Car Collection Overview
Classes: B (https://www.youtube.com/watch?v=hC_oLouRQRs) | A (https://www.youtube.com/watch?v=dTBn9u0qiZk) | AA (https://www.youtube.com/watch?v=w75Udf2QaTM) | AAA (https://www.youtube.com/watch?v=WOks_G-gFKI)
Gameplay & Showcases
Class B: Audi TT Roadster (https://www.youtube.com/watch?v=kHQH8Rfr-Tc) | BMW Z3 Roadster (https://www.youtube.com/watch?v=RCxWo5v2agU) | Ford Falcon XR8 (https://www.youtube.com/watch?v=WGGsbjp5APM) | Lotus Elise (https://www.youtube.com/watch?v=SHYnCM2oyoo) | Mazda RX-7 (https://www.youtube.com/watch?v=7frTU774jyM) | Mercedes SLK 230 (https://www.youtube.com/watch?v=J_fIofH2I2M) | Nissan 240SX (https://www.youtube.com/watch?v=MOQpZHl8SjA) | Porsche Boxster (https://www.youtube.com/watch?v=bNJfr-8m4jc)
Class A: Acura NSX (https://www.youtube.com/watch?v=v7fcl7JycK4) | Aston Martin DB7 (https://www.youtube.com/watch?v=abBR3wPmHKw) | BMW M Coupe (https://www.youtube.com/watch?v=Ph3Ovzh7BGI) | Chevrolet Camaro (https://www.youtube.com/watch?v=n14jn8xvmf4) | Chevrolet Corvette (https://www.youtube.com/watch?v=dUHIwG6VcAM) | HSV SV99 (https://www.youtube.com/watch?v=x2JBJDtOoyk) | Jaguar XKR (https://www.youtube.com/watch?v=82Is4EUwpHg) | Nissan Skyline GT-R V-spec (https://www.youtube.com/watch?v=_scjpsCDWNo) | Pontiac Firebird (https://www.youtube.com/watch?v=uNUoaiS5d-c) | Porsche 911 Carrera 4 (https://www.youtube.com/watch?v=BhtEaeGM4ik) | Toyota Supra Turbo (https://www.youtube.com/watch?v=6vCrXLEOKJ0) | VW Golf R32 (https://www.youtube.com/watch?v=Nv48kZNEMkk) | Bonus Chevrolet Corvette (https://www.youtube.com/watch?v=7wNKSIINqb4)
Class AA: Aston Martin V12 Vanquish (https://www.youtube.com/watch?v=Apk9MYD6NxU) | BMW M5 (https://www.youtube.com/watch?v=DY0ZdLwfZDI) | Dodge Viper RT/10 (https://www.youtube.com/watch?v=DmapDGwBlcY) | Ferrari 360 Modena (https://www.youtube.com/watch?v=GAwODhV5Ofk) | Ferrari 550 Maranello (https://www.youtube.com/watch?v=6B9yKQj7XaU) | Ferrari F50 (https://www.youtube.com/watch?v=iZAmFX25dKs) | Lamborghini Diablo SV (https://www.youtube.com/watch?v=zjR4Rhatn9k) | Lamborghini MurciƩlago (https://www.youtube.com/watch?v=LvU9vXC3o6A) | Mercedes SL 600 (https://www.youtube.com/watch?v=HKjty1Ltg6Q) | Porsche 911 Turbo (https://www.youtube.com/watch?v=5rFihQeo2bM) | Bonus Porsche 911 Turbo (https://www.youtube.com/watch?v=azNnHloi88A)
Class AAA: Ferrari Enzo (https://www.youtube.com/watch?v=VrQ_dFQFrs0) | Ford GT90 (https://www.youtube.com/watch?v=pAWNzGyTS8s) | Gumpert Apollo (https://www.youtube.com/watch?v=DUd2gUROQSw) | Isdera Commendatore 112i (https://www.youtube.com/watch?v=NV--gAzmV_s) | Jaguar XJ220 (https://www.youtube.com/watch?v=qNSmW9_zuvc) | Jaguar XJR-15 (https://www.youtube.com/watch?v=HfygG_aeaFo) | McLaren F1 GTR (https://www.youtube.com/watch?v=pKLVbI5lZ_g) | Mercedes CLK-GTR (https://www.youtube.com/watch?v=taZEWmDEBHo) | Porsche 911 GT1 (https://www.youtube.com/watch?v=E8z4Uydnyi0) | Saleen S7 (https://www.youtube.com/watch?v=gKKu4GdTIVE) | Bonus McLaren F1 GTR (https://www.youtube.com/watch?v=F-Z39TCVpuY)
Pursuit: Chevrolet Corvette (https://www.youtube.com/watch?v=0dlve1SK6Fw) | BMW M5 (https://www.youtube.com/watch?v=Z_KOvqctwFY) | Porsche 911 Turbo (https://www.youtube.com/watch?v=496m72odb4U) | Lamborghini Diablo (https://www.youtube.com/watch?v=PlTOzvYLS6k) | McLaren F1 GTR (https://www.youtube.com/watch?v=sflHv9H7HTk)
Mod is now released: https://www.nfsaddons.com/downloads/nfshs/tools/11032/nfs4-all-in-one-hd-mod-pack.html
Currently looking for better dashboards for following cars
BMW Z3 Roadster
Chevrolet Camaro
Pontiac Firebird
Mercedes-Benz SLK 230
HSV SV99
Acura NSX
BMW M Coupe
Nissan 240SX
Mazda RX-7
Toyota Supra Turbo
Ford Falcon XR8
Ford GT90
Jaguar XJR-15
If you know where to find any of those - please let me know.
Or if you wanna create one - kudos to you!
Also looking for better audio showcases for following cars
Currently AI generated
Nissan 240SX
Lotus Elise
Audi TT Roadster
Saleen S7
Lamborghini MurciƩlago
Porsche 911 GT1
Nissan R390 GT1
Aston Martin Vanquish V12
BMW M Coupe
Currently out of place by style
Porsche Boxster
Volkswagen Golf R32
They should be 1 to 3 minutes long. Audio files in standard formats are sufficient. Creating a BNK file out of them is of no problem.
All other cars are already using original audio showcases from NFS1, NFS2, NFS3, NFS4 or Forza 4.
Working on a 100% visibility update.
https://imgur.com/a/wG1PlHa
https://imgur.com/a/aiJUfCp
https://imgur.com/a/XOXOpgj
https://imgur.com/a/25KS6fD
https://imgur.com/2F5BRxa
https://imgur.com/a/L7bY5LW
Quote from: Hommelwomb on Sep 29, 2026, 2:07 PMWorking on a 100% visibility update.
https://imgur.com/a/wG1PlHa
https://imgur.com/a/aiJUfCp
https://imgur.com/a/XOXOpgj
https://imgur.com/a/25KS6fD
https://imgur.com/2F5BRxa
https://imgur.com/a/L7bY5LW
Is it just filling the visibility or is it handcrafted editing like you used to do on Country Woods and Rocky Pass?
My Country Woods and Rocky Pass track markings fix mod just edited the visibility.txt file.
This is on a completely different level.
- absolute elimination of noticeable low/mid polygon morphings into high polygons
- see exactly what you are supposed to see anywhere on the track
- basically you won't even notice that tracks are actually splitt into blocks
- adding objects (e.g. image 1: see atlantica blocks in distance of aquatica, image 2: Empire City park from above now has grass instead of void, image 3: Landtrasse now has trees on the right side to block the vision of incorrectly looking hills)
This is not only done by editing the visibility.txt files but also by splitting blocks into objects, assigning those objects to other blocks and tricking the whole system in a way that you can actually see further without objects dissapearing in the distance.
Tbh I personally don't give much attention as I drive mostly 250... 300 and more, but looks beautiful
Oh WOW!!! At first I thought you just edited the view distance of all vanilla tracks to the maximum... and I was just about to write, that you have to be "careful" with that as many tracks do look weird with all the track visible from every part of the track... they were simply not designed to be a logical circle ;)
But what you are doing here exceeds that in a very different way. I am pretty thrilled right now. How do you made the game "forget" the LODs on tracks? Thats amazing! I hope that this is a patch that is "global" and works for all Addon-tracks aswell... And adding blocks of brother/sister tracks to some of them is a brillant idea.. aslong as it does not break the look when texture mods are installed... but as you are working with HD textures aswell I am confident. :)
It's not a patch. Was done by manually editing the TR.FRD files.
If you for example should see an object on a straight line, but you are on block 10 and the object is on block 35, you can assign the object to block 25 - as long as it will be correctly visible from both directions.
Track polygons can be split from track blocks and converted to objects which are not LOD dependent. Of course you can only do that to polygons one cannot drive on, say cliffs, etc.
Just to be sure:
Does anyone know for certain that images located inside sky.qfs files can actually have a better quality than 64x64?
I have tried upscaling them to 256x256, but they look immensly ugly, as if they get downscaled back to 64x64 ingame.
Many uploaded tracks on this side also use custom 256x256 sky images. These as well only look beautiful when opened outside of NFS4 but extremely pixeleted and washed out in game.
That's the reason I'm sticking with the original sky boxes the game brings with it.
Quote from: Hommelwomb on Oct 14, 2026, 12:53 PMJust to be sure:
Does anyone know for certain that images located inside sky.qfs files can actually have a better quality than 64x64?
I have tried upscaling them to 256x256, but they look immensly ugly, as if they get downscaled back to 64x64 ingame.
Many uploaded tracks on this side also use custom 256x256 sky images. These as well only look beautiful when opened outside of NFS4 but extremely pixeleted and washed out in game.
That's the reason I'm sticking with the original sky boxes the game brings with it.
Did you try increasing the resolution in index.fsh?
If you don't edit index.fsh the texture file will simply not compile tho?
NFS4 does not have VEG's support for higher res textures, so if the larger textures look blurry like shit it's most probably the game downscaling them. Also the reason why 512x textures for cars are useless, they get resized to 256x.
https://imgur.com/a/qhbZzfS
I want to use these four images as a 2d-tree-wall background in Celtic Ruins.
Until now I always used the method to create separated alpha-bmps (-a) for bmps.
But it seems you shouldn't use this method for 2d-tree-walls as objects in front of it using the same method will be surrounded by white lines when viewed from a certain angle.
How I do I generate the four 512 digit codes needed for the alpha8.dat file?
Quote from: Hommelwomb on Oct 17, 2026, 3:48 PMhttps://imgur.com/a/qhbZzfS
I want to use these four images as a 2d-tree-wall background in Celtic Ruins.
Until now I always used the method to create separated alpha-bmps (-a) for bmps.
But it seems you shouldn't use this method for 2d-tree-walls as objects in front of it using the same method will be surrounded by white lines when viewed from a certain angle.
How I do I generate the four 512 digit codes needed for the alpha8.dat file?
Why won't you just add the textures with DXTbmp.exe? It can automatically create an alpha map and it supports to save the texture as 8bit with alpha included so you don't have to edit that alpha8.dat file at all
I don't know if it's portable or not, but here's the installation folder, i can't remember where i've got the setup.exe
Here's the actual setup file
Thanks, following steps worked using your attached programm:
1. Alpha --> Create Alpha from Colour
2. Alpha --> Apply Alpha to Image
3. File --> Save as --> Extended Bitmap --> Data Type "Extended 256 colour
With GIMP I always got the fshtool-message that the file format would be unsupported.
Quote from: Hommelwomb on Oct 17, 2026, 3:48 PMhttps://imgur.com/a/qhbZzfS
I want to use these four images as a 2d-tree-wall background in Celtic Ruins.
Until now I always used the method to create separated alpha-bmps (-a) for bmps.
But it seems you shouldn't use this method for 2d-tree-walls as objects in front of it using the same method will be surrounded by white lines when viewed from a certain angle.
How I do I generate the four 512 digit codes needed for the alpha8.dat file?
Please keep up with your method of creating separate alpha-bmps for your textures. The problem with the flickering boarders around textures with alpha-channel only occures when two textures with the same 32 bit values (Code 7D) are close to each other. It happens only where the alpha is not pure black or white but is blending. I usually get rid of that problem when I give the tree-wall behind the single trees a different code: Instead of a"BMP 7D"-code I use "BMP 7E" (16-bit 1:5:5:5 with alpha). In that case the textures has all the color range it had before BUT the alpha channel needs to be "digital" then... that means you can only use 2 colors for the alpha: pure black and pure white. The boarders aound the texture don't blend that smooth anymore but since these are leaves of trees it won't make such a difference quality wise... and the tree-wall and the single trees don't interfere anymore ;)
Correcting the tiling of the 2D forests for each track takes time...
https://imgur.com/a/kmkJK2o
Sadly T3ED's track view doesn't seem to work for me.