thanks bud. Also how you find out how to?
make sure you export the "Type 6 Data" from it and import it to the one you copied to your track in order to retain the correct weight and physics for it.
What you do if that's greyed out in there? Like you said I make sure block membership is unchecked.
An how import that from the say Cones getting this finally )
Ok like you said Zalcus
windows should match exactly what is in the "Object Refpoint position" windows. If they don't, you have to change the refpoint to one of the options in the dropbox. Ok I try study this more this week bud Cheers!
:)
AJ I think my Resoloution is on 1200x900 at least or higher this doesn't seem to help my T3 problem box in propertys. So I have move my task bar around ::) 8)
Quote from: Zalcus20 on Aug 26, 2021, 9:15 AM
For those of you who are having trouble getting the type 6 objects to work you have to:
1. Start off with an extra object (whether building from an existing extra object or using a type 6 object from another track). If you are taking an existing type 6 object from another track, you have to convert it to an extra object first, then export it as an .off file.
2. Now you can import the object into the track you want. Select the block you want to use it on, switch to object mode and import the .off file you just saved.
3. Select the object you just imported and press alt + enter to open the "Extra Object Properties" window.
4. Look at the attached screenshot "prop-0.jpg". The areas in the red rectangles show what has to be selected in order to properly convert to a global type 6 object. Click 'OK' to finish.
5. After the conversion is made, open the properties again and verify that the "Crosstype" windows is still set to "6 - Complex behavior". Sometimes T3ed sets it to "global". Also pay careful attention to the areas in the orange box. the data in the "type 6 position" windows should match exactly what is in the "Object Refpoint position" windows. If they don't, you have to change the refpoint to one of the options in the dropbox. Now click 'OK'.
6. When you're done, this is how everything should look like when you look at the properties of your newly converted type 6 object. (See prop-3.png).
Ok, that is one way, but this is mine:
1. Select a type 6 object with desired behavior.
2. Convert to an extra object.
3. Select and copy it to clipboard.
4. On destination track: Go to object mode.
5. Paste object from clipboard, and make changes you want.
6. Convert to global object.
Quote from: WiLL on Aug 26, 2021, 10:12 AM
AJ I think my Resoloution is on 1200x900 at least or higher this doesn't seem to help my T3 problem box in propertys. So I have move my task bar around ::) 8)
I will reduce the height of the extra object properties in next version.
That sounds easyier to me Jim that way thanks, for that an the Resize of that box next time 😺😎 I'm glad to. it's not as hot as yesterday, around my area! I'm just trying keep my attitude up... I want try out this red Rock track haven't yet 😉 good day/night. 😴
Quote from: JimDiabolo on Aug 26, 2021, 12:34 AM
Quote from: AJ_Lethal on Aug 25, 2021, 8:46 AM
The new versions are great (finally we can make proper lighting for night tracks and tunnels, yay!), but there are a couple of things that can be improved.
Bugs
- Shadow raytracer does not work properly with stuff such as lane track polygons (the yellow ones), global objects and some extra objects
As always, I got only the high-resolution track in mind. (Like the old raytracing had.) I just made a quick update (Version 316 on Magentacloud). It now calculates block chunk 0 (Low), 2 (Mid), 4 (High), and 6 (Lane) polygon vertices.
Do you have a good example for global and extra objects without shadows?
Huh, now it works with global and extra objects as of the latest version. However I found out something about the lane polygons; the ones used as lanes are not exactly the same type as the ones used as fences. How did I found out?
The values I used with the raytracer
(https://i.imgur.com/tPdFmC7.png)
Lane vertex has the color set up in raytracer...
(https://i.imgur.com/hLty3lN.png)
...but the one in the fence doesn't
(https://i.imgur.com/Ld5S71W.png)
(also I would suggest to make the lane shading separate from the track polygons themselves)
Interesting idea an finding that out AJ good job, yes when I ever used Shadow Ray tracer, it made my Road center lines almost blue I vaguely remember.
Another Update 4.2.0 (317) is available on magenta cloud.
You can select lane (chunk 6) and fences (chunk 1,2,3) in the raytracing dialog. I also moved it to ‘Whole track’ menu.
The extra object properties dialog has been changed to fit on 1024x768 screens.
New shadows are looking good on Route Adonf.
Looks really awesome! JimD I just DL that. But, I just really don't understand how use it all the way the Shadows wished I did bud.
Thanks for other, I hate say this but, when I try making The type 6 Cones or Boxes, it gets real buggy on me sorry. I followed your instructions, an it's like they move around all over before I make them Final, as Global but, I need add Texture's to what ever I import. For tpye 6 objects, it's they cause my track to not be able to open says, invalid Format gosh! Glad I have my backups or I been done.well I do it like you say an all. Just gives me a hard time. Anyways, thanks 😎
Quote from: JimDiabolo on Aug 27, 2021, 4:58 AM
Another Update 4.2.0 (317) is available on magenta cloud.
You can select lane (chunk 6) and fences (chunk 1,2,3) in the raytracing dialog. I also moved it to ‘Whole track’ menu.
The extra object properties dialog has been changed to fit on 1024x768 screens.
New shadows are looking good on Route Adonf.
Wow, you're really on the roll with the updates. Cool! 8)
Apparently, the "SpdFA Speed" values can be greater than the values in "spdFA preje...". Just noticed that when looking at the speed files for Summit. However, when I try to do the same on custom made tracks, it messes up the AI driving lines. :o
Quote from: Zalcus20 on Aug 27, 2021, 11:58 AM
Apparently, the "SpdFA Speed" values can be greater than the values in "spdFA preje...". Just noticed that when looking at the speed files for Summit. However, when I try to do the same on custom made tracks, it messes up the AI driving lines. :o
I also had some strange effects, when I changed too much.
I currently looking at some old HS stuff. In a mail from Nappe1 he describes the speedfiles:
Quote from: Nappe1
- First one is 0-255 AI Speed. (one entry per 2 nodes. in case of odd number of nodes, the amount of entries is rounded upwards.)
- Second one is 0-255 AI lane selection (one entry per node. values must be multiples of 16. not exactly known how it works, most likely has something to do with VRoad Bitmap in track file.)
- Third one is float value describing something. :) (it looks like to be exact fastest driving line, but corresponding with second section.)
"AI lane selection" could be a better naming for the "prejection". (Can't remeber from where I got it.) Values with multiples of 16 seems to be right. I have never seen others.
Jim is T3ED still can be works on XP SP3??? I have it ;)
nfsfan83, I use the latest version of T3ED on a virtual machine running windows XP SP3 with no problems. So it should work for you. ;)
QuoteQuote from: Nappe1
- First one is 0-255 AI Speed. (one entry per 2 nodes. in case of odd number of nodes, the amount of entries is rounded upwards.)
- Second one is 0-255 AI lane selection (one entry per node. values must be multiples of 16. not exactly known how it works, most likely has something to do with VRoad Bitmap in track file.)
- Third one is float value describing something. :) (it looks like to be exact fastest driving line, but corresponding with second section.)]
QuoteQuote from JimDiabolo: "AI lane selection" could be a better naming for the "prejection". (Can't remeber from where I got it.) Values with multiples of 16 seems to be right. I have never seen others.
Very intriguing. Never noticed that the numbers in the "AI lane selection" were all multiples of 16 and I honestly never paid attention to the float values. :o
Got a quick question for you, JimDiabolo: Is it possible to adjust the AI traffic lanes' distance (width) like how we do with virtual road width in T3ed? Doing this would make it possible to create divided highways and maybe we can fix the issue with the Autobahn 3 track from the expansion pack.
Quote from: Zalcus20 on Aug 30, 2021, 9:00 AM
Got a quick question for you, JimDiabolo: Is it possible to adjust the AI traffic lanes' distance (width) like how we do with virtual road width in T3ed? Doing this would make it possible to create divided highways and maybe we can fix the issue with the Autobahn 3 track from the expansion pack.
I had already though about, if the lanes also need to be adjusted. I haven't come up with a good method so far.
I can first make it manually customizable.
Quote from: JimDiabolo on Aug 31, 2021, 12:07 PM
I can first make it manually customizable.
That might be the best way to go. I confess that I only use the manual adjustment method for the "adjust road width" tool. ;)
Another T3ed update (4.2.0.321). I improved the ray tracer again.
Hard separations arose between shaded and unshaded surfaces. This happens when different objects are right next to each other. "Dolphin Cove" has many such spots. (T3ed_4.2.0 DC Objects.png)
At the overlaps it looks like it is a point, but T3ed has two in memory. It can happen that for the first shadow and for the second none was calculated. I don't understand why.
Now there is the option that shadows are selected for very close points with different values. (T3ed_4.2.0 (321).png)
I like it much better.
AI traffic lanes will come next, I wanted to finish this first.
I noticed those shadow issues on Redrock Outback V2. Didn't know they could be fixed. NFS4 was really ahead of its time. You have a very good eye for detail. :)
With all the updates for T3ed, I feel motivated to try my hands at building a new track. ;)
Also, looking forward for the AI traffic lanes update. Thanks for looking into these, JimDiabolo!
Quote from: Zalcus20 on Aug 31, 2021, 8:15 AM
Sometimes when I convert to global objects, T3ed crashes for me as well. When this happens, I change the block that the object belongs to (make sure automatic object membership is unchecked) and try again. Usually works. Be sure to make several backups when converting a large amount of objects to global. Many crashes happened when improving Redrock Outback and this saved me every time! ;)
I just fixed a bug that occurs when converting objects. It happened when the object didn't belong to the trackblock which is the closest. Redrock Outback (V1) was a good sample to test. Please try out T3ed 4.2.0 (322).
AI traffic lanes update is next on my list.
Thanks for your update JimD ) :) I just needed ask you, why? In most the Nfs'2 see Converted tracks, Why is the Texture's of the track all messed around, in T3 in the View window, is there anyway,that can be fixed at all.
I don't remember asking you this ever. Really is hard on me... To do things when like this. Have a good weekend too )
Quote from: JimDiabolo on Aug 31, 2021, 12:07 PM
Quote from: Zalcus20 on Aug 30, 2021, 9:00 AM
Got a quick question for you, JimDiabolo: Is it possible to adjust the AI traffic lanes' distance (width) like how we do with virtual road width in T3ed? Doing this would make it possible to create divided highways and maybe we can fix the issue with the Autobahn 3 track from the expansion pack.
I had already though about, if the lanes also need to be adjusted. I haven't come up with a good method so far.
I can first make it manually customizable.
I thought I could use the old unused code that was in t3ed. But now I know why it wasn’t implemented. It simply doesn’t work. The lanes are completely different to the VRoad edges. I’m still not sure about it, but I found a way to resize the lanes. You have to try if it has the wanted effect on the game.
Here is my first version T3ED Dev4.2.0.323 with VRoad lane manipulation.
Thank you, JimDiabolo! This looks very promising. I will test this out and share my results with you ASAP. :)
BTW, with your previous T3ed update, the conversion to global object works perfectly on my end. I no longer experience random crashes when converting multiple objects.
Excellent work as always! :D
Quote from: Zalcus20 on Sep 26, 2021, 6:34 AM
BTW, with your previous T3ed update, the conversion to global object works perfectly on my end. I no longer experience random crashes when converting multiple objects.
I would agree. 4.2.0.322 ist the most stable version, since I started to work on T3ED. I'm pretty sure 323 is as good. But if anyone finds a bug, that can be reproduced I would try to fix it.
The Vroad manipulation works fine when decreasing the Vroad lanes' width. However when trying to increase the Vroad lanes' width, t3ed seems to slightly rotate/move the width nodes and sometimes it doesn't make any changes. Am I doing something wrong? The attached images will show what I mean...
I tried several values to increase the width ranging from 101% to max, which is 500%, but each time I got the same result.
Like I said before, when decreasing the width using values between 10%-100%, it works perfect. :)
I think the lane width isn’t part of the virtual road. Maybe it is part of the track block. It’s seems that the value I integrated in T3ED only shows the percentage that is used. If it’s more than 100 percent, it messes up the view.
Could this tool be used to make faster OVAL shaped tracks? I have ideas for fast Hot Pursuit friendly tracks vs all those twisty jumpy things floating about, There are very few oval tracks and I plan to change that :P.
Quote from: Paul Spain on Sep 29, 2021, 4:50 AM
Could this tool be used to make faster OVAL shaped tracks? I have ideas for fast Hot Pursuit friendly tracks vs all those twisty jumpy things floating about, There are very few oval tracks and I plan to change that :P.
If you use "Whole Track -> Erase all -> Track Shape (XY)" you can turn every track into a circle. It could be modified to get an oval form.
Here is another try to change the lanes. It seems that the width is related to the number of lane (light green) polygons. It is stored in some “hs_extra†data I completely ignored till now. You now can set the number left and right from road middle. Hopefully T3ED Dev4.2.0.326 works better.
T3ED Dev4.2.0.326 is definitely an improvement. After running a couple tests, I can safely say the lane width changing tool works great. This will definitely prove helpful when fixing nfsfan83's city tracks where the lanes fall outside the track mesh. :)
On a side note, it seems that when creating divided highways, the lane changing tool only affects ai traffic and uncommitted ai cops. On Autobahn 3 track when using the tool to improve its divided highway, they were driving better, not crashing into the center guardrail. However, ai racers were not affected (they still smash into the guardrail). I think this is where editing the speed files will come in handy. ;)
Currently, I am working on a new track for HS. I will try to implement a short divided highway segment into it. Will let you know how it goes.
After much testing, here are some screenshots of a custom-made, functioning divided highway.
As you can see it is not entirely perfect. Sometimes the traffic will drive on the highway's middle or on the sidewalk. But at least it works thanks to JimDiabolo's efforts with T3ed.
Quote from: Zalcus20 on Oct 23, 2021, 4:46 PM
As you can see it is not entirely perfect. Sometimes the traffic will drive on the highway's middle or on the sidewalk.
Is it a complete custom made divided highway? It looks like you got a great view distance.
I just followed a traffic car on durham road, it didn't drove perfect either.
The track is based on Summit track. Summit has no divided highway, so yes this is a completely custom made divided highway. I'm working on it little by little everyday. Although it's based on Summit, the track will replace Country Woods. I am ensuring that the view distance is good, and so far the rear view mirror can be used without CTD. I think I'll name it "Neighborhood Drive". Thanks for feedback.
Here are some screens that show other parts of the track. Mind you, it is still in a raw state. I plan to add houses and more trees and use all types of collision objects, especially type 6, like your "Track 8". ;)
BTW, with proper speed file editing, it is possible to make the ai racers drive on the divided highway without colliding too much with the trees in the middle. Takes a lot of patience though.
Gmorning here, looking really nice Zalcus wish you the best! About it. Nice Pics to.
Looks like it's working well 😎😺
Those screens look epic. I hope the track gets out like you think it should and i find it awesome to see new tracks like this coming out
That looks like an ambitious project. Very nice.
Turns out there is a limit on how many type 6 objects a single NFSHS track can hold. The max is 128. When I try to add more, the game crashes at the loading screen, just before the race is about to start.
EDIT: There is also a limit on how big in megabytes the TR.FRD file can be, too. The max appears to be 2.65 mb. Anything larger than that will either cause visual glitches on the track in game, or will cause a CTD.
FYI, these findings were tested with the VEG Patch installed. It is possible the limits can be lower if you are not using the VEG Patch.
Hi what's a CTD bud?
I think I almost did a 2.65 mb. Track one time I'm really glad your finding out these HS mysterys Zalcus have a good week bud. 🎀⛄🎄
Quote from: AJ_Lethal on Dec 06, 2021, 6:36 AM
Quote from: WiLL on Dec 05, 2021, 6:14 PM
Hi what's a CTD bud?
Crash to desktop
Ok got it, yes I hate when that Crash happens, atm, I don't have any Tv to use a PC monitor, now days.( Cause I don't have a Hdmi slot older for screen TV's I git. :P So I'm not all Worrying about it. An have a better day my Tropical bud ,ps. I like your Avitar is that a a younger Wolf? 🐺 😺⛄🎄🎀 🧔
Quote from: Zalcus20 on Dec 05, 2021, 2:53 PM
Turns out there is a limit on how many type 6 objects a single NFSHS track can hold. The max is 128. When I try to add more, the game crashes at the loading screen, just before the race is about to start.
EDIT: There is also a limit on how big in megabytes the TR.FRD file can be, too. The max appears to be 2.65 mb. Anything larger than that will either cause visual glitches on the track in game, or will cause a CTD.
FYI, these findings were tested with the VEG Patch installed. It is possible the limits can be lower if you are not using the VEG Patch.
In Nassau track, Tr is 3,55 mb ;) and working fine
Wow, you're right! :) Oops. :o
Perhaps I experienced a crash because I went overboard with the extra objects? Maybe I could figure out what the max number of extra objects is although that will be a little difficult. Once the limit is reached, the tr file becomes corrupted and you can't open it up to delete the excess objects. That's why it's so important to make many backups.
It is a relief to know that I can go that large with my Tr file. This means completing my 'Neighborhood Drive' track is foreseeable. Thanks for checking, nfsfan83.
I'm going to post my track under the "Projects" tab when I get a chance. =D
Quote from: Zalcus20 on Dec 05, 2021, 2:53 PM
Turns out there is a limit on how many type 6 objects a single NFSHS track can hold. The max is 128. When I try to add more, the game crashes at the loading screen, just before the race is about to start.
I think you are right about that. Fortunately, T3ED can still load tracks with more than 128 "Type6" objects in order to delete some.
Sounds like you are testing the limits of HS with your track. In contrast, my project is rather small and was only created to test T3ED. I'm currently bringing parts of "Atlantica" and "Aquatica" together. But it works quite well.
Hi there JimD 8)
I like the things your doing also, what kinds of parts are trying to do with both them, Water tracks...
I think Zalcus21 is doing things, too. I miss editing some I'm to busy with teal life now days. An my problems, I try sort out. ::)
Other than that, things R, not so Scary except the weather we have here an cold. I like your Rubukes Cube, style Avitar. Jim what's it's meaning, just Curious looks cool to. Yw...
Have a safe tgif, an Weekend. Like to see any pics of your Project when you can to! Cya ) I have Dentist next Monday .. ::) glad get it over with. Ttul :)
Quote from: WiLL on Dec 09, 2021, 10:34 AM
I like your Rubukes Cube, style Avitar. Jim what's it's meaning, just Curious looks cool to. Yw...
I took it from one of my favorite bands. I miss going to concerts. "Elbow" are just great live. And I really like the cover.
https://elbow.co.uk/discography/ (https://elbow.co.uk/discography/)
Quote from: WiLL on Dec 09, 2021, 10:34 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.
T3ED has always been able to convert routes into a circle. Curves and height differences can be added in the next version. I use the sine function for this.
Quote from: JimDiabolo on Dec 11, 2021, 1:16 AM
Curves and height differences can be added in the next version. I use the sine function for this.
That includes stuff such as curve banking?
Quote from: JimDiabolo on Dec 09, 2021, 6:11 AM
I think you are right about that. Fortunately, T3ED can still load tracks with more than 128 "Type6" objects in order to delete some.
Sounds like you are testing the limits of HS with your track. In contrast, my project is rather small and was only created to test T3ED. I'm currently bringing parts of "Atlantica" and "Aquatica" together. But it works quite well.
Yes, I am testing the limits of the game with my track. But don't worry, the finished track will not be too demanding. I just would like to know what's possible and what isn't since this a 'more-than-20-year-old game'. ;)
Glad to hear about the positive results of joining "Atlantica" and "Aquatica" together so far. I wanted to do that at some point...looks like you beat me to it. :)
At the end of this year there is a new T3ed version. ;)
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.
T3ED with integrated Replay Camera Editor ready!New in Version 4.3.0 (386):
- 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.
https://www.nfsaddons.com/downloads/nfshs/tools/6958/t3ed-430.html (https://www.nfsaddons.com/downloads/nfshs/tools/6958/t3ed-430.html)
Amazing! Thank you for implementing the replay cameras.
I found out the limit for extra objects with collision (crosstype 4). It's 512.
So:
Type 6 object limit is 128.
Extra Objects with collision is 512.
Exceeding any of these limits in T3ED will cause NFSHS to either crash to desktop or experience glitches.
Ooh gotta try the camera editor, especially since the rotation values appear to be editable 👀
Quote from: Zalcus20 on May 21, 2022, 10:45 AM
Type 6 object limit is 128.
Extra Objects with collision is 512.
Exceeding any of these limits in T3ED will cause NFSHS to either crash to desktop or experience glitches.
I'm thinking of giving a warning when saving a track beyond that limits.
Quote from: AJ_Lethal on May 21, 2022, 3:47 PM
Ooh gotta try the camera editor, especially since the rotation values appear to be editable 👀
I already had a version where I interpreted these numbers as "short". But that didn't make much sense either
Quote from: JimDiabolo on May 22, 2022, 1:00 AM
I already had a version where I interpreted these numbers as "short". But that didn't make much sense either
I tinkered with those values last night and I found out some values control the camera rotation and others the FOV/scaling. However the way they work is weird since depending of the angle you have to flip the FOV/scaling values into positives/negatives, otherwise you will get a rather distorted image. Also it appears to be a matrix of sorts since the rotation values also work differently depending of the angle you want.
When the next update comes, warnings will be in when saving.
I included them before I forget about it.
A small update to 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.
I wonder- is it possible to make a nfs5 version of t3ed?
Of course, this would be a huge amount of work, but im wondering...
I don't think anyone has tried to decode the file structure of NFS5 yet. I haven't tried it yet. With NFS3/4 most of it was already known. I only changed a few things.
I tried to import MCO routes into T3ED, but didn't get very far. I have no idea how best to proceed with unknown file structures.
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.
Thank you for continued development. :)
How can I compile the source code myself? Can you upload a step-by-step guide? Thank you!
Quote from: bfut on Jun 22, 2022, 6:49 AM
How can I compile the source code myself? Can you upload a step-by-step guide? Thank you!
You need
MS Visual C++ 6.0 and the
DirektX SDK Summer 2004 (the latest that supports Direct3D Retained Mode) for trackpreview. Because I can't find it anywhere I uploaded it on Magenta Cloud.
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.
https://youtu.be/munVxXlm3yc (https://youtu.be/munVxXlm3yc)
The new functions are hella handy,especially the drop ones and the color picker (only a way to see the vertex colors on the track is missing)
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.
Congrats to both of you, JimDiabolo and Pomfrit! Great collaboration!
This will make it very much easier to adjust driving lines. I'm going to see if the divided highway driving line can be improved on my "Neighborhood Drive" track. Maybe this can prevent AI Opponents from crashing into the light poles and trees in the center while trying to overtake each other and especially the player.
The expanded VRoad editing is pretty cool, but I've noticed the export option for the VRoad does not export all the VRoad properties compared to T3ed dialog 🤔
Quote from: AJ_Lethal on Oct 01, 2022, 12:20 PM
The expanded VRoad editing is pretty cool, but I've noticed the export option for the VRoad does not export all the VRoad properties compared to T3ed dialog 🤔
I've experimented a lot with the "AI Points". It seems to work pretty well. At least for the normal non-divided roads. It's been quite a while, so I wanted to release this version.
Ex-import may still come, but if so only very simple. I.e. without recalculating "AI Lane" if "float" and thus the "AI Point" has been changed.
Quote from: Zalcus20 on Oct 01, 2022, 10:08 AM
Congrats to both of you, JimDiabolo and Pomfrit! Great collaboration!
This will make it very much easier to adjust driving lines. I'm going to see if the divided highway driving line can be improved on my "Neighborhood Drive" track. Maybe this can prevent AI Opponents from crashing into the light poles and trees in the center while trying to overtake each other and especially the player.
Thanks!
I already thought that there must be a connection between "AI Lane" and "float", but I couldn't figure it out.
Important: If the "AI Point" is not on the "AI Lane", the Bots drive over the selected lane. Then the representation in TE3D is wrong. If the point is moved, the "AI Lane" is recalculated.
Realy nice work, especialy with the "AI Lane width". On short distances or small widths it was hell or impossible to find the right value. This will help me fix some things on my AIs.
I encountered a strange bug when resizing nfsfan83's "Africa" track. Block #2's XYZ ptCentre coordinates gets messed up and moved to the center of the track. This results in the block being invisible when in the game. (see screenshots)
This bug does not occur on other tracks (perhaps because the way "Africa" was built?).
Anyway I think this can be solved by making a block's ptCentre editable so that the coordinates can be set properly. It is similar to editing the center of an extra object. Do you think this is possible, JimDiabolo?
BTW, scaling "Africa" using 0.75 factor solves the AI traffic spawning problem, makes the AI opponents drive faster/smarter, and it gives a better sense of speed.
EDIT: FYI "problem in game" screenshot is taken with the camera view outside the car. The car turns invisible along with block 2. ???
Have you tried "Remap objects to blocks" before "Resize"? I guess many objects have beeen copied & moved. Some maybe belong to wrong blocks.
I can make block's ptCentre editable. Till now there was no reason to do it.
Quote from: JimDiabolo on Oct 04, 2022, 10:51 AM
Have you tried "Remap objects to blocks" before "Resize"?
This fixed the problem. Thank you very much!
Well, I guess there is still no reason to make the block's ptCentre editable. Might be safer to leave it as non-editable. ;)
I just have to remember to do the Remap before I do the Resize and not the other way around. ^-^
Hello guys, i'm having a problem. I want to import the Vr_H_Spd.csv to the track, but after successfully importing Vr_H_Spd.csv, the program stops to work causing a total crash of T3ED. Does somebody know how i can fix this?
EDIT: It really doesn't work at all. Even if i try to import freshly and cleanly exported Vr_H_Spd.csv
I didn't get this problem with importing Vr_H_Spd.csv files, but I did get this problem when trying to import animation data into t3ed on windows 7 and 10. It just wasn't working. :(
The solution for me was using T3ed in a virtual machine running windows xp. Didn't experience any problems since. 8)
I'm still developing T3ED on XP in a virtual machine. I only use it on Windows 10. Never had such problems there. Maybe running T3ED in XP compatibility mode will help.
One question, 3D Preview is turned off?
Quote from: JimDiabolo on Oct 11, 2022, 12:18 AM
Maybe running T3ED in XP compatibility mode will help.
I've already tried that and it doesn't solve the crash. I'm using normal Windows 7 in no virtual machine but on a normal HDD. If Zalcus20 doesn't have this problem on Windows 7, i am wondering what is the issue here, the problem should lay on my system, but i won't update my OS for this function :D I wonder what other Windows 7 users would say if there were any yet
Quote from: JimDiabolo on Oct 11, 2022, 12:18 AM
One question, 3D Preview is turned off?
Do you mean the small popup window when showing track view? Yes it isn't used when encountering this error.
Quote from: pete9516 on Oct 11, 2022, 1:42 AM
Quote from: JimDiabolo on Oct 11, 2022, 12:18 AM
Maybe running T3ED in XP compatibility mode will help.
I've already tried that and it doesn't solve the crash. I'm using normal Windows 7 in no virtual machine but on a normal HDD. If Zalcus20 doesn't have this problem on Windows 7, i am wondering what is the issue here, the problem should lay on my system, but i won't update my OS for this function :D I wonder what other Windows 7 users would say if there were any yet
In fact, I was able to replicate the problem on Windows 7. But not on XP or Win10.
In the new version 4.3.0.405 I have extended and slightly adjusted the Ex & Import function, but I don't think it makes any difference on Win7.
New in Version 4.3.0 (405):
- Ex & Import "Virtual Road, heights, spdfa spdra" now includes VR Left / VR Right, L-Lane Polys / R-Lane Polys, Width L-Polys / Width R-Polys.
Quote from: JimDiabolo on Oct 22, 2022, 3:57 AM
New in Version 4.3.0 (405):
- Ex & Import "Virtual Road, heights, spdfa spdra" now includes VR Left / VR Right, L-Lane Polys / R-Lane Polys, Width L-Polys / Width R-Polys.
Nice work, but did you use any specific program to edit this exported file ? Now import always failed when i change anything with open office.
Quote from: PomFrit on Oct 22, 2022, 1:52 PM
Quote from: JimDiabolo on Oct 22, 2022, 3:57 AM
New in Version 4.3.0 (405):
- Ex & Import "Virtual Road, heights, spdfa spdra" now includes VR Left / VR Right, L-Lane Polys / R-Lane Polys, Width L-Polys / Width R-Polys.
Nice work, but did you use any specific program to edit this exported file ? Now import always failed when i change anything with open office.
Open the CSV with Notepad and delete these two delimiters, for some reason the export/import feature does not export and import column headers properly(https://i.imgur.com/n7H08Ol.png)
I only testet modifications made with Notepadd++, that's why I missed it. Here is an updated version 4.3.0.406, tested with a modified file by Libre Office.
Quote from: JimDiabolo on Oct 22, 2022, 3:57 AM
In the new version 4.3.0.405 I have extended and slightly adjusted the Ex & Import function, but I don't think it makes any difference on Win7.
Unfortunately, you are right. Import function still results into an app crash.
Quote from: pete9516 on Oct 26, 2022, 4:18 PM
Quote from: JimDiabolo on Oct 22, 2022, 3:57 AM
In the new version 4.3.0.405 I have extended and slightly adjusted the Ex & Import function, but I don't think it makes any difference on Win7.
Unfortunately, you are right. Import function still results into an app crash.
Can you try if this version makes a difference?
Quote from: JimDiabolo on Oct 29, 2022, 7:11 AM
Quote from: pete9516 on Oct 26, 2022, 4:18 PM
Quote from: JimDiabolo on Oct 22, 2022, 3:57 AM
In the new version 4.3.0.405 I have extended and slightly adjusted the Ex & Import function, but I don't think it makes any difference on Win7.
Unfortunately, you are right. Import function still results into an app crash.
Can you try if this version makes a difference?
I've tried, but the problem still remains. Maybe i should try to put T3ED to another location? Where do you have your T3ED "installed"?
It also doesn't work when i change the path of T3ED to C:\Program Files\T3ED
So, this app crash has been driving me nuts, after trying the import function on 3 completely different Windows 7 computers (which were ofcourse not run in a virtual machine), and afterwards trying on my brother's Windows 10 machine, i've come to the conclusion, that this export and import function doesn't work at all on a native Windows 7 OS. Running Windows 7 through a virtual machine on a Windows 10 OS will definitely work, because the native system is a Windows 10. I even got me shown by a clanmate who was running a Windows XP virtual machine on his native Windows 10, that the function works on his side. So i'm asking JimD, do you have a computer where the native operating system is Windows 7? Because if so, you could try to investigate this problem. I bet my ass that nobody here will get this speed file import function work on his native Windows 7. I hope this is important to you, because i really don't want to upgrade to Windows 10 for reasons and i really need this function, because it saves so much time
Quote from: pete9516 on Nov 25, 2022, 3:09 AM
So i'm asking JimD, do you have a computer where the native operating system is Windows 7?
No, I got everything on Win10. The rest is on virtual machines. Even when I get the problem on Win7 it won't help me without the debugger. Unfortunately Visual Studio 6 ist only running on XP.
Btw. the latest version
New in Version 4.3.0 (408):
- Fixed "Virtual Road, heights, Speedfiles" view for NFS3.
- New function that shows unknown data. Currently used for HS_Extra (VRoad) and Type6 object data.
What I've discovered so far:
HS Extra Unknow1 first 4 bytes are always FF FF FF FF except when there is a shortcut.
Unknown Type6 object data : Byte Nr. 3 seems to be the weight. It is 0x41 for Cones, 0x42 for little boxes, 0x45 for Kindiak Park Bear.
Messed with Type 6 object unknown data, here's what I've found out:
(https://i.imgur.com/9H4y0f8.png)
It appears to be big-endian floats
Quote from: AJ_Lethal on Dec 17, 2022, 8:32 AM
Messed with Type 6 object unknown data, here's what I've found out:
(https://i.imgur.com/9H4y0f8.png)
It appears to be big-endian floats
You're right about the mass (red), it's probably a simple float number. Have you ever tried setting a negative number? In my test, the object kept rolling without stopping. ;)
It looks like the green numbers really do indicate a hitbox. But are probably stored as x, z, y. :o I looked at the bear from Kindiak Park. The second hitbox value is 2.87625, which is about half the height (5.76).
Since t6 objects can only be changed if they have previously been converted into extra objects, I will try to recalculate the hitbox when converting back.
Quote from: JimDiabolo on Dec 17, 2022, 3:37 AM
HS Extra Unknow1 first 4 bytes are always FF FF FF FF except when there is a shortcut.
I've messed around with the VRoad unknown data and found out that the 9th and 10th bytes of unknown data for each slice controls whether it's an open area (ergo, weather can affect it) or a closed area (like a tunnel, for example; those often have a value of 02). There's more to it I don't quite understand since there also appears to be a value that controls the width of the "roof" of the slice (for example, the Atlantica Civic Center turn in Atlantica has a roofed half and an exposed half), but I don't know which one could be it since I've tried to fix the issue in Last Resort's beachwalk section where the right sidewalk area is marked as roofed area where it shouldn't.
Quote from: AJ_Lethal on Dec 18, 2022, 7:13 PM
Quote from: JimDiabolo on Dec 17, 2022, 3:37 AM
HS Extra Unknow1 first 4 bytes are always FF FF FF FF except when there is a shortcut.
I've messed around with the VRoad unknown data and found out that the 9th and 10th bytes of unknown data for each slice controls whether it's an open area (ergo, weather can affect it) or a closed area (like a tunnel, for example; those often have a value of 02). There's more to it I don't quite understand since there also appears to be a value that controls the width of the "roof" of the slice (for example, the Atlantica Civic Center turn in Atlantica has a roofed half and an exposed half), but I don't know which one could be it since I've tried to fix the issue in Last Resort's beachwalk section where the right sidewalk area is marked as roofed area where it shouldn't.
Wow, I didn't expected this information in VRoad data. Great find!
Quote from: AJ_Lethal on Dec 18, 2022, 7:13 PM
Quote from: JimDiabolo on Dec 17, 2022, 3:37 AM
HS Extra Unknow1 first 4 bytes are always FF FF FF FF except when there is a shortcut.
I've messed around with the VRoad unknown data and found out that the 9th and 10th bytes of unknown data for each slice controls whether it's an open area (ergo, weather can affect it) or a closed area (like a tunnel, for example; those often have a value of 02). There's more to it I don't quite understand since there also appears to be a value that controls the width of the "roof" of the slice (for example, the Atlantica Civic Center turn in Atlantica has a roofed half and an exposed half), but I don't know which one could be it since I've tried to fix the issue in Last Resort's beachwalk section where the right sidewalk area is marked as roofed area where it shouldn't.
I always thought the roofed area issue would be height related because there's always the very same height when looking at roofed track parts, i think it was 21.25 or something like that.
New in Version 4.3.0 (409):
- Type 6 extra objects:
Mass of the object can be changed. (Unknown data byte 0-3)
Hitbox of object will be recalculated, when converting from extra to global object. (Unknown data byte 40-51)
Thanks to AJ_Lethal for discovering this.
To test it, I converted global type 6 into extra objects, enlarged it and changed the mass.
This seems to be working fine.
https://youtu.be/il-I5GsNa98 (https://youtu.be/il-I5GsNa98)
Excellent update! Although I have to report a couple of bugs:
- T3ed crashes when exporting NFS3 VRoad data to a CSV (tested on W10, W7 Virtualbox VM and Windows XP Virtualbox VM)
- Polygon Virtual Road Flags dialog is quite bugged when dealing with flags and drive-over behavior: scrolling past any option beyond 16 and selecting one option and choosing one will roll back your choice by 16 places, it also messes with some data when attempting to reselect the desired option, leading to effects such as missing tire skids or weather not affecting the track polygon (which means there are either flags controlling those behaviors or that drive-over behavior is more customizable than previously thought)
Quote from: AJ_Lethal on Dec 26, 2022, 12:18 PM
- Polygon Virtual Road Flags dialog is quite bugged
That must be a very old bug. I can't remember changing anything there in all those years. I think it's always been there. But you're right there is some more data.
typedef struct POLYVROADDATA // vroad data associated with a polygon
{
unsigned char vroadEntry;
unsigned char flags;
unsigned char unknown[6];
unsigned char hs_minmax[4];
unsigned char hs_orphan[4];
unsigned char hs_unknown;
bool virtualroadedge;
} POLYVROADDATA;[/list]
I tested all tracks yesterday, the six "unsigned char unknown[6]" are always 0 on every trackpolygon of every track. Only the "hs_unknown" seems to have any information.
Quote from: AJ_Lethal on Dec 26, 2022, 12:18 PM
Excellent update! Although I have to report a couple of bugs:
- T3ed crashes when exporting NFS3 VRoad data to a CSV (tested on W10, W7 Virtualbox VM and Windows XP Virtualbox VM)
- Polygon Virtual Road Flags dialog is quite bugged when dealing with flags and drive-over behavior: scrolling past any option beyond 16 and selecting one option and choosing one will roll back your choice by 16 places, it also messes with some data when attempting to reselect the desired option, leading to effects such as missing tire skids or weather not affecting the track polygon (which means there are either flags controlling those behaviors or that drive-over behavior is more customizable than previously thought)
I hope I fixed it. :)
New in Version 4.3.0 (410):
- Modified Polygon Virtual Road Flags:
Fixes a bug for "Drive over behavior",
Added "Disable weather effects (NFS4 Only)". Bit 5 isn't used in NFS3.
- Added Ex & Import "Virtual Road, heights, spdfa spdra" for NFS3. I had only made the NFS4 version.
This is the first time I've changed something there. Didn't understand everything that's happening there, but it seems to be working better now. It's really interesting that, compared to NFS3, a bit is suddenly evaluated there, that was previously unused.
@pete9516: Debug version is in source.7z
Quote from: JimDiabolo on Dec 31, 2022, 2:57 AM
Quote from: AJ_Lethal on Dec 26, 2022, 12:18 PM
Excellent update! Although I have to report a couple of bugs:
- T3ed crashes when exporting NFS3 VRoad data to a CSV (tested on W10, W7 Virtualbox VM and Windows XP Virtualbox VM)
- Polygon Virtual Road Flags dialog is quite bugged when dealing with flags and drive-over behavior: scrolling past any option beyond 16 and selecting one option and choosing one will roll back your choice by 16 places, it also messes with some data when attempting to reselect the desired option, leading to effects such as missing tire skids or weather not affecting the track polygon (which means there are either flags controlling those behaviors or that drive-over behavior is more customizable than previously thought)
I hope I fixed it. :)
New in Version 4.3.0 (410):
- Modified Polygon Virtual Road Flags:
Fixes a bug for "Drive over behavior",
Added "Disable weather effects (NFS4 Only)". Bit 5 isn't used in NFS3.
- Added Ex & Import "Virtual Road, heights, spdfa spdra" for NFS3. I had only made the NFS4 version.
This is the first time I've changed something there. Didn't understand everything that's happening there, but it seems to be working better now. It's really interesting that, compared to NFS3, a bit is suddenly evaluated there, that was previously unused.
@pete9516: Debug version is in source.7z
Thanks for giving us the debug version of this new update.
New in Version 4.4.0 (413):
- 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.
Download from Magenta Cloud (https://magentacloud.de/s/FEpoHdwNaQTJ4rH) or NFS Addons (https://www.nfsaddons.com/downloads/nfshs/tools/7774/t3ed-440.html)
Wonderful update, the light raytracer mostly works as advertised but I found a bug: it doesn't apply lighting to lane/fence type polygons
(https://i.imgur.com/HZeyhf5.jpg)
Also, forgot to mention but the shadow issues between blocks are still a thing to this date, although they're a bit less frequent than before
(https://i.imgur.com/03Tdb5r.jpg)
New in Version 4.4.0 (414):
- Light Raytracing for lanes added.
I found no problem with fence polygons. I tested with "Route Adonf".
Now the light raytracer works as it should, thanks!
(https://i.imgur.com/O2B6Khl.jpg)
I really like the night versions with light effects. It was very difficult to integrate this. I could not use the function of the normal ray tracer. In the case of a light, a point-to-point route must be checked. The "Drop" function was created from the first tests, that was a few versions ago.
The program is now very stable for me. I had improved a lot in the last versions.
New in Version 4.4.0 (415):
- Option to show PolyVRoad for (black) trackpolygons. It should always point forward. But now it can be changed with "Polygon Virtual Road Flags".
- Bugfix when replacing blocks and using undo.
Before you ask, I don't know what the PolyVRoad is used for. But it has always been recalculated when blocks were moved.
If you're interested in OBJ import/export, take a look at https://github.com/tinyobjloader/tinyobjloader
a well maintained reader/writer that is widely used. single-header library in c++03
I never built T3Ed as I don't have access to ancient Visual Studio.
Love that track formats are still seeing meaningful research.
Quote from: JimDiabolo on Mar 22, 2023, 9:24 AM
Before you ask, I don't know what the PolyVRoad is used for. But it has always been recalculated when blocks were moved.
Yesterday i found out, that when recalculating a single polygon VRoad to "straight", there will be no bumpy roads anymore! This is very important! Jim, can you update the "Recalculate Poly VRoad and Vectors" function so, that it won't comb through all the Poly VRoads into the same direction? But instead it should recalculate each polygon's VRoad to "straight"? Better yet would be a "Whole track" button which recalculates every polygon's Poly VRoad, so that the road would be nice and smooth to drive. I attach some example images.
Quote from: pete9516 on Apr 30, 2023, 4:36 AM
Quote from: JimDiabolo on Mar 22, 2023, 9:24 AM
Before you ask, I don't know what the PolyVRoad is used for. But it has always been recalculated when blocks were moved.
Yesterday i found out, that when recalculating a single polygon VRoad to "straight", there will be no bumpy roads anymore! This is very important! Jim, can you update the "Recalculate Poly VRoad and Vectors" function so, that it won't comb through all the Poly VRoads into the same direction? But instead it should recalculate each polygon's VRoad to "straight"? Better yet would be a "Whole track" button which recalculates every polygon's Poly VRoad, so that the road would be nice and smooth to drive. I attach some example images.
That is interesting. I didn't expect that there would be a difference in the straight direction from the previous recalculation.
I'll take a closer look at it.
I've been fiddling around with this for a decade and i've always been wondering what reason it could have that the roads are so bumpy though according to their track shape they should be smooth. There are big tracks where you fall through the road into nothing because of not recalculated Poly VRoads. I hope you can update the function to recalculate each block's polygons properly with "straight" setting, because it's a real pain to recalculate every single polygon. Even original EA tracks suffer from wrongly calculated Poly VRoads, best example would be Summit's ZickZack road at the small town near the finish where you jump in the air out of nothing, i hope you get what i mean, i'm typing all this on my smartphone :D
Its possible to add "Recalc Poly Vroad" function by manually added angle? Not just straight, left, full left, right and full right?
Especially on the S curves, the AI struggles with handling and speed if i send them straight. For AI its not straight, but side drifting. For example, on Celtic Ruins, the big S curves at the ruins is not possible to send AI straight and quickly. This new feature has a big effect on the opponents' AI. It's still bad because I can't add the right angle, but the AI speed is increased by +/-20% and it has no effect on the traffics ( not like changing VRoad ).
It probably helps with sharp turns, which are also hard to do quickly.
Quote from: PomFrit on May 05, 2023, 3:04 AM
Its possible to add "Recalc Poly Vroad" function by manually added angle? Not just straight, left, full left, right and full right?
Especially on the S curves, the AI struggles with handling and speed if i send them straight. For AI its not straight, but side drifting. For example, on Celtic Ruins, the big S curves at the ruins is not possible to send AI straight and quickly. This new feature has a big effect on the opponents' AI. It's still bad because I can't add the right angle, but the AI speed is increased by +/-20% and it has no effect on the traffics ( not like changing VRoad ).
It probably helps with sharp turns, which are also hard to do quickly.
If you want the AI to go straight, you have to change the virtual road points and keep the floats at 0.0. In addition, the Poly VRoads HAVE to be calculated straight each single one, also don't be distracted by AI "drifting", it is also in nfs 2 and 3, it's better to keep it that way if you want an AI that drives good. AI drives on "rails" and they suffer way more from not straight calculated Poly VRoads, they would only jump into the air randomly more often and keep them slow.
The best for any track, AI and player is to calculate Poly VRoads to "straight", it's also the way EA has calculated them.
You can't bring PS1 AI behaviour to PC version, it will remain as a dream.
Another important thing is to set brake points at sharp corners, otherwise the AI will simply smash into the wall, there's no way past that.
But i agree with PomFrit a bit because converted tracks like Rusty Springs Raceway is an issue: If you recalculate a single Poly VRoad to straight, it will be 90 degree according to the track shape and the AI will brake hard at that specific area
Traffic lines are bounded with VRoad points, if i change it, traffics hitting walls or going where not to be. OR Cops putting roadblocks on grass :).
I did some tests and you have partialy right. If its rotated too much, AI is weird, but 10°, 20°, 30° may work fine.
AI lines ( float numbers ) are made incredibly stupid, so i dont think what EA made ist the best option.
Quote from: PomFrit on May 05, 2023, 6:40 AM
Traffic lines are bounded with VRoad points, if i change it, traffics hitting walls or going where not to be. OR Cops putting roadblocks on grass :).
Are you sure that this behaviour isn't about virtual road point floats and/or lane polygons? Maybe track polygon width?
And if you change it that way so that the traffic is messed up, how do you change it?
Quote from: PomFrit on May 05, 2023, 6:40 AM
AI lines ( float numbers ) are made incredibly stupid, so i dont think what EA made ist the best option.
I think you got me wrong, i was going for the way how Poly VRoads are calculated, if you look at original EA tracks you can see that (mostly) the track lane polygons are calculated in a way that is equal to when you recalculate a single one to "straight" and that's important for a smooth drive over behaviour, a counterexample would be a track like Russian Summit :D Where any gradient makes your car bounce
Quote from: pete9516 on May 05, 2023, 12:08 PM
Quote from: PomFrit on May 05, 2023, 6:40 AM
AI lines ( float numbers ) are made incredibly stupid, so i dont think what EA made ist the best option.
I think you got me wrong, i was going for the way how Poly VRoads are calculated, if you look at original EA tracks you can see that (mostly) the track lane polygons are calculated in a way that is equal to when you recalculate a single one to "straight" and that's important for a smooth drive over behaviour, a counterexample would be a track like Russian Summit :D Where any gradient makes your car bounce
Could be also that the reason why at past a certain point, an incline acts like a wall with certain flag settings (for example, when you race Aquatica backwards, if you hug the wall on the divided road tunnel by the observatory area your car will crash and go airborne)?
Quote from: pete9516 on May 05, 2023, 12:00 PM
Quote from: PomFrit on May 05, 2023, 6:40 AM
Traffic lines are bounded with VRoad points, if i change it, traffics hitting walls or going where not to be. OR Cops putting roadblocks on grass :).
Are you sure that this behaviour isn't about virtual road point floats and/or lane polygons? Maybe track polygon width?
And if you change it that way so that the traffic is messed up, how do you change it?
I you move Vroad node, traffic line will be moved too, this is the reason for having Vroad nodes on middle of the road. Traffic lines are not stored in Track folder, because if you replace, for example Landstrasse with UK, traffics still acts like it was Landstrasse. Only thing what affects traffics is VRoad edge, traffics wont go behind it.
Quote from: pete9516 on May 05, 2023, 12:08 PM
Quote from: PomFrit on May 05, 2023, 6:40 AM
AI lines ( float numbers ) are made incredibly stupid, so i dont think what EA made ist the best option.
I think you got me wrong, i was going for the way how Poly VRoads are calculated, if you look at original EA tracks you can see that (mostly) the track lane polygons are calculated in a way that is equal to when you recalculate a single one to "straight" and that's important for a smooth drive over behaviour, a counterexample would be a track like Russian Summit :D Where any gradient makes your car bounce
Vroads are calculated this way, because AI didnt always follow float numbers ( blue cars on picture ) like Cops or if opponents are too close each other or close to the player ( lots of testing ). For ideal case game needs different Vroad for float numbers and if they are following only AI lines. If you change AI line in your float numbers line, for opponents its signal straighten car with calculated VRoad, thats why it looks like drifting on S curves. For example Vroad is calculated left ( blue cars ), but float number wants to go right ( red cars ), thats why AI cars drifting a slows them.
(https://i.postimg.cc/wM2F9B8Z/VRoad.png) (https://postimg.cc/JHyjqMh5)
Quote from: AJ_Lethal on May 05, 2023, 12:49 PM
Quote from: pete9516 on May 05, 2023, 12:08 PM
Quote from: PomFrit on May 05, 2023, 6:40 AM
AI lines ( float numbers ) are made incredibly stupid, so i dont think what EA made ist the best option.
I think you got me wrong, i was going for the way how Poly VRoads are calculated, if you look at original EA tracks you can see that (mostly) the track lane polygons are calculated in a way that is equal to when you recalculate a single one to "straight" and that's important for a smooth drive over behaviour, a counterexample would be a track like Russian Summit :D Where any gradient makes your car bounce
Could be also that the reason why at past a certain point, an incline acts like a wall with certain flag settings (for example, when you race Aquatica backwards, if you hug the wall on the divided road tunnel by the observatory area your car will crash and go airborne)?
That is a very interesting point AJ! Because mostly, wall polygons or other non-lane polygons are calculated completely wrong
Quote from: PomFrit on May 06, 2023, 12:36 AM
Quote from: pete9516 on May 05, 2023, 12:00 PM
Quote from: PomFrit on May 05, 2023, 6:40 AM
Traffic lines are bounded with VRoad points, if i change it, traffics hitting walls or going where not to be. OR Cops putting roadblocks on grass :).
Are you sure that this behaviour isn't about virtual road point floats and/or lane polygons? Maybe track polygon width?
And if you change it that way so that the traffic is messed up, how do you change it?
I you move Vroad node, traffic line will be moved too, this is the reason for having Vroad nodes on middle of the road. Traffic lines are not stored in Track folder, because if you replace, for example Landstrasse with UK, traffics still acts like it was Landstrasse. Only thing what affects traffics is VRoad edge, traffics wont go behind it.
I guess i'm going to try this out, i've always known that Celtic Ruins and Durham Road are left traffic tracks, but driving lines being tied to track folders alone is new to me
I looked at the 'PolyVRoad' thing again.
A direction vector is required to set the 'PolyVRoad'. If the recalculation is called via "Virtual Road, Heights" (Ctrl H), a vector from the first to the last VRoad point is used for all polygons of the block.
If the recalculation is done via "Polygon Virtual Road Flags", I used the points of the individual polygons for the calculation. That seems to work better. There are probably only problems with some converted tracks that have a different order of the points.
I'm considering adding a selection to "Virtual Road, Heights" to include both options.
Quote from: JimDiabolo on May 06, 2023, 7:09 AM
I'm considering adding a selection to "Virtual Road, Heights" to include both options.
omg this would be so epic! What kind of features would the added option have? Like selecting different angles? Best would be "straight" if you ask me. So it would be possible to recalculate a whole block with "straight" (individual for each polygon) settings?
I just added T3ED_Dev4.4.0.417 to my Magenta Cloud.
It now has three modes for PolyVRad calculation. You only see differences in parts with curves. Visually, the new mode 2 looks the best. It is the same as specifying 'Straight' individually.
Please try it out.
I totally don't understand all this as of yet. I hope to some day.
What's this do make the Ai' Cars take corners better an faster then, an smoother is great 👍
Thanks for this update JimD bud.
Rock on huh 😎 ☮️
YES!!! Another great update!! You are making track editing better and better! THX to much! Very important update
@WiLL: It is very important for a smooth drive over behaviour of polygons. Nothing more, nothing less, but PomFrit has some more info about it it seems
Here's some example: Transtropolis 2020 from the very new Expansion Pack, i'm glad the "old method" works out very good (just like the "new" method, only not "straight" calculated, but at least the gradient of the Poly VRoads will be correct which is probably the most important
Quote from: pete9516 on May 07, 2023, 1:20 PM
Here's some example: Transtropolis 2020 from the very new Expansion Pack, i'm glad the "old method" works out very good (just like the "new" method, only not "straight" calculated, but at least the gradient of the Poly VRoads will be correct which is probably the most important
I get "San José Speed Complex" when I download the track. ???
Quote from: JimDiabolo on May 11, 2023, 1:55 AM
Quote from: pete9516 on May 07, 2023, 1:20 PM
Here's some example: Transtropolis 2020 from the very new Expansion Pack, i'm glad the "old method" works out very good (just like the "new" method, only not "straight" calculated, but at least the gradient of the Poly VRoads will be correct which is probably the most important
I get "San José Speed Complex" when I download the track. ???
Oh wow ok, seems like i've mixed something up late at night, but i also fixed San Hosé Speed Complex, i hope it's the fixed one
New in Version T3ED 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.
It can be used to fix tracks like Transtropolis. What I made:
- Find all track polygons (Crtl + F)
- Rotate with "Crtl + Alt + R" (One time is enough for that track.)
- Recalc PolyVRoad with the mode that works best.
Quote from: JimDiabolo on May 11, 2023, 5:46 AM
New in Version T3ED 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.
It can be used to fix tracks like Transtropolis. What I made:
- Find all track polygons (Crtl + F)
- Rotate with "Crtl + Alt + R" (One time is enough for that track.)
- Recalc PolyVRoad with the mode that works best.
zomfg!! (Y)
Hello JimD bud, or any other person that knows, More, I'm asking about the Type 6: Global Objects.
you can hit with your Car ) how can I find out about Reducing, there Mass Weight??.
I like to see the objects bounce around, more in the track... For the more fun of that! But not to light like ) Jim.
Can you tell me how I can make them lighter?
You know, can you give me any Calculations, of any lighter please. Or how guess that.
I'm still trying to learn this good new stuff...
So I wished I didn't upload my tracks so fast. Yeh Hmm.
Well I did see the area inside of the View in properties, in there. About the mass , but it's all guessing as I can see.
I hope you'll try reply me sooner, or Pete or Zalcus20 about this. Also I wasn't able to make any, Type 6: objects when leaving them as Extra Objects, I had to make them Global. Am I doing this Correct or not?
Thanks ttul for now. ..
It's true, "Type 6" objects only work as global objects. The weight can simply be entered in the current T3ED version.
The warning cones in "Raceway 2" have a mass of eight. That's pretty easy. In any case, they can simply be moved and kicked away.
Hey Awesome JimD I was busy this am just got back to my shed 😂🙄
An really Raceway '2 is a cool example of them Cones I never thought about them thanks!!
Jim bud, the RGB does that stand for me choosing any color I would like to for my Type 6? Object to be then. ?
I know mine are you Dark black an not shaded very good ((
So can I choose a color then it won't mess up my Object then , I can only resize an work on them while they are green Extra Objects , us all
No Confusion but I have alot lolzzz u know with some things here.
I'm trying get my lunch now. Very hungry rite ok. Bud what if I choose lower than #8?
Like 6 or 7
Ttul thanks for the help I needed.
If anyone knows what there doing with my track I uploaded I wished you try make my Shadows better, on objects areas cause I'm not very good at this an re-,Upload it here for me ok? So I can fix it more .
I'm not good with Raytracer at all. Much.
So can I change the color than Jim in that Options there RGB?
Thanks ttyil
Quote from: JimDiabolo on May 15, 2023, 7:18 AM
It's true, "Type 6" objects only work as global objects. The weight can simply be entered in the current T3ED version.
The warning cones in "Raceway 2" have a mass of eight. That's pretty easy. In any case, they can simply be moved and kicked away.
Is the unit of measurement for mass in kilograms? Like how the speeds in the speed files are in meters per second?
Quote from: Zalcus20 on May 16, 2023, 7:27 AM
Is the unit of measurement for mass in kilograms? Like how the speeds in the speed files are in meters per second?
I don't think so. 8 kg for a warning cone would be too much.
I just got a VERY strange behaviour when recalculating Poly VRoads in Congo ver.2
When i recalculate with the new type, it gets all messed up. Also with the old type it gets completely messed up. And the strange thing about it is, that it is only with 2 or 3 blocks of the whole track, the rest is calculated completely fine. And when i use the oldschool method, 1 block vector, it works like 1 block vector method should work.
The thing is though, i can't even recalculate the single polygons and even more i can rotate the polygons, but that won't bring anything, the Poly VRoads will not be calculated differently, they will stick the same
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?
Quote from: DrSpeed on Jul 25, 2023, 2:22 AM
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?
That's very strange, maybe you have to dew it for the non-passable track polygon, too? Maybe the selected polygon was rotated? Just some suggestions.. But i wish you much luck in solving this
Quote from: DrSpeed on Jul 25, 2023, 2:22 AM
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?
(https://i.imgur.com/iFZVyEh.png)
No right neighbour on this polygon. The collision there is correct.
Quote from: pete9516 on Jul 25, 2023, 5:19 AM
That's very strange, maybe you have to dew it for the non-passable track polygon, too? Maybe the selected polygon was rotated? Just some suggestions.. But i wish you much luck in solving this
No luck so far, but I'll keep experimenting.
From what I see here, it could be one of 2 reasons:
1. If you set the polygon flag to "Not passable outer", try using the polygon flag "Not passable (Inner)" instead. This option is more forgiving and it may fix the problem immediately.
However, if this doesn't solve it then:
2. One or both of the road polygons in question are rotated the wrong way. You would have to rotate the polygon(s) until it is properly oriented for the collision to be fixed. Unfortunately, there is no visual way to tell if the polygon is oriented properly so it's trial-and-error.
EDIT: I remember a tip to help you figure out if a polygon needs to be reoriented:
-Make sure you position your block with the problematic polygon so that the higher block is visually above it and the lower block is visually below it.
-Select the problematic polygon and press "Ctrl+N". This will duplicate it.
-Take note of how the polygon is duplicated. Is the line(seam) between the newly duplicated polygons horizontal or vertical?
-If the line is vertical, press "Ctrl+z" to undo the duplication. Select the polygon again and press "Ctrl+r" two times. This will rotate the polygon to hopefully the correct position. Problem should be solved.
-If the line is horizontal, press "Ctrl+z" to undo duplication, select the polygon, then press "Ctrl+r" once. Check in game to see if the problem is solved. If not go back to same polygon and press "Ctrl+r" two times. Problem should be solved.
I used this trick to fix similar problematic areas on nfsfan83's tracks.
Quote from: Zalcus20 on Jul 25, 2023, 11:48 AM
1. If you set the polygon flag to "Not passable outer", try using the polygon flag "Not passable (Inner)" instead. This option is more forgiving and it may fix the problem immediately.
That seems to be it, I swear I checked this before multiple times before but didn't work. And in further inspection, the working pillars all had the flag 0 (Not passable (Inner)). How did I miss that...? ???
Anyway, the important is that it works now! Thanks!
You're welcome. 8)
I'm glad it was just a poly flag issue. If the polygon had to be reoriented, ugh, it would be such a headache. ::)
Another small T3ED update.
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".
(http://%5Bb%5DNew%20in%20Version%204.4.0%20(423):%5B/b%5D)
- 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".
Quote from: JimDiabolo on Oct 01, 2023, 9:47 AM
(http://%5Bb%5DNew%20in%20Version%204.4.0%20(423):%5B/b%5D)
- 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".
This update is incredible. Nice to read from you again. There's a thing though that bothers me when i edit polygon neighbour flags or setting wall collision detection flags. When you have selected multiple polygons and you press Ctrl + Enter to summon up polygon properties, all polygons will have the same surface when you click "Ok" which i think is not so good, if you have selected many different polygons which should keep their initial surface. What do you think about that?
Quote from: pete9516 on Oct 01, 2023, 12:11 PM
When you have selected multiple polygons and you press Ctrl + Enter to summon up polygon properties, all polygons will have the same surface when you click "Ok" which i think is not so good, if you have selected many different polygons which should keep their initial surface. What do you think about that?
You are right, I put it on my list. The surface should only be changed if you selected one.
I though about it some time ago, but forgot to change it.
Quote from: JimDiabolo on Oct 01, 2023, 2:04 PM
Quote from: pete9516 on Oct 01, 2023, 12:11 PM
When you have selected multiple polygons and you press Ctrl + Enter to summon up polygon properties, all polygons will have the same surface when you click "Ok" which i think is not so good, if you have selected many different polygons which should keep their initial surface. What do you think about that?
You are right, I put it on my list. The surface should only be changed if you selected one.
I though about it some time ago, but forgot to change it.
Now that i think, maybe it would be better to make it toggeable. There are probably some people (if not half) who like it the way it currently is. But it's only brainstorming for now
Quote from: pete9516 on Oct 02, 2023, 2:31 AM
Now that i think, maybe it would be better to make it toggeable. There are probably some people (if not half) who like it the way it currently is. But it's only brainstorming for now
Selectable, that's how it will be. ;)
Quote
Selectable, that's how it will be. ;)
Thank you so much
Hey, JimD!
I'm trying to raytrace the shadows on a track I'm preparing, however, the raytracer won't allow me to put the actual amount of blocks and do it for the entire track at once because it exceeds 255. Is there a chance to fix this? The raytracer works fine when I only select a partition of blocks.
Quote from: Freak-DS on Oct 02, 2023, 5:01 PM
I'm trying to raytrace the shadows on a track I'm preparing, however, the raytracer won't allow me to put the actual amount of blocks and do it for the entire track at once because it exceeds 255. Is there a chance to fix this? The raytracer works fine when I only select a partition of blocks.
Ok, that's easy to fix. I have no idea why I set 255 as the maximum there. 299 is the limit (the visibility list contains exactly 300 entries)
However, I didn't find any track to test quickly. That makes me curious, which one do you have?
Thanks to our holiday, I had time to implement the changes.
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.
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.
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?
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.
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.
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
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?
Nice to see posts by Freak-ds.
@Freak-ds: Are you working on the Porsche testtrack we so often saw on SOTD's?
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
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 (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.
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 (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
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".
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?
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.
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
Here are two pictures taken from "Durham Road" Actually I think it is the first two bytes (of eight) that are important.
Quote from: JimDiabolo on Oct 09, 2023, 7:15 AM
Here are two pictures taken from "Durham Road" Actually I think it is the first two bytes (of eight) that are important.
Wait, so column 0 and 1 are Virtual Road Point 1, column 2 and 3 are Virtual Road Point 2 and so on? So you have to read in 2 columns per virtual road point? I was always reading per row
Ok i now understand the schematics. Whenever there's an obstacle ie. SIMNULL surface in the middle of the road, the slice where the SIMNULL polygon is in, there will be either "60" or "70" in Durham Road, BUT in Redrock Ridge it's different, it's throughout "E0" in every bite at the Ridge section of the track. But maybe it's completely natural, because i think the AI in Redrock Ridge doesn't really work properly anyway. Maybe because of that it's not set to "70", but instead it's just "E0" like any other slices
@Jim: I'm currently witnessing that it's a pain in the *ss to Z move single objects in Mediterraneo 3 which are far down below the ground hovering in the middle of nowhere. You always see every single block of the track which can be really annoying when trying to move specific objects in tracks like Mediterraneo. Since you've implemented the function of rendering the track based on visibility, what do you think about making an option to only render the current block for a more specific block sight? That would be a real relief. I hope it's not a too hard quest for you to implement
Is there a way i can convert lane polygons into extra objects?
Quote from: JimDiabolo on Oct 09, 2023, 7:15 AM
Here are two pictures taken from "Durham Road" Actually I think it is the first two bytes (of eight) that are important.
EA propably have different ways how to solve divied roads. I'm struggle with Raceway 3 tunel, less than 50% drives between pillars works fine. I inspect "unknown data" after your findings, but its different than UK. There is none "60" or "70" in the tunel, but exactly on the pillars VRoad is column 1 and 9 changed to "06" instead "07". If i change it to "07", AI can drive between pillars without problem. It will need more tests, but it seem "06" is for AI like "obstacle warning in AI line 96".
(https://i.postimg.cc/q7HYJd78/tunel.png)
Edit: I still can't navigate AI betwwen pillars, because i have 2 choices.
1. AI know where pillars are - but they can't follow float numbers between pillars ( AI panic and around 50% times crash or drive very bad ). If few AI's are close to each other ( or player ), they didn't hit pillars much.
2. AI don't know where pillars are - they can follow float numbers between pillars, but if few AI's are close to each other ( or player ), they hit pillars a lot.
Quote from: pete9516 on Oct 11, 2023, 12:24 AM
@Jim: I'm currently witnessing that it's a pain in the *ss to Z move single objects in Mediterraneo 3 which are far down below the ground hovering in the middle of nowhere. You always see every single block of the track which can be really annoying when trying to move specific objects in tracks like Mediterraneo. Since you've implemented the function of rendering the track based on visibility, what do you think about making an option to only render the current block for a more specific block sight? That would be a real relief. I hope it's not a too hard quest for you to implement
You need more than "Show Current block Highlighted" does?
I usually take "Alt + D" to set objects / points on the ground.
Quote from: pete9516 on Oct 11, 2023, 1:17 AM
Is there a way i can convert lane polygons into extra objects?
No, currently not. You need such a function?
Quote from: PomFrit on Oct 11, 2023, 4:00 AM
EA propably have different ways how to solve divied roads. I'm struggle with Raceway 3 tunel, less than 50% drives between pillars works fine. I inspect "unknown data" after your findings, but its different than UK. There is none "60" or "70" in the tunel, but exactly on the pillars VRoad is column 1 and 9 changed to "06" instead "07". If i change it to "07", AI can drive between pillars without problem. It will need more tests, but it seem "06" is for AI like "obstacle warning in AI line 96".
EA propably have different ways how to solve divied roads. I'm struggle with Raceway 3 tunel, less than 50% drives between pillars works fine. I inspect "unknown data" after your findings, but its different than UK. There is none "60" or "70" in the tunel, but exactly on the pillars VRoad is column 1 and 9 changed to "06" instead "07". If i change it to "07", AI can drive between pillars without problem. It will need more tests, but it seem "06" is for AI like "obstacle warning in AI line 96".
May it is different because the VRoad line is on the right side, while on DR it is on left?
Quote
May it is different because the VRoad line is on the right side, while on DR it is on left?
I think the same, column 0 and 8 is for right side, 1 and 9 is for left side, but correct number will be tricky. Pillars on Landstrasse tunel are on the line 96, but pillar obstacle is set to 0E and road 0F and also road on line 112 is E0 and not F0, which is confusing.
Quote from: JimDiabolo on Oct 11, 2023, 4:46 AM
Quote from: pete9516 on Oct 11, 2023, 12:24 AM
@Jim: I'm currently witnessing that it's a pain in the *ss to Z move single objects in Mediterraneo 3 which are far down below the ground hovering in the middle of nowhere. You always see every single block of the track which can be really annoying when trying to move specific objects in tracks like Mediterraneo. Since you've implemented the function of rendering the track based on visibility, what do you think about making an option to only render the current block for a more specific block sight? That would be a real relief. I hope it's not a too hard quest for you to implement
You need more than "Show Current block Highlighted" does?
I usually take "Alt + D" to set objects / points on the ground.
Quote from: pete9516 on Oct 11, 2023, 1:17 AM
Is there a way i can convert lane polygons into extra objects?
No, currently not. You need such a function?
Quote from: PomFrit on Oct 11, 2023, 4:00 AM
EA propably have different ways how to solve divied roads. I'm struggle with Raceway 3 tunel, less than 50% drives between pillars works fine. I inspect "unknown data" after your findings, but its different than UK. There is none "60" or "70" in the tunel, but exactly on the pillars VRoad is column 1 and 9 changed to "06" instead "07". If i change it to "07", AI can drive between pillars without problem. It will need more tests, but it seem "06" is for AI like "obstacle warning in AI line 96".
EA propably have different ways how to solve divied roads. I'm struggle with Raceway 3 tunel, less than 50% drives between pillars works fine. I inspect "unknown data" after your findings, but its different than UK. There is none "60" or "70" in the tunel, but exactly on the pillars VRoad is column 1 and 9 changed to "06" instead "07". If i change it to "07", AI can drive between pillars without problem. It will need more tests, but it seem "06" is for AI like "obstacle warning in AI line 96".
May it is different because the VRoad line is on the right side, while on DR it is on left?
Alt + D does absolutely nothing when i have selected a global object for example.
In Mediterraneo 3, it would be very, very thankful to have because the road is actually an "8" track, but it's intersections are at different heights, so when working near that intersection/crossing, the render gets a total mess. It's hard to show screenshots on that one. A video would be better to understand. A function that only renders the current block would be an absolute dream for tracks like Mediterraneo, but luckily there are hardly any else tracks similiar to Mediterraneo
@PomFrit: I've found out the same what you provided in the picture. Good we came to the same denominator
Quote from: PomFrit on Oct 11, 2023, 5:21 AM
Quote
May it is different because the VRoad line is on the right side, while on DR it is on left?
I think the same, column 0 and 8 is for right side, 1 and 9 is for left side, but correct number will be tricky. Pillars on Landstrasse tunel are on the line 96, but pillar obstacle is set to 0E and road 0F and also road on line 112 is E0 and not F0, which is confusing.
Exactly. I forgot to say that i've copied all "unknown data" the 96 bytes from Durham Road's big divided highway section and pasted them bytes into North Country's start/finish line section (divided tunnel). But it hardly made any difference. They still decide while driving the divided tunnel to change lanes and crash right into the boundary wall..
I look into "unknow data" closer and i think column 0 and 8 are AI lines for the right side and 1 an 9 for the left side.
It's not properly tested, but this is few numbers of my teory ( in brackets are AI lines you can use ):
Right side:
80 - 1 line ( 112 )
C0 - 2 lines ( 112,128 )
E0 - 3 lines ( 112,128,144 )
60 - 3 lines with obstacle in line 112 ( 128,144 )
F0 - 4 lines ( 112,128,144,160 )
70 - 4 lines with obstacle in line 112 ( 128,144,160 )
F8 - 5 lines ( 112,128,144,160,176 )
Left side:
01 - 1 line ( 96 )
03 - 2 lines ( 96,80 )
07 - 3 lines ( 96,80,64 )
06 - 3 lines with obstacle in line 96 ( 80,64 )
0F - 4 lines ( 96,80,64,48 )
0E - 4 lines with obstacle in line 96 ( 80,64,48 )
1F - 5 lines ( 96,80,64,48,32 )
There is more numbers indicate more and bigger obstacles/impassable areas for AI ( lots of in Red Rock ) and numbers which im not sure. It will require a lot of testing.
Edit: Partialy tested on Scorpio7. AI starts avoiding pillars, but needs to be reworked. It was made with blind AI and now AI see pillars and panic on some places.
Quote from: PomFrit on Oct 13, 2023, 2:59 AM
I look into "unknow data" closer and i think column 0 and 8 are AI lines for the right side and 1 an 9 for the left side.
It's not properly tested, but this is few numbers of my teory ( in brackets are AI lines you can use ):
Right side:
80 - 1 line ( 112 )
C0 - 2 lines ( 112,128 )
E0 - 3 lines ( 112,128,144 )
60 - 3 lines with obstacle in line 112 ( 128,144 )
F0 - 4 lines ( 112,128,144,160 )
70 - 4 lines with obstacle in line 112 ( 128,144,160 )
F8 - 5 lines ( 112,128,144,160,176 )
Left side:
01 - 1 line ( 96 )
03 - 2 lines ( 96,80 )
07 - 3 lines ( 96,80,64 )
06 - 3 lines with obstacle in line 96 ( 80,64 )
0F - 4 lines ( 96,80,64,48 )
0E - 4 lines with obstacle in line 96 ( 80,64,48 )
1F - 5 lines ( 96,80,64,48,32 )
There is more numbers indicate more and bigger obstacles/impassable areas for AI ( lots of in Red Rock ) and numbers which im not sure. It will require a lot of testing.
That's a very interesting reply right there, i'll go right on testing
Very interesting. I was hoping someone had a good idea of what the connections are. That looks promising. I think I'll find time to test it this weekend, too.
I've done seral tests. Would you say the "lane alignment" overules all other AI settings?
Quote from: JimDiabolo on Oct 15, 2023, 12:37 AM
I've done seral tests. Would you say the "lane alignment" overules all other AI settings?
I wouldn't say so, when i tried to fix North Country and i used 2 backward lanes at start/finish, they crash into the middle wall for no reason, because they supposed to go on line 80 and they either crash into the middle obstacle right before they would've passed it
I don't know what do you mean by "lane alignment", i had to see what you did. I tested this just few times and it helped me ( for example AI now see pillars on Scorpio 7 ).
Obstacles are for AI problem only if they didn't follow float numbers or if you have AI float line wrong. Float numbers too close to obstacle may cause AI panic.
Maybe you have AI lines too thin. Middle of AI line may leads through obstacle and AI mostly follow middle, if not following float numbers ( propably Landstrasse or Raceway 3 tunel problem ).
Maybe put obstacle number few Vroad nodes sooner that actualy is, AI may react too late.
Save your track somewere, send link i can look on it.
Here are some of my virtual road fix projects, i didn't have time yet to try out your new findings PomFrit, but if you have time you could look at the divided tunnel section in North Country and the space energy pole in Monolithic Studios
https://drive.google.com/file/d/11houNOMFiXVi1XVmTGcX_XOSYrN1d4rC/view?usp=sharing
https://drive.google.com/file/d/1x7aJaaKd_GMuGG-a1TqUSt7lv5x6f0XZ/view?usp=sharing
I was wrong about columns 4 , 5 , C and D in "unknown data". They are the chrome intensity of the car. Column 4 and C for left side, column 5 nad D for right side. Sides are reversed than for the AI lines !
I'm sure 02 is the darkest / weakest chrome used for tunnels and 05 is normal chrome used on most of the track. I tested 00, 01, 04, 06, 07, 08, 0A, 0F but the difference from 05 is barely noticeable or none.
Quote from: PomFrit on Oct 18, 2023, 2:34 AM
I was wrong about columns 4 , 5 , C and D in "unknown data". They are the chrome intensity of the car. Column 4 and C for left side, column 5 nad D for right side. Sides are reversed than for the AI lines !
I'm sure 02 is the darkest / weakest chrome used for tunnels and 05 is normal chrome used on most of the track. I tested 00, 01, 04, 06, 07, 08, 0A, 0F but the difference from 05 is barely noticeable or none.
Daayum! I've been wondering why NFS2 tracks use no chrome xD You're amazing
I probably would never have realized that because I usually drive with a bumper cam. Great!
Columns 6 , 7 , E and F in "unknown data" are the sound effects.
I'm sure 04 is sound effect with echo used for tunnels / caves / rocks and 00 is no effect used on most of the track. I tested 01, 02, which i found on atlantica, but i didn't hear any difference.
Quote from: PomFrit on Oct 19, 2023, 12:33 AM
Columns 6 , 7 , E and F in "unknown data" are the sound effects.
I'm sure 04 is sound effect with echo used for tunnels / caves / rocks and 00 is no effect used on most of the track. I tested 01, 02, which i found on atlantica, but i didn't hear any difference.
06 is used in the underwater tunnel of aquatica.
Here is a small T3ED improvement for PomFrit. Light and sound positions can now be changed directly.
Unfortunately, it seems like the track preview is not working again for me on Windows 7 64-bit Ultimate E. I've tried TrackPreviewFix.exe, earlier T3ED releases, compatibility mode, different dlls and debug mode.
Am I the only one with this problem?
Quote from: DrSpeed on Oct 31, 2023, 1:10 AM
Unfortunately, it seems like the track preview is not working again for me on Windows 7 64-bit Ultimate E. I've tried TrackPreviewFix.exe, earlier T3ED releases, compatibility mode, different dlls and debug mode.
Am I the only one with this problem?
No, you're not, but i have different problems. When i view NFS2 tracks for example, the textures are from a different planet lol. They aren't at all in the tr0.tga file and also the 3D preview has really bad behaviour, you have to zoom out extremely wide to see something and then when done, you have to zoom in again extreme inside T3ED
Got it working now, I found a workaround by using dgVoodooCpl. Now it's rendering perfectly fine.
Quote from: pete9516 on Oct 31, 2023, 3:08 PM
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.
Quote from: pete9516 on Oct 31, 2023, 3:08 PM
No, you're not, but i have different problems. When i view NFS2 tracks for example, the textures are from a different planet lol. They aren't at all in the tr0.tga file and also the 3D preview has really bad behaviour, you have to zoom out extremely wide to see something and then when done, you have to zoom in again extreme inside T3ED
Using ALT + Mousewheel to zoom 3D view only doesn't help?
@DrSpeed: Well yes the textures must be from the tr0.qfs file you've selected to render but like you said it's completely shuffled, probably regarding file names, idk
@Jim: It's almost the same as when i don't use ALT but i can feel a difference. I think the difference is that when using ALT the zoom only affects the 3D track view. Not the T3ED track view. That's good to know.
Quote from: DrSpeed on Nov 01, 2023, 1:04 AM
Got it working now, I found a workaround by using dgVoodooCpl. Now it's rendering perfectly fine.
Quote from: pete9516 on Oct 31, 2023, 3:08 PM
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.
Hey JimD, i've got a question: Or maybe it is a request: I was going to change some polygon flags on Burnt Sienna 2020 track, i wanted to remove/uncheck some "Disable weather effects" flags where there is no tunnel, i think that flag function is missing some bytes from unknown extra data. Can you have a look at when you've got some time left? Here's the track i'm working on, thanks again in advance
Quote from: pete9516 on Nov 06, 2023, 1:56 AM
Hey JimD, i've got a question: Or maybe it is a request: I was going to change some polygon flags on Burnt Sienna 2020 track, i wanted to remove/uncheck some "Disable weather effects" flags where there is no tunnel, i think that flag function is missing some bytes from unknown extra data. Can you have a look at when you've got some time left? Here's the track i'm working on, thanks again in advance
Can you describe in more detail what cannot be changed and where?
Quote from: JimDiabolo on Nov 07, 2023, 12:37 AM
Quote from: pete9516 on Nov 06, 2023, 1:56 AM
Hey JimD, i've got a question: Or maybe it is a request: I was going to change some polygon flags on Burnt Sienna 2020 track, i wanted to remove/uncheck some "Disable weather effects" flags where there is no tunnel, i think that flag function is missing some bytes from unknown extra data. Can you have a look at when you've got some time left? Here's the track i'm working on, thanks again in advance
Can you describe in more detail what cannot be changed and where?
Well there are parts of the lane polygons where there is "Disable weather effects" flag ENABLED "physically", but it is clearly DISABLED in T3ED, so i assume the new "Disable weather effects" function from T3ED is missing some more byte values from unknown extra data. Can you now understand better?
OMG guys i just found out the horizontal angle value for the "fixed heading" replay camera. I know someone probably did this before, but it doesn't seem to be documented. I think it reaches from -1.0 to 1.0
EDIT: I've been experimenting, and the value goes from -10.0 and beyond. I'm still experimenting, haven't tried out the positive values yet
Quote from: pete9516 on Nov 07, 2023, 2:53 AM
EDIT: I've been experimenting, and the value goes from -10.0 and beyond. I'm still experimenting, haven't tried out the positive values yet
Maybe it isn't a float value. I can add a "Unknow Data" button there. It may helps.
Quote from: JimDiabolo on Nov 07, 2023, 5:35 AM
Quote from: pete9516 on Nov 07, 2023, 2:53 AM
EDIT: I've been experimenting, and the value goes from -10.0 and beyond. I'm still experimenting, haven't tried out the positive values yet
Maybe it isn't a float value. I can add a "Unknow Data" button there. It may helps.
It is a float value for sure. I've been experimenting with values from 0.0 -0.5 -1.0 and so on until -10.0 It worked very fine, maybe inbetween values don't work, but i don't think so. Still testing
Guys, i'm now experiencing the same problem as Freak-DS. For some reason, some of these lane polygons are white and not flagged as lane polygons, though they all have the same values as the other ones. Has anybody tried fixing that yet or been experimenting with this? It's really nasty
It's, wrong modeled part of the track. On the picture is originaly Kindiak, if i'm not wrong. If you split vertices, on corrupted greens, you can see doubled polygons. Only chance to fix this, is propably replace broken blocks with not broken and remodel it. It looks like midle polygons are not on middle, but they are moved to the side. This problem have most of EA tracks, like France, Snowy, Ruins, ...
Quote from: PomFrit on Oct 13, 2023, 2:59 AM
I look into "unknow data" closer and i think column 0 and 8 are AI lines for the right side and 1 an 9 for the left side.
It's not properly tested, but this is few numbers of my teory ( in brackets are AI lines you can use ):
Right side:
80 - 1 line ( 112 )
C0 - 2 lines ( 112,128 )
E0 - 3 lines ( 112,128,144 )
60 - 3 lines with obstacle in line 112 ( 128,144 )
F0 - 4 lines ( 112,128,144,160 )
70 - 4 lines with obstacle in line 112 ( 128,144,160 )
F8 - 5 lines ( 112,128,144,160,176 )
Left side:
01 - 1 line ( 96 )
03 - 2 lines ( 96,80 )
07 - 3 lines ( 96,80,64 )
06 - 3 lines with obstacle in line 96 ( 80,64 )
0F - 4 lines ( 96,80,64,48 )
0E - 4 lines with obstacle in line 96 ( 80,64,48 )
1F - 5 lines ( 96,80,64,48,32 )
There is more numbers indicate more and bigger obstacles/impassable areas for AI ( lots of in Red Rock ) and numbers which im not sure. It will require a lot of testing.
Edit: Partialy tested on Scorpio7. AI starts avoiding pillars, but needs to be reworked. It was made with blind AI and now AI see pillars and panic on some places.
Today i've tried out fixing Country Woods 3 with your tutorial table and i have to say it pretty much works. Sometimes, when driving backwards, AI has to go on lane 112 because lane 96 (obstacle) and 80 are full (other opponents) and then sometimes AI tries to switch lanes from 112 to 96 for some reason, but this is like 10% chance of happening. Before, the AI crashed much more often times into the obstacle. I now have some real motivation to investigate further into this
EDIT: Well it seems it was just bad luck. In backward direction, it almost worked flawless, but in forward direction, they almost always hit into the obstacle in line 96. Maybe 255 speed is too much for AI to calculate? Maybe "madland" cheat affects this
I've been experimenting a LITTLE bit with that horizontal rotation value from 1st line and i got strange results.. The more i put negative values, the more the picture is getting stretched like there's no tomorrow. Have a look
@JimDiabolo: Is it possible that the new .426 has the AI lane selection putting removed when pulling the floats to make a good racing line? I remember when doing floats with ALT + left mouse button, T3ED automatically set AI lane selection. Now this is gone. Are there any reasons for that? I think it was a good feature
Quote from: pete9516 on Nov 23, 2023, 5:29 AM
@JimDiabolo: Is it possible that the new .426 has the AI lane selection putting removed when pulling the floats to make a good racing line? I remember when doing floats with ALT + left mouse button, T3ED automatically set AI lane selection. Now this is gone. Are there any reasons for that? I think it was a good feature
Must be a bug. I can't think of any reason why it didn't work anymore.
But I'm on holiday for the next weeks. I look at it when I‘m back.
Quote from: JimDiabolo on Nov 27, 2023, 10:36 AM
Quote from: pete9516 on Nov 23, 2023, 5:29 AM
@JimDiabolo: Is it possible that the new .426 has the AI lane selection putting removed when pulling the floats to make a good racing line? I remember when doing floats with ALT + left mouse button, T3ED automatically set AI lane selection. Now this is gone. Are there any reasons for that? I think it was a good feature
Must be a bug. I can't think of any reason why it didn't work anymore.
But I'm on holiday for the next weeks. I look at it when I‘m back.
Hm i think i might be wrong, i think it works for the left lanes, but if i put positive floats, it just keeps 112 and maybe that's the right way how it's supposed to be, since 128 seems to be too strong/much, nevermind
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.
After a long while now i might think that you should need to check for block neighbours. Though this shortcut has them properly set, i think you've expanded the shortcut to the next blocks where the block neighbours are not properly set. I hope this works for you
And i've just managed to find the bytes which always prevented me from setting "Disable weather effects" flag on tracks like Route Adonf replacements like Cliffside Rally properly.
In "Screenshot 2023-12-26 10-14-32" you can see where the spot is where "Disable weather effects" won't work. It's block 68.
Column 4, 5, C and D are very important for "Disable weather effects button". I also noticed that when using this button, weather effects are disabled, but there won't be a hall effect (like from a tunnel driving through). When i change columns 4, 5, C and D to "02", there will be a hall effect. It would be good if the current "Disable weather effects" function would use these columns, so there's gonna be a hall effect to it and the function will work properly. I've got another example. Block 49 from Cliffside Rally 3. It's seeable in the pictures what i mean. I think column 4 and C are for the left lanes and 5 and D are for the right lanes.
EDIT: Column 6, 7, E and F are for the hall effect. 6 and E for left lanes, 7 and F for right lanes. Set them to 03 or 04 for hall effect. 00 to disable hall effect.
I don't know what's the difference between 04 and 03 in column 4, 5, C and D. If set to 03 and 04, you can use "Disable weather effects" flag.
So column 4, 5, C and D are combination of chrome effect and weather effect.
02 - low chrome with always dry road, weather effects has no effect on this
04 - normal chrome with dry or wet road, depends on weather effects disabled or enabled
Quote from: PomFrit on Dec 26, 2023, 3:36 AM
So column 4, 5, C and D are combination of chrome effect and weather effect.
02 - low chrome with always dry road, weather effects has no effect on this
04 - normal chrome with dry or wet road, depends on weather effects disabled or enabled
I totally forgot that these are for chrome. Is it possible you've just found out recently?
Also, what happens if column 4,5,C,D are set to 00? Does this mean there's no chrome at all?
EDIT: I've just checked Outback 3. So with 00, there's no chrome at all. Nice find. Now only we need to understand what columns 2,3,A,B is about
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).
Quote from: PomFrit on Jan 04, 2024, 1:27 AM
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
@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
I'm currently working on T3ED again. The HSExtra data can be processed better in the new version. Obstacles on the road in particular can then be avoided by opponents. I'm also working on an automatic detection, it's already working pretty well.
As a test I used "Scopio 7", here is my adapted version. The files have to be imported into DrSpeeds version. https://www.nfsaddons.com/downloads/nfshs/tracks/7973/scorpio-7.html (https://www.nfsaddons.com/downloads/nfshs/tracks/7973/scorpio-7.html)
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)
(https://i.imgur.com/UGObX9X.png)
(https://i.imgur.com/2Xq0Dnn.gif)
Wow, your Proving Grounds project is lightening up interesting spots in FRD file structure.. I wonder how did you find that scrolling texture thing without knowing it actually exists? I mean does it exist in nfs3?
Quote from: pete9516 on Mar 28, 2024, 3:22 PM
Wow, your Proving Grounds project is lightening up interesting spots in FRD file structure.. I wonder how did you find that scrolling texture thing without knowing it actually exists? I mean does it exist in nfs3?
I found these by sheer accident when I was copying objects from the NFS3 conversion of the track. My guess is that the conversion has some extra data that "broke" just in the right way when copied to a NFSHS track
Nice findings!
But isn´t the scrolling texture integrated in NFS4 by default?!? What about the "Avalanche warning" sign at the start in Snowy Ridge?
Quote from: Cooya! on Mar 29, 2024, 2:51 AM
Nice findings!
But isn´t the scrolling texture integrated in NFS4 by default?!? What about the "Avalanche warning" sign at the start in Snowy Ridge?
Oh, didn't notice that. Still worth looking into it to see if there are additional properties on scrolling
Correction on the fog thing flag: the two-sided flag triggered it and it stays on after disabling it 🙃. Reimporting the object from an .off file is the only option to fix it for now
(https://i.imgur.com/xcY5Q55.png)
I think B8 must be 4 right lanes with obstacle in line 144
Quote from: AJ_Lethal on Mar 29, 2024, 6:51 AM
Quote from: Cooya! on Mar 29, 2024, 2:51 AM
Nice findings!
But isn´t the scrolling texture integrated in NFS4 by default?!? What about the "Avalanche warning" sign at the start in Snowy Ridge?
Oh, didn't notice that. Still worth looking into it to see if there are additional properties on scrolling
It was easy to find now that I knew such a thing existed. I thought that in Snowy was an animated texture made up of several images.
But it is bit 13 in the HS_Texture flags. The scroll direction is set with the rotation settings. It will be in the next T3ED.
I just uploaded my current T3ED.
New in Version 4.4.0 (427):
- Updated "Virtual Road, heights, spdfa, spdra" with "HS_Extra" data.
- Updated Export / Import "Virtual Road, heights, spdfa spdra" with "HS_Extra" data.
- Improved "Adjust virtual road" with "Automatic lane detecttion".
- Virtual Road & AI Points are not normal objects anymore. You have enable "Virtual Road Points" Edit-Mode to change them.
- In "NFSHS Texture Properties" you can enable the "Scroll effect". Scroll direction is set by "Rotation".
In terms of the version number, it's just a small update. But a lot has happened. Especially if you want to edit the “HS_Extra†data of the “VRoadâ€. The VRoad points are no longer normal objects. I often accidentally moved them or moved objects even though I didn't want to.
Thanks to everyone who helped understand unknown data.
Thank you sooo much for this new update. I was hoping you would update the VR points to be movable without having objects enabled. Automatic lane detection sounds very interesting, too
I was wondering if this function is working properly
Because it looks like it's failing to calculate how much track polygons there actually are
Quote from: pete9516 on Apr 06, 2024, 9:59 PM
I was wondering if this function is working properly
Because it looks like it's failing to calculate how much track polygons there actually are
You mean the "Adjust VRoad Z" function? The problem on your screenshot is that the ceiling is made of black track polys.
Quote from: JimDiabolo on Apr 06, 2024, 11:39 PM
Quote from: pete9516 on Apr 06, 2024, 9:59 PM
I was wondering if this function is working properly
Because it looks like it's failing to calculate how much track polygons there actually are
You mean the "Adjust VRoad Z" function? The problem on your screenshot is that the ceiling is made of black track polys.
Yes you are right, but many tracks have tunnels made out of track polygons. Then i wonder what this function is good for, because i thought it would be for track polygons only
Quote from: pete9516 on Apr 07, 2024, 1:43 AM
Quote from: JimDiabolo on Apr 06, 2024, 11:39 PM
Quote from: pete9516 on Apr 06, 2024, 9:59 PM
I was wondering if this function is working properly
Because it looks like it's failing to calculate how much track polygons there actually are
You mean the "Adjust VRoad Z" function? The problem on your screenshot is that the ceiling is made of black track polys.
Yes you are right, but many tracks have tunnels made out of track polygons. Then i wonder what this function is good for, because i thought it would be for track polygons only
I first thought about how this could be done better. Look at the “PolyFlags†to find passable ones? But what about the shared routes?
But then I made it really easy for myself. Instead of looking from up to down, I simply flipped it over. Strictly speaking, it's no longer a "drop" feature, but it seems better.
It seems to me that nothing has changed
Quote from: pete9516 on Apr 08, 2024, 11:09 PM
It seems to me that nothing has changed
Maybe this is because the non-debug-version does not fully work on my computer
Quote from: pete9516 on Apr 09, 2024, 6:09 AM
Quote from: pete9516 on Apr 08, 2024, 11:09 PM
It seems to me that nothing has changed
Maybe this is because the non-debug-version does not fully work on my computer
It think it's best to don't use it, which should be the default.
I think the exact z value isn't that important.
Quote from: JimDiabolo on Apr 09, 2024, 8:24 AM
Quote from: pete9516 on Apr 09, 2024, 6:09 AM
Quote from: pete9516 on Apr 08, 2024, 11:09 PM
It seems to me that nothing has changed
Maybe this is because the non-debug-version does not fully work on my computer
It think it's best to don't use it, which should be the default.
I think the exact z value isn't that important.
Well the way i did it until now worked pretty fine in all cases but it just hurts to know that the virtual road points are not put on the polygon directly, because if you put the virtual road points on a very high position it can cause serious issues as far as i can remember, you can crash like into invisible walls and stuff, loosing very much speed, physics not working normally, but i think you are right that a few inches above or underneath the ground do not hurt that much, but only if one recalculates the poly v roads in mode 2
Quote from: pete9516 on Apr 09, 2024, 9:48 AM
Quote from: JimDiabolo on Apr 09, 2024, 8:24 AM
Quote from: pete9516 on Apr 09, 2024, 6:09 AM
Quote from: pete9516 on Apr 08, 2024, 11:09 PM
It seems to me that nothing has changed
Maybe this is because the non-debug-version does not fully work on my computer
It think it's best to don't use it, which should be the default.
I think the exact z value isn't that important.
Well the way i did it until now worked pretty fine in all cases but it just hurts to know that the virtual road points are not put on the polygon directly, because if you put the virtual road points on a very high position it can cause serious issues as far as i can remember, you can crash like into invisible walls and stuff, loosing very much speed, physics not working normally, but i think you are right that a few inches above or underneath the ground do not hurt that much, but only if one recalculates the poly v roads in mode 2
Also when moving virtual road points in X and Y direction, it's nasty when these points will be like up in the air hanging on the ceiling because you changed the coordinates. Sometimes i wish it could be possible to convert track or lane polygons to objects. Or to define a number of selected polygons to a new object. There are really weird objects sometimes. I'm also working on EP5 Miami currently. Basically said, you can't make proper collisions for the palm trees because they all are kinda objects where 1 object consists of 3 different palm trees.. Unfortunately i don't know how to edit the mesh of an object
EDIT: I didn't want to say that moving the Z position automatically of the virtual road points is a bad thing, it is a very good and important feature, but somehow it just fails on track polygons being a ceiling.
Quote from: pete9516 on Apr 10, 2024, 8:54 AM
Also when moving virtual road points in X and Y direction, it's nasty when these points will be like up in the air hanging on the ceiling because you changed the coordinates.
You can press ALT while moving, and z won't be changed. But here is another beta version, which hopefully works better.
Quote from: JimDiabolo on Apr 13, 2024, 9:34 AM
Quote from: pete9516 on Apr 10, 2024, 8:54 AM
Also when moving virtual road points in X and Y direction, it's nasty when these points will be like up in the air hanging on the ceiling because you changed the coordinates.
You can press ALT while moving, and z won't be changed. But here is another beta version, which hopefully works better.
YES it works now!! Thanks so much!
I just uploaded my current T3ED.
New in Version 4.4.0 (428):
- Fix for dropping "Virtual Road Points", the lowest hit will now be used.
- Fix for not showing position when selecting "Virtual Road Points".
- "Import - Virtual Road, heights, spdfa spdra". Fix for messageboxes that don't show up.
- "New/Duplicate" (Ctrl + N) usually splits trackpolygons to create a new. If it's the first or last of a row, it now adds one to the side. If you want the split function hold the "Alt" key.
Quote from: JimDiabolo on Apr 17, 2024, 3:01 AM
I just uploaded my current T3ED.
New in Version 4.4.0 (428):
- Fix for dropping "Virtual Road Points", the lowest hit will now be used.
- Fix for not showing position when selecting "Virtual Road Points".
- "Import - Virtual Road, heights, spdfa spdra". Fix for messageboxes that don't show up.
- "New/Duplicate" (Ctrl + N) usually splits trackpolygons to create a new. If it's the first or last of a row, it now adds one to the side. If you want the split function hold the "Alt" key.
Epic update, now one can create alternative routes way more easily than before
What's everyone's experience with lanes (grey polygons)? For me it seems to be very glitchy to work with. Like not being able to move or even select them, sometimes disappearing when zoomed out. On some occasions, moving with Polygon mode only moves half of it... what? ???
Quote from: DrSpeed on May 01, 2024, 11:28 AM
What's everyone's experience with lanes (grey polygons)? For me it seems to be very glitchy to work with. Like not being able to move or even select them, sometimes disappearing when zoomed out. On some occasions, moving with Polygon mode only moves half of it... what? ???
I've never touched them. I wish you could convert them and edit them like most other polygons, but unfortunately it's not possible. There are indeed some tracks which need lane polygon editing
Lanes are bad and useless thing, maybe in 90s was good, when PCs didnť have enough power and every polygon is counted. Lanes are hard to manipulate, bounded to block and cannot be changed, limited to track resolution ( you have to make same thing in half and low resolution, if you want good rearview mirror ). Objects are way better, i tried replace road lines with object and it works fine.
Every track needs lane edditing, if you look closer, lanes are moved to the right side and often are on grass, under ground or in wall.
Jim can you please try to add a function that converts selected polygons into something else? It's really needed. There's a small polygon object in Angel Lake 3 which is supposed to be track polygons instead. I don't know how to fix that part in any other way. As far as i know the FRD file format treats any polygon as a polygon in the first place and then unites it to what the tr.frd information has it tagged as, for example an object. Can you try to implement this?
Here's what bothers me (only 1 example):
PS: It also would be good if it would be possible to convert lane polygons into something else, for example an extra object with type 4 collision in mode 2 (road signs which you can run over)
Forgot to mention this the other day, but there's a bug on the copy-paste object function: if you copy an object from one track and paste it onto a similar one (for example, between a Tr.frd and TrN.frd of the same track) and paste it in the same numbered block, T3ed will crash.
Also, IDK if the paste modes cover it or don't work as I think they do, but it would be nice to have an option to copy the object coordinates alongside the object so when you paste it will paste it in the same place.
Quote from: AJ_Lethal on May 16, 2024, 10:01 AM
Forgot to mention this the other day, but there's a bug on the copy-paste object function: if you copy an object from one track and paste it onto a similar one (for example, between a Tr.frd and TrN.frd of the same track) and paste it in the same numbered block, T3ed will crash.
Also, IDK if the paste modes cover it or don't work as I think they do, but it would be nice to have an option to copy the object coordinates alongside the object so when you paste it will paste it in the same place.
Oh yes i've noticed that when editing your Test Runway
Quote from: pete9516 on May 16, 2024, 5:04 AM
Jim can you please try to add a function that converts selected polygons into something else? It's really needed. There's a small polygon object in Angel Lake 3 which is supposed to be track polygons instead. I don't know how to fix that part in any other way. As far as i know the FRD file format treats any polygon as a polygon in the first place and then unites it to what the tr.frd information has it tagged as, for example an object. Can you try to implement this?
Here's what bothers me (only 1 example):
PS: It also would be good if it would be possible to convert lane polygons into something else, for example an extra object with type 4 collision in mode 2 (road signs which you can run over)
The trackpolygons are special. NFS4 needs to have a numbering from left to right. If one is converted, how do I keep it correct?
New blue or green polys are just added to the end. It doesn't matter. But it would corrupt the trackpoly block. :o
Also the first poly of a row is written down in the trackblock data.
Converting lanes should be easier. :D
The Copy/Paste object bug sounds interresting. I hope I can reproduce it in the debug version. :)
By the way, in regards to the current version, for example, Version 4.4.0 (428), some of the old HP tracks, like this one: https://www.nfsaddons.com/downloads/nfshp/tracks/5631/monolithic-studios.html
Are reported as unrecognized file format, and couldn't be opened in T3ED. Also, these doesn't work as addon HP tracks either (from number 10 and up), only as a replacements. After some checking it appears that COL files are the core problem - replacing it with some working ones allowed to open track in T3ED, however, only structure I found is related to II. Maybe somebody had a similar problem while trying to open them and have a solution for it?
Quote from: Rider66 on May 17, 2024, 5:52 AM
By the way, in regards to the current version, for example, Version 4.4.0 (428), some of the old HP tracks, like this one: https://www.nfsaddons.com/downloads/nfshp/tracks/5631/monolithic-studios.html
Are reported as unrecognized file format, and couldn't be opened in T3ED. Also, these doesn't work as addon HP tracks either (from number 10 and up), only as a replacements. After some checking it appears that COL files are the core problem - replacing it with some working ones allowed to open track in T3ED, however, only structure I found is related to II. Maybe somebody had a similar problem while trying to open them and have a solution for it?
I've had the very same problem when i wanted to edit nfs2se Outback for nfs3. I didn't know you could replace the .col file with some other and edit the track this way. I wonder, if it's worth trying it. What are your experiences?
Quote from: JimDiabolo on May 17, 2024, 5:40 AM
Quote from: pete9516 on May 16, 2024, 5:04 AM
Jim can you please try to add a function that converts selected polygons into something else? It's really needed. There's a small polygon object in Angel Lake 3 which is supposed to be track polygons instead. I don't know how to fix that part in any other way. As far as i know the FRD file format treats any polygon as a polygon in the first place and then unites it to what the tr.frd information has it tagged as, for example an object. Can you try to implement this?
Here's what bothers me (only 1 example):
PS: It also would be good if it would be possible to convert lane polygons into something else, for example an extra object with type 4 collision in mode 2 (road signs which you can run over)
The trackpolygons are special. NFS4 needs to have a numbering from left to right. If one is converted, how do I keep it correct?
What about this: If an object polygon gets converted to a track polygon, you add the converted polygons to the corresponding block at the very end. So for example in your picture, let's say this block is consisted out of these 2 slices and the last track polygon would be 27. If 1 converts 3 object polygons, these would be added to this block and in the end there would be 30 track polygons in this block. Would that be possible? Or am i walking in the dark? :D I hope that this is possible, if not, then i have to find another way
Quote from: AJ_Lethal on May 16, 2024, 10:01 AM
Forgot to mention this the other day, but there's a bug on the copy-paste object function: if you copy an object from one track and paste it onto a similar one (for example, between a Tr.frd and TrN.frd of the same track) and paste it in the same numbered block, T3ed will crash.
When copying an object, the entire block is actually copied. The object is then moved from the virtually added block to the target. The affiliation normally changes automatically. However, if the current position is close to (or the same as) the target position, the object remains in the virtual block! I check this beforehand and move the virtual block if necessary. It will be deleted at the end anyway.
The fix will be in next version.
Quote from: pete9516 on May 17, 2024, 9:15 AM
I've had the very same problem when i wanted to edit nfs2se Outback for nfs3. I didn't know you could replace the .col file with some other and edit the track this way. I wonder, if it's worth trying it. What are your experiences?
Well, so far this approach lets me to do some visual stuff (like recalc of lightning on the track using RayTracer), but for the virtual road I still have to move backup files over again. Pretty much seems like these old converts have some issues regarding all the stuff in all related files like speedsf, speedsr, col and simhts it appears. So I guess editing these old converts in terms of VR is not that easy. Also, while using some COL without actual replacement with backup leads to interesting behavior, where actual collision of track objects and road for the player car differs completely - thus you can end up driving in void areas. So as of now, editing of these non-openable tracks is kinda limited.
Well, seems like I managed to open VR data for previously non-openable tracks. However, now I wondering what can be done out of that. Example - Rusty Springs, which throws exception for unrecognized format, contains simhts, speedsr/f and col file. I added that all into Hometown dir, which have much more blocks than rusty springs and bingo - VR data and track is opened.
The bug on the copy-paste object function, is hopefully removed. Please try T3ED_4.4.0.(429)_Beta_08.zip
I also added pasting to the original position. Use CTRL + ALT + V for that.
Quote from: Rider66 on May 22, 2024, 4:15 AM
Well, seems like I managed to open VR data for previously non-openable tracks. However, now I wondering what can be done out of that. Example - Rusty Springs, which throws exception for unrecognized format, contains simhts, speedsr/f and col file. I added that all into Hometown dir, which have much more blocks than rusty springs and bingo - VR data and track is opened.
So you mean like when a nfs2 track is broken to open with T3ED, it is fixable using different COL and speed files?
Quote from: JimDiabolo on May 22, 2024, 10:34 AM
The bug on the copy-paste object function, is hopefully removed. Please try T3ED_4.4.0.(429)_Beta_08.zip
I also added pasting to the original position. Use CTRL + ALT + V for that.
Gave it a quick spin, it works great! 👍
Quote from: AJ_Lethal on May 22, 2024, 7:10 PM
Quote from: JimDiabolo on May 22, 2024, 10:34 AM
The bug on the copy-paste object function, is hopefully removed. Please try T3ED_4.4.0.(429)_Beta_08.zip
I also added pasting to the original position. Use CTRL + ALT + V for that.
Gave it a quick spin, it works great! 👍
Good to hear. If you can reproduce an error, you can usually find the reason. I've probably never tried copying to the same block. I also stumbled upon an undo problem. (Fixed, too) The program is now quite complex. And I would implement some of my first changes differently today. I had never written any major C++ code before T3ED.
Quote from: pete9516 on May 22, 2024, 11:33 AM
So you mean like when a nfs2 track is broken to open with T3ED, it is fixable using different COL and speed files?
It works, but with some issues still. Basically, there are some things to consider:
1) VR data should be shorter than non-openable track (i.e. if track have, say, 200 blocks, it's better to replace VR data with something that is supposed to be lesser, like 64 blocks for example).
2) Some adjustments do not work, like automated adjustments for VR data, if, say, you want to adapt it for the track that was previously not opening, as T3ED will crash while attempting to do so,
3) Export/Import VR data doesn't seem to help with opening original troubled track (for example, I tried to rebuild VR data for Mediterraneo and replace the one that was provided as is, still it doesn't open).
So I think it's safe to say that with this workaround you can edit visual part, but not the VR part.
And then, I wonder if it is somehow possible to generate VR data based on polygons data (like passable-non-passable flags?) instead of loading the one that breaks the loading process.
Quote from: Rider66 on May 23, 2024, 1:21 AM
Quote from: pete9516 on May 22, 2024, 11:33 AM
So you mean like when a nfs2 track is broken to open with T3ED, it is fixable using different COL and speed files?
It works, but with some issues still. Basically, there are some things to consider:
1) VR data should be shorter than non-openable track (i.e. if track have, say, 200 blocks, it's better to replace VR data with something that is supposed to be lesser, like 64 blocks for example).
2) Some adjustments do not work, like automated adjustments for VR data, if, say, you want to adapt it for the track that was previously not opening, as T3ED will crash while attempting to do so,
3) Export/Import VR data doesn't seem to help with opening original troubled track (for example, I tried to rebuild VR data for Mediterraneo and replace the one that was provided as is, still it doesn't open).
So I think it's safe to say that with this workaround you can edit visual part, but not the VR part.
And then, I wonder if it is somehow possible to generate VR data based on polygons data (like passable-non-passable flags?) instead of loading the one that breaks the loading process.
Yes it would be so good to add/delete virtual road points. I've found some tracks recently for nfs4 which are not openable, too. This is a real problem lol
Jim i've found a brilliant method to recreate the floats perfectly within 10-15 minutes for 1 direction. Though to let the AI work properly with those floats, i think the AI lane selection needs to be adapted. I think the way T3ED does that automatically when moving floats is good, but when i reimport a Vr_H_Spd.csv with altered floats, T3ED doesn't apply AI Lane Selection according to the new floats. Can you implement such a function that recalculates AI Lane Selection based on newly imported floats? That would be awesome.
Quote from: pete9516 on Jul 13, 2024, 10:19 AM
Jim i've found a brilliant method to recreate the floats perfectly within 10-15 minutes for 1 direction. Though to let the AI work properly with those floats, i think the AI lane selection needs to be adapted. I think the way T3ED does that automatically when moving floats is good, but when i reimport a Vr_H_Spd.csv with altered floats, T3ED doesn't apply AI Lane Selection according to the new floats. Can you implement such a function that recalculates AI Lane Selection based on newly imported floats? That would be awesome.
That should happen by now. Maybe there's a new bug. I'll take look. Have you tried the last beta?
Quote from: JimDiabolo on Jul 14, 2024, 10:26 AM
Quote from: pete9516 on Jul 13, 2024, 10:19 AM
Jim i've found a brilliant method to recreate the floats perfectly within 10-15 minutes for 1 direction. Though to let the AI work properly with those floats, i think the AI lane selection needs to be adapted. I think the way T3ED does that automatically when moving floats is good, but when i reimport a Vr_H_Spd.csv with altered floats, T3ED doesn't apply AI Lane Selection according to the new floats. Can you implement such a function that recalculates AI Lane Selection based on newly imported floats? That would be awesome.
That should happen by now. Maybe there's a new bug. I'll take look. Have you tried the last beta?
Ah maybe not, i was using 4.4.0.428. Is there a new one to try out?
EDIT: Ah there is a 429 beta 08, nice, this function is really awesome. Thank you very much
Quote from: pete9516 on Jul 14, 2024, 10:36 AM
Ah there is a 429 beta 08, nice, this function is really awesome. Thank you very much
Maybe I should use this as new release. It seems to be stable.
But I'm already at 429 beta 30 in my development... ;)
Quote from: JimDiabolo on Jul 16, 2024, 7:53 AMQuote from: pete9516 on Jul 14, 2024, 10:36 AMAh there is a 429 beta 08, nice, this function is really awesome. Thank you very much
Maybe I should use this as new release. It seems to be stable.
But I'm already at 429 beta 30 in my development... ;)
Wow sounds like there is coming a lot towards us lol at least i'm hoping
New in Version 4.4.0 (429):
- Bugfix on pasting objects.
- Holding ALT-key when pasting objects keeps the original position.
- Fixed a bug when changing spdfile float and Recalc AI lane selection was aktive.
- Big changes to selecting function (LButtonDown): It is now possible to select a row of polygons or points. Select the first, then hold "Shift" an select the last. All on a line between them wil be selected.
With the latest versions, the selection function has become larger and more confusing.
You could also add the same selection over and over again. For example, the same point ten times.
I have now outsourced some things to subrutines and prevented double selection.
Only then was it possible to incorporate the line selection.
It works just like in Windows. Click on the first object, then the last one while holding down the Shift key. Everything that is between the points is selected. This works surprisingly well. You may have to rotate the view a little to get the right ones. But it shouldn't be a problem.
Quote from: JimDiabolo on Jul 23, 2024, 11:09 AMNew in Version 4.4.0 (429):
- Bugfix on pasting objects.
- Holding ALT-key when pasting objects keeps the original position.
- Fixed a bug when changing spdfile float and Recalc AI lane selection was aktive.
- Big changes to selecting function (LButtonDown): It is now possible to select a row of polygons or points. Select the first, then hold "Shift" an select the last. All on a line between them wil be selected.
With the latest versions, the selection function has become larger and more confusing.
You could also add the same selection over and over again. For example, the same point ten times.
I have now outsourced some things to subrutines and prevented double selection.
Only then was it possible to incorporate the line selection.
It works just like in Windows. Click on the first object, then the last one while holding down the Shift key. Everything that is between the points is selected. This works surprisingly well. You may have to rotate the view a little to get the right ones. But it shouldn't be a problem.
Jim i'm very happy to see you releasing this awesome update. I just read in the log that in version 428 when duplicating a polygon, the last or first is supposed to get coppied and added next to it instead of splitting it. Is it possible that this function might not work properly in the debug version? Because this only works for me when i have a polygon where the neighbour polygon has been split already. Only then i can copy a polygon and duplicate it. And i'm talking about road polygons specifically. For example, not passable outer polygons work like intended as far as i can tell. Will try out the new update as soon as possibléu
The improved selection is a godsend, no more picking long strips of points/polygons one by one for hours!
Also, if I may suggest something: being able to see the vertex colors for the active block in polygon/point mode, something like this, perhaps
(https://i.imgur.com/CMR63jr.png)
Quote from: pete9516 on Jul 23, 2024, 5:08 PMJim i'm very happy to see you releasing this awesome update. I just read in the log that in version 428 when duplicating a polygon, the last or first is supposed to get coppied and added next to it instead of splitting it. Is it possible that this function might not work properly in the debug version? Because this only works for me when i have a polygon where the neighbour polygon has been split already. Only then i can copy a polygon and duplicate it. And i'm talking about road polygons specifically. For example, not passable outer polygons work like intended as far as i can tell. Will try out the new update as soon as possibléu
I tried it today, but I can't reproduce your problem. :(
Quote from: AJ_Lethal on Jul 24, 2024, 11:17 AMThe improved selection is a godsend, no more picking long strips of points/polygons one by one for hours!
I had a case like that. I wanted to select all the fence polygons on the left of the road. (And not on the right.)
Instead of spending a few hours on it, I spent a few days working on T3ED. :)
Quote from: AJ_Lethal on Jul 24, 2024, 11:17 AMAlso, if I may suggest something: being able to see the vertex colors for the active block in polygon/point mode, something like this, perhaps
(https://i.imgur.com/CMR63jr.png)
What do you need this feature for?
Quote from: JimDiabolo on Jul 25, 2024, 11:05 AMQuote from: AJ_Lethal on Jul 24, 2024, 11:17 AMAlso, if I may suggest something: being able to see the vertex colors for the active block in polygon/point mode, something like this, perhaps
(https://i.imgur.com/CMR63jr.png)
What do you need this feature for?
Mostly to check vertex colors without opening the properties dialog for each vertex; would be useful for example to smooth out raytraced lights by hand or simply previewing the track lighting without having to boot the game.
New in Version 4.4.0 (430):
- Bugfix on pasting multiple track polygons.
If you add a lot of trackpolygons T3ED crashed sometimes. >:( With the new option to select polygons with shift, this can happen quickly.
Also the new polys wasn't selected correctly. :(
Quote from: JimDiabolo on Aug 04, 2024, 1:15 AMNew in Version 4.4.0 (430):
- Bugfix on pasting multiple track polygons.
If you add a lot of trackpolygons T3ED crashed sometimes. >:( With the new option to select polygons with shift, this can happen quickly.
Also the new polys wasn't selected correctly. :(
How are we supposed to paste multiple track polygons in the place? So far i've only managed to paste single track polygons.
EDIT: I'm glad you fixed the multiple polygon selection. When a curve gets too strong, the polygon selection "changed lanes"
Quote from: pete9516 on Aug 04, 2024, 3:14 AMHow are we supposed to paste multiple track polygons in the place? So far i've only managed to paste single track polygons.
I expressed myself poorly. The bugfix is for "New/Duplicate" of multiple track polygons.
Quote from: JimDiabolo on Aug 07, 2024, 11:15 AMQuote from: pete9516 on Aug 04, 2024, 3:14 AMHow are we supposed to paste multiple track polygons in the place? So far i've only managed to paste single track polygons.
I expressed myself poorly. The bugfix is for "New/Duplicate" of multiple track polygons.
Ah ok
BTW is the polygon supposed to be split like that? I thought T3ED would add another polygon next to it.
https://drive.google.com/file/d/1MWK30kM4UDWAeeUZqC9zMaick0hQNEEw/view?usp=sharing
Ok i now understand the new feature. Really fucking amazing. Now you can just duplicate a whole line from a block basically. Amazing. This is what i need now for my new project. Thanks so much
Would it be possible to split a polygon from it's block completely? I'd like to use another block now for the new road's polygons, but i can't separate a polygon from another polygon. All it does is placing the vertex point a few inches next to the selection.
After my holidays, another small update.
New in Version 4.4.0 (431):- Duplicating multiple lanes and fences works now as wanted.
- New function "Edit-Tools_-_Add Lane".
- Fix for moving extra object polygons.
Quote from: pete9516 on Aug 08, 2024, 7:52 AMWould it be possible to split a polygon from it's block completely? I'd like to use another block now for the new road's polygons, but i can't separate a polygon from another polygon. All it does is placing the vertex point a few inches next to the selection.
You want a (black) track polygon, that is not connected to the others?
Quote from: JimDiabolo on Aug 24, 2024, 12:00 AMAfter my holidays, another small update.
New in Version 4.4.0 (431):
- Duplicating multiple lanes and fences works now as wanted.
- New function "Edit-Tools_-_Add Lane".
- Fix for moving extra object polygons.
Quote from: pete9516 on Aug 08, 2024, 7:52 AMWould it be possible to split a polygon from it's block completely? I'd like to use another block now for the new road's polygons, but i can't separate a polygon from another polygon. All it does is placing the vertex point a few inches next to the selection.
You want a (black) track polygon, that is not connected to the others?
Nice update!!
I don't know what you mean by black, but sometimes it sucks when you can't separate a track polygon from the others, because it limits you in editing a track or create new roads for example
There is a new function in T3ED_Dev4.4.0.432_Beta_02.zip (on Magenta Share)
Deleting all selected polygons is now possible (not only the last one). PomFrit requested this.
I thought it would only be the code I used when adding to customize. But there is a special feature when deleting. If it's the last polygon, the entire object is deleted. Should work now, give it a try.
Another beta version "T3ED_Dev4.4.0.432_Beta_04.zip".
The viewpoint now remains correct when deleting.
And all selected objects can now be deleted.
https://www.youtube.com/watch?v=ZNpscWQltM4
I want to show you how i create the floats for most tracks. This is a very long and maybe unnecessary/boring video and it's intense and maybe it's just faster to drag the floats with the new float function Jim has implemented, but if you want the floats to be really smooth, this is most probably the way to go. If you do it fast, it maybe takes 30 minutes or even less if you do the same for both forward and backward direction on a track where there are no split roads
I've just noticed that the extra unknown bytes for the hall effect don't have any effect on the different lanes. It's just that when any lane is set to 4, the opposite lane will have hall effect, too. No matter which value is set for that lane. Those special treatment regarding the lanes is just for the Chrome/Weather Effect bytes
Quote from: pete9516 on Oct 13, 2024, 4:50 PMhttps://www.youtube.com/watch?v=ZNpscWQltM4
I want to show you how i create the floats for most tracks. This is a very long and maybe unnecessary/boring video and it's intense and maybe it's just faster to drag the floats with the new float function Jim has implemented, but if you want the floats to be really smooth, this is most probably the way to go. If you do it fast, it maybe takes 30 minutes or even less if you do the same for both forward and backward direction on a track where there are no split roads
I have just watched your video. I could add a function to calculate the "float" values in T3ED. I mean you set the first and last number, then mark the two points and T3ED calculates the intermediate values. Would that be helpful?
Quote from: JimDiabolo on Oct 26, 2024, 1:56 AMQuote from: pete9516 on Oct 13, 2024, 4:50 PMhttps://www.youtube.com/watch?v=ZNpscWQltM4
I want to show you how i create the floats for most tracks. This is a very long and maybe unnecessary/boring video and it's intense and maybe it's just faster to drag the floats with the new float function Jim has implemented, but if you want the floats to be really smooth, this is most probably the way to go. If you do it fast, it maybe takes 30 minutes or even less if you do the same for both forward and backward direction on a track where there are no split roads
I have just watched your video. I could add a function to calculate the "float" values in T3ED. I mean you set the first and last number, then mark the two points and T3ED calculates the intermediate values. Would that be helpful?
Bro. That would be extremely helpful. If it's possible i'd add 2 options. 1st: The one you've provided in your post and the 2nd could look like this: Recalculate any float which is set to 0.0. For example, i do the floats in the apex of the corners and when i'm done, let T3ED calculate anything i didn't touch. Like if there's 35 0.0 values inbetween, calculate the intermediate values like you said. That would be an extremely powerful feature. I mean both options. It's also good if you can re-edit single passages and not the whole thing. Having both options would be nice
New T3ED_4.4.0.(432)_Beta_10
- Deleting all selected Polygons is now possible (not only the last).
- Deleting all selected Objects works, too.
- Interpolation of float values between two AI Points. Select first (holding ALT) then second (CTRL + ALT) and start calculation with SHIFT + Q.
- With "Clear / Modify All..." all float values of the speed files can be set to zero.
- With "Clear / Modify All...", float values that are zero can be recalculated. An interpolation is made between the first and the last value that is not zero.
It's not tested very much...
Quote from: JimDiabolo on Nov 19, 2024, 7:15 AMNew T3ED_4.4.0.(432)_Beta_10
- Deleting all selected Polygons is now possible (not only the last).
- Deleting all selected Objects works, too.
- Interpolation of float values between two AI Points. Select first (holding ALT) then second (CTRL + ALT) and start calculation with SHIFT + Q.
- With "Clear / Modify All..." all float values of the speed files can be set to zero.
- With "Clear / Modify All...", float values that are zero can be recalculated. An interpolation is made between the first and the last value that is not zero.
It's not tested very much...
omg the features are insane. I'm so happy i will try it out now. Jim, can you hand me over a Debug-Version? Because on tracks without divided road sections, i use the forward direction for the backward direction and vice versa. But for this, i need to edit the Vr_H_Spd.csv with OpenOffice and copy the forward data into the backwards data. Then i need to reimport it to T3ED, but without the Debug-Version of T3ED, T3ED crashes when i do this
Unfortunately, the new feature with the speedfiles does not work. I've tried to redo my Mediterraneo VR Fix but the new function does strange things with the floats when recalculating. You can try it on your machine and see if it's about our hard- & software or if it's a general thing. Open the tr.frd and simply recalculate the 0.0 floats. I've already set the apex floats.Redrock.zip
I had an error when checking the length of the zero floats. I had compared with the number of blocks and not with the number of AI points. So it only worked if the two points were close together.
Please try out T3ED_4.4.0.(432)_Beta_12.
Quote from: JimDiabolo on Nov 21, 2024, 3:24 AMI had an error when checking the length of the zero floats. I had compared with the number of blocks and not with the number of AI points. So it only worked if the two points were close together.
Please try out T3ED_4.4.0.(432)_Beta_12.
Great!! Now it seems to work flawlessly. When i have some free time, i will put hands on some tracks and see how it goes. Jim, this update is extremely important for fixing AI or create AI lines from scratch. I really much appreciate it. It saves a damn lot of time
Hey Pete, here's another test version.
- I used cosine for the interpolation to get smoother transitions.
- Bugfix for the calculation of the lanes.
I think this interpolation is better, what do you think?
Quote from: JimDiabolo on Nov 22, 2024, 6:55 AMHey Pete, here's another test version.
- I used cosine for the interpolation to get smoother transitions.
- Bugfix for the calculation of the lanes.
I think this interpolation is better, what do you think?
Jim that idea is brilliant. I haven't been aware that my method may lead to unproper ideal lines. For some reason it worked pretty good on Bergstrasse. But it may be good to have both options for more flexibility and i have 1 final quest: An option to select an array of blocks and to set the floats in that array to 0. So that you can always fix specific sections for cases like when you have set bad floats. I just tried on Hometown and i've been glad that i had made a backup of my starting float points because they weren't perfect, so a function like that would be nice, too for more flexibility while editing if it's not too much work. Other than that, this new feature is a new milestone
Ok, here is T3ED_4.4.0.(432)_Beta_14
- Interpolation of float values between two AI Points (using cosine) Select first (holding ALT) then second (CTRL + ALT) and start calculation with SHIFT + Q. By Default curve calculation is done, use ALT + SHIFT + Q for straight Interpolation.
- With "Clear / Modify All..." all float values of the speed files can be set to zero.
- With "Clear / Modify All...", float values that are zero can be recalculated (as straight or curve). An interpolation is made between the first and the last value that is not zero.
Quote from: pete9516 on Nov 23, 2024, 5:21 AMAn option to select an array of blocks and to set the floats in that array to 0. So that you can always fix specific sections for cases like when you have set bad floats.
Ok, I added it the simple way. It will always be set to the whole track, but you can change start / end AI points.
Quote from: JimDiabolo on Nov 24, 2024, 3:08 AMQuote from: pete9516 on Nov 23, 2024, 5:21 AMAn option to select an array of blocks and to set the floats in that array to 0. So that you can always fix specific sections for cases like when you have set bad floats.
Ok, I added it the simple way. It will always be set to the whole track, but you can change start / end AI points.
This is all just perfect. I will try to release some VR fixes with that new awesome feature, thanks so much!!
I'm glad you like it. I know myself how time-consuming it is to edit tracks. I think every support helps to save some time. It still takes long enough with all the testing. Are you planning a new youtube tutorial?
Quote from: JimDiabolo on Nov 25, 2024, 12:21 AMI'm glad you like it. I know myself how time-consuming it is to edit tracks. I think every support helps to save some time. It still takes long enough with all the testing. Are you planning a new youtube tutorial?
Yes. I want to show y'all how i do braking points for the AI. I will probably include both thematics in 1 video
Quote from: Freak-DS on Oct 02, 2023, 5:01 PMHey, JimD!
I'm trying to raytrace the shadows on a track I'm preparing, however, the raytracer won't allow me to put the actual amount of blocks and do it for the entire track at once because it exceeds 255. Is there a chance to fix this? The raytracer works fine when I only select a partition of blocks.
Wait. Are you saying here that you have a working track with more than 255 track blocks? This is not possible. I've tried to add blocks beyond the 1 byte limit and all the game does upon loading these tracks is crashing
EDIT: btw i've made a new video on how to create the floats with the new awesome features from T3ED and how i create the braking points for the AI: https://www.youtube.com/watch?v=Dm1z3kv8gDg
I think it's time to release the latest T3ED version. The limitations of the undo function have bothered me for a long time. But the program was not designed to extend or shorten tracks. Why the undos were deleted when saving is not clear to me, maybe to save RAM?
New in Version 4.4.0 (432):- Deleting all selected Polygons is now possible (not only the last).
- Deleting all selected Objects works, too.
- Interpolation of float values between two AI Points (using cosine) Select first (holding ALT) then second (CTRL + ALT) and start calculation with SHIFT + Q. By Default curve calculation is done, use ALT + SHIFT + Q for straight Interpolation.
- With "Clear / Modify All..." all float values of the speed files can be set to zero.
- With "Clear / Modify All...", float values that are zero can be recalculated (as straight or curve). An interpolation is made between the first and the last value that is not zero.
- Improved undo function:
* Increased possible undos from 16 to 64.
* Undo possible if deleting and adding blocks.
* Undo points won't be deleted when saving track.
Quote from: pete9516 on Dec 27, 2024, 1:26 PMWait. Are you saying here that you have a working track with more than 255 track blocks? This is not possible. I've tried to add blocks beyond the 1 byte limit and all the game does upon loading these tracks is crashing
I got a working 300 blocks track, based on Route Adonf. If I add one more the game crashes while loading the track.
Quote from: JimDiabolo on Jan 03, 2025, 2:45 AMI think it's time to release the latest T3ED version. The limitations of the undo function have bothered me for a long time. But the program was not designed to extend or shorten tracks. Why the undos were deleted when saving is not clear to me, maybe to save RAM?
New in Version 4.4.0 (432):
- Deleting all selected Polygons is now possible (not only the last).
- Deleting all selected Objects works, too.
- Interpolation of float values between two AI Points (using cosine) Select first (holding ALT) then second (CTRL + ALT) and start calculation with SHIFT + Q. By Default curve calculation is done, use ALT + SHIFT + Q for straight Interpolation.
- With "Clear / Modify All..." all float values of the speed files can be set to zero.
- With "Clear / Modify All...", float values that are zero can be recalculated (as straight or curve). An interpolation is made between the first and the last value that is not zero.
- Improved undo function:
* Increased possible undos from 16 to 64.
* Undo possible if deleting and adding blocks.
* Undo points won't be deleted when saving track.
Quote from: pete9516 on Dec 27, 2024, 1:26 PMWait. Are you saying here that you have a working track with more than 255 track blocks? This is not possible. I've tried to add blocks beyond the 1 byte limit and all the game does upon loading these tracks is crashing
I got a working 300 blocks track, based on Route Adonf. If I add one more the game crashes while loading the track.
Ok that's odd. Maybe it depends on the track slot or something like that.
Jim, the "Remap objects to blocks" function is doing some significent miscalculations on the block assignments on North Country 3 and probably all other tracks. It needs a fix. When you use this function, 30-40% of objects will not be assigned to the right block. This is very important for extra objects with crosstype 4 to have collision. Can you fix this function? It appears on the outer objects of a block. Something's just wrong with the calculation. That would be great
I have no idea how to improve the "Remap objects to blocks" problem. At the moment it only looks which block center point is closest for each object. The object is then assigned to the block.
I'm working on "Lake Diabolo" again. It's not easy to set good curves and speeds for opponents. Braking points and steering maneuvers have to be set earlier. I thought it would be easier if the data were shifted when loading and saving. I'm trying it out right now.
"If the data were shifted?" Are you talking about the speed data?
Yes that's probably the problem of why the objects are not assigned properly. Center positions from some blocks are just weird and way too much off so T3ED assigns them to the wrong block. But can't have it all. Doesn't take too much time to drive around the track and see which objects have collision and which not
I think that the rock ridge section is very hard to do because it has many small thin track polygons. Maybe it's too much of them. But actually, you can set the VR points right in the middle of them and then set the floats. That should work. And yes, creating a good AI in the tracks can be very challenging and time consuming. PomFrit had to find that out all by himself. And the AI he's been doing on Raceway 2 for example is extremely amazing. I don't want to know how much time he's spent on the speed data (braking points)
Quote from: JimDiabolo on Jan 30, 2025, 3:32 AMI have no idea how to improve the "Remap objects to blocks" problem. At the moment it only looks which block center point is closest for each object. The object is then assigned to the block.
I'm working on "Lake Diabolo" again. It's not easy to set good curves and speeds for opponents. Braking points and steering maneuvers have to be set earlier. I thought it would be easier if the data were shifted when loading and saving. I'm trying it out right now.
That is a very interesting approach. But this can go wrong if AI gets too slow. They may crash into a wall or something. I've had a look at PomFrit's Raceway 2 and i've tried to set the floats similiar to his. The result is pretty good, but not perfect. But i think this is because of my brake points. Looking forward to your results
I've made a video on how to use the "fixed heading" replay camera and how to create animated objects. But unfortunately, i've made many mistakes at the animated objects part. Pls forgive me. At the end of the video, i do it correct ^^
https://www.youtube.com/watch?v=Ib8sztUcs5g
I definitely need to find a couple of hours to watch your recent videoz. Maybe I will start editing the spds and road points myself. Then it's great news about the Lake track, I tried to improve bots but only ruined the track...
Quote from: pete9516 on Feb 07, 2025, 8:20 PMI've made a video on how to use the "fixed heading" replay camera and how to create animated objects. But unfortunately, i've made many mistakes at the animated objects part. Pls forgive me. At the end of the video, i do it correct ^^
https://www.youtube.com/watch?v=Ib8sztUcs5g
that's what video editing is for lmao
Quote from: AJ_Lethal on Feb 09, 2025, 11:11 AMQuote from: pete9516 on Feb 07, 2025, 8:20 PMI've made a video on how to use the "fixed heading" replay camera and how to create animated objects. But unfortunately, i've made many mistakes at the animated objects part. Pls forgive me. At the end of the video, i do it correct ^^
https://www.youtube.com/watch?v=Ib8sztUcs5g
that's what video editing is for lmao
Yes but the video goes beyond an hour and recording another 40 or 50 minutes just because i did a single mistake wouldn't have been worth the effort. I rather post comments with infos where i made a mistake and in overall i think it's better when it's a livestream-ish video instead of a hardcore-edited video where the red thread of getting along with the content of the video goes just way too fast. You can get along better if someones makes something live or more direct, not cut too much. It just takes longer to watch. And i even edited the video because i had to make a cut to find that damn mistake i did with the -1 instead of -16384
But in the end you are right, when having a look again what i'm actually doing in the video i should have just remade it because it's like a live analysis of what the heck i was doing wrong and then correct it. Not really necessary for the video but i just didn't want to make it all again for some reason even though it would have been more clear to understand and stuff but i just didn't see the mistakes i did and it was all completely new to me with the animated objects so it had to happen
Here is T3ED_Dev4.4.0.433_Beta_05.
The stupid input of negative numbers for animations of extra objects is fixed.
Moving the speeedfile data by two points is now included. But I'm not sure if it really helps or I just got better at making the opponent lines.(https://www.nfsaddons.com/forums/index.php?action=dlattach;attach=6916;image)
I don't know about that negative inputs. Never experienced it. Couldn't try out your new T3ED version yet. But i've noticed something when editing Autobahn 3.
This function right here does not work properly. The threshold for detecting non passable polygons is too high. The thin polygons won't be detected. Also when there's a tunnel section where the tunnel consists of track polygons the detection will also not work. Means you have to manually put the passable lanes in tunnel sections because the function flags the passable lanes as non passable. Other than that, this function is a god sent. Unfortunately, it does not work on heavily edited tracks as it seems
EDIT: Here's a good example (reference) of when the function decides that a non passable polygon will be passable
Quote from: pete9516 on Apr 11, 2025, 11:08 AMI don't know about that negative inputs. Never experienced it. Couldn't try out your new T3ED version yet. But i've noticed something when editing Autobahn 3.
This function right here does not work properly. The threshold for detecting non passable polygons is too high. The thin polygons won't be detected. Also when there's a tunnel section where the tunnel consists of track polygons the detection will also not work. Means you have to manually put the passable lanes in tunnel sections because the function flags the passable lanes as non passable. Other than that, this function is a god sent. Unfortunately, it does not work on heavily edited tracks as it seems
EDIT: Here's a good example (reference) of when the function decides that a non passable polygon will be passable
It actually worked as planned. I searched for the polygons to the right and left of the VRoad and then went one further. However, if the polygons are so narrow, one could be skipped.
The new version only searches for the polygon slightly to the left of the VRoad point. The next one is then simply taken as the right one.
It would be nice if you had given me the track and block with the problem. Then I could have tested directly there.
Try it out to see if it works better.
Ah well i've forgot to put the track in here really. I'm currently working on Autobahn 3. I will test your new version as soon as possible
EDIT: Thanks so much for your quick update
A updated Autobahn would be nice. 8)
Quote from: JimDiabolo on Apr 13, 2025, 6:34 AMA updated Autobahn would be nice. 8)
Still gotta work out the lane widths, backwards direction's brake points and i think i have to redo the VR stuff at the last section before the finish completely new. The AI just won't work like that. I have to use either the left or the right lane for both forward and backwards direction. Anything else trying to use both lanes as they're supposed to being used by traffic rules won't be possible as of now. The problem is that there are fences all the way through and i would have to remove them for a better visual experience so that cars wouldn't be able to drive through the fences and stuff.. It's a complete mess. The track itself is designed beautifully, but it won't work out for game's artificial intelligence
Quote from: JimDiabolo on Apr 13, 2025, 1:41 AMQuote from: pete9516 on Apr 11, 2025, 11:08 AMI don't know about that negative inputs. Never experienced it. Couldn't try out your new T3ED version yet. But i've noticed something when editing Autobahn 3.
This function right here does not work properly. The threshold for detecting non passable polygons is too high. The thin polygons won't be detected. Also when there's a tunnel section where the tunnel consists of track polygons the detection will also not work. Means you have to manually put the passable lanes in tunnel sections because the function flags the passable lanes as non passable. Other than that, this function is a god sent. Unfortunately, it does not work on heavily edited tracks as it seems
EDIT: Here's a good example (reference) of when the function decides that a non passable polygon will be passable
It actually worked as planned. I searched for the polygons to the right and left of the VRoad and then went one further. However, if the polygons are so narrow, one could be skipped.
The new version only searches for the polygon slightly to the left of the VRoad point. The next one is then simply taken as the right one.
It would be nice if you had given me the track and block with the problem. Then I could have tested directly there.
Try it out to see if it works better.
Oh, unfortunately that hotfix didn't work. I still get the same results. But i can understand that it must be hard to fix something like this. The impassable polygons are very thin
I need to study Pete's videos to catch up with you, I see...
Quote from: EvoX on Apr 18, 2025, 1:36 AMI need to study Pete's videos to catch up with you, I see...
Unfortunately, they are very long. But the longer they are, the more understandable the content is ;D
Autobahn 3 is giving me a hard time. I don't think i will be able to fix the AI as of yet. Blocks 123-125 are very problematic. Even the alternative route which takes much longer doesn't work
Here is another beta with new VRoadLanesRecalc function. I tested which Autobahn3 (Block 0 & 1) and it seems to be good now.
Quote from: JimDiabolo on Apr 20, 2025, 1:50 AMHere is another beta with new VRoadLanesRecalc function. I tested which Autobahn3 (Block 0 & 1) and it seems to be good now.
YESS it works now!! Great update. I've tried to double check on different sections but i think it works now in a very good way. Needs further testing i guess but if i find anything i will tell it to you. Still need to try out your new way of placing VR floats. Will do that, too
Oh i think i've found something already. For some reason, the function will take the next right edge here as the virtual road point middle. Maybe it is only good as an alternative way of calculating virtual passable lanes. Actually, both ways are needed and important. For normal tracks, the initial calculation is perfect, but for tracks like Autobahn 3, maybe the newer way of calculation should be used because of the very thin divided road sections. I will keep both versions for calculation i guess
Quote from: pete9516 on Dec 27, 2024, 1:26 PMQuote from: Freak-DS on Oct 02, 2023, 5:01 PMHey, JimD!
I'm trying to raytrace the shadows on a track I'm preparing, however, the raytracer won't allow me to put the actual amount of blocks and do it for the entire track at once because it exceeds 255. Is there a chance to fix this? The raytracer works fine when I only select a partition of blocks.
Wait. Are you saying here that you have a working track with more than 255 track blocks? This is not possible. I've tried to add blocks beyond the 1 byte limit and all the game does upon loading these tracks is crashing
EDIT: btw i've made a new video on how to create the floats with the new awesome features from T3ED and how i create the braking points for the AI: https://www.youtube.com/watch?v=Dm1z3kv8gDg
I think this might have been on my Atlantica & Aquatica Mashup where I made both of them driveable, but I have to re-check. It's been a while.
Here is a new beta version 4.4.0 (433):
- Recalc speed between two AI Points with SHIFT-S.
- Animated objects data accepts neative numbers.
- Import Off-objects: y-z swapped.
- VRoad lanes recalc changed.
- TrackView starts with a bigger window.
- Show Block Direction added.
- Show / Hide track (black) Polygons added. (PomFrit asked for it)
Forget about the "Show / Hide track (black) Polygons" function. It doesn't work right. I spend much time on fixing crashes, that I forgot to change the "LButton Down" function.
Show / Hide track should work in Beta 17.
Damn that's a hell lotta good news!! I need to get back into HS modding again already, have been too much into Assetto Corsa lately
Ok Jim i've had a very quick view on your new version, it seems to work great, i really like the new "hide block polygons" feature, i'm wondering if you can add something like "Display/render/show only current block"? Because that might be very useful for tracks like Mediterraneo where the roads are crossing but on a different level of height, it was a pain in the arse :D to fix the virtual road there. That would be cool in the future. Other than that, i've tried to play around with the "Recalc speed between two AI Points with SHIFT-S" but somehow i couldn't get it to work, can you maybe explain a bit how it works? Thanks again for the large update and i hope i'll get the AI speed recalculation to work because it sounds like it can save a lot of time.. Cheers
How to use "Recalc speed between two AI Points with SHIFT-S."
- Enable "Edit Mode - Virtual Road Points"
- Select Speed File for Viewing (Forward / Backward)
- Select first AI Point with ALT pressed.
- Select second AI Point with CRTL & ALT pressed.
- Recalc speed between two AI Points with SHIFT-S
You can increase / decrease the speed by mouse when "Move Z" ist enabled. Just select AI Points (with ALT pressed) and move down / up like moving a regular point.
If you want to recalc the position (float values) between two selected AI points use SHIFT-Q.
Quote from: JimDiabolo on Jul 12, 2025, 5:05 AMHow to use "Recalc speed between two AI Points with SHIFT-S."
- Enable "Edit Mode - Virtual Road Points"
- Select Speed File for Viewing (Forward / Backward)
- Select first AI Point with ALT pressed.
- Select second AI Point with CRTL & ALT pressed.
- Recalc speed between two AI Points with SHIFT-S
You can increase / decrease the speed by mouse when "Move Z" ist enabled. Just select AI Points (with ALT pressed) and move down / up like moving a regular point.
If you want to recalc the position (float values) between two selected AI points use SHIFT-Q.
Ouh man Jim. Mit dieser neuen Recalc-Speed-Funktion von dir kann man gefühlt 10 mal schneller die Speed Files machen UND man kann einfach die Brake Points unterschiedlich stark machen.. Das Update ist eine göttliche Fügung
Her ist T3ED 4.4.0.433_Beta_26
Two new things:
- "Edit-Modes" - "Select only from current block" added. You can quickly toggle the one block view with the scroll - key.
- Moving the speeedfile data is now flexible. You can set it by "File" - "Set Speedfile Shift Amount".
Default Speedfile shift ist 0, I prefer 4.
Quote from: JimDiabolo on Jul 27, 2025, 3:52 AMHer ist T3ED 4.4.0.433_Beta_26
Two new things:
- "Edit-Modes" - "Select only from current block" added. You can quickly toggle the one block view with the scroll - key.
- Moving the speeedfile data is now flexible. You can set it by "File" - "Set Speedfile Shift Amount".
Default Speedfile shift ist 0, I prefer 4.
omg!! I am so frickin' hyped for the "View single block" function. The other function seems to be fancy, too. I need to see if i can get along with it. Thanks very much