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Messages - ExoticLover

#1
General NFS / Re: Lost nfs4 cars continued
Nov 17, 2022, 6:11 PM
I think the NFS2SE Limo from monolithic studio can be recreated.
#2
The portable version doesn't work in my Windows 10 computer. I actually resorted to virtual machine to get full performance.
#3
Now that I'll be having a job soon, I think I want to get into newer NFS, but the only NFS that are actually appealing seem to be NFSHP2010, and Rivals. I lost interest into Most Wanted after revealing that the Punto could be faster than the exotics in there, and the only thing interesting about Underground series are the aggressive AI and sense of speed. NFSUG1 feels so much faster than NFSHP2(PS2) even with McLaren, but I could argue that NFSHS also have that sense of speed. I could change both depending if I'm not so much into Burnout mood. Would you recommend Rivals, and does it feel like the classic NFS?

Particularly these ones:

NFS3(PC)
NFS4(PC)
NFS6(PS2)
#4
The problem right now with zmodeler 1.07b is that there isn't a good way to export/import to a universal format which preserves vertex normals. .obj import does not basically exist in zmodeler 1.07b, and that format allows for universal exchange like fbx or dae. So, I was thinking of developing a python export tool, but if anyone is out there, let me know. Also, source code to z3d format does exist, and it can be downloaded in zanoza website. It just comes down to writing the code at this point. Import would be nice too.

Things that are clear:
1) Blender should always triangulate before export as zmodeler 1.07b is triangle-only.
2) Group should be treated as united object.
3) nx,ny,nz all refers to vertex normals
4) uv is apparently 3d, but z can be 1.
5) Material seem pretty basic, not sure what to do from here.

EDIT: Could someone edit title? 'for zmodeler 1' should be 'for blender'
#5
If any one wondering, looks like this project is still being worked on. Maybe I could help speed it up, but unlikely.
#6
I wonder if this can be used to create fonts to use elsewhere other than those games. But, we're past the point where reverse engineering ffn file will be done.
#7
For those who's out there, I had such great time with playing with a Wii U Pro Controller with the aid of WinUSoft 2.0. It's a software that makes your computer thinks your Wii U Pro controller is a Xbox 360 controller. Everything feels smooth, so much more enjoyable than playing with a keyboard. With the right bluetooth equipment (it was horrible on my desktop, but feedback is almost real-time with my laptop), the feedback is real-time. I would play with a Xbox 360 controller instead, but that was not a option. I must admit that I prefer the Wii U layout though.

Next up - Playing PS2 NFSHP2 with a emulator as I own the PS2 NFSHP2 CD, and it is still functional to this day.
#8
Decided to share a couple of resources to aid into modeling somewhere on a NFS forums.

I know these works better for NURBS modeling, but it can also be used to find bumps where flat-shade and smoothshade doesn't seem to indicate bumps.

Flowcheck.jpg didn't actually come from me, but it's one of those resources that can be found by googling flowcheck. It came from a product designer with his own theory on how to model with polygons with inspiration from Zebra analysis found in Alias, Rhino, Solidworks, CATIA. And yes, I use NURBS as well nowaday or modeling formats based on NURBS like T-Splines and/or SOLIDS.

Smooth lines in your reflection implies that it is uber-smooth. Jaggy lines means that either your model needs more smoothness or there's a bump that can be inferred. This is even helpful for lowpoly modeling as you can find bumps where there isn't supposed to be any, and manipulate normals as you go.

To demonstrate:



This picture shows its practical usage for polygonal modeling and evaluation of modeling. You can see where the model shows bad areas.



This pictures shows what happens if you use mathematical software or use math to generate surfaces. The stripe suggests that it is smooth everywhere. That being said, it can be useful for polygonal modeling only as a guide.
#9
I'll admit it does not sound positive.  I do enjoy NFS4 PC though as I have felt challenged and the style is more to my liking.  However,  the music are just not my taste for NFS4. NFS3 and NFS6 has way better music.
#10
NFS3(PC)  - It was great for it time,  but the AIs are rather awful.

NFS4(PC) - There is more sense of speed within this game,  and the AIs are much better in this game. Physics is better than HP2, but damage physics annoys me.

NFSHP2(PS2) - I thought this was the best NFS for a long time,  but a look back into this game made me realize that cars handle like snowsled and AI aren't good while it is too easy to slip by the police cars.

NFSUG1 (PS2) - This game does give me a legit sense of speed,  but that's the only redeeming factor of this game. Even more so than HS.   I don't like anything else about this game.

NFSUG2 (PS2) - The only thing interesting are street x and to a extent drag racing,  but not much.

NFSMW (PS2) - I liked it a bit,  but however,  there's something here that's missing.  I'd have to play again to find out. The chase can be sometimes better than HS because of alternative routes.
#11
Hi guys, I am working on the NFS3 El Nino again, but this time, I am working with NURBS. I no longer work with polygon unless I am going to make a preview prototype.  This is the fifth attempt, but this attempt is with NURBS as now I can get things to look perfect.

The only screenshot I have of the car for now, and I am taking STEM class. I do have knowledge of product design field, so that's something.




Note: They're converted to polygon from another software so that I can preview the conversion from NURBS to polygons. I could use .iges instead, but not interested into that for now.

That's the current progress. I find it really difficult to model the El Nino in NURBS as the surface are not consistent, and it requires thinking to get the shape as it's not straight-forward as opposed to other car.  Also, I do not think I like the design of the car entirely, but I will finish it with the intention of the original NFS3 El Nino artist at some point. I'll show progress way later on though, but after I do have a job and portfolio which will be in soon.
#12
Does anyone knows about GMC A-Team NFS3 website?  I really would like to know the URL so I can check if it exist on wayback machine and if it does,  read it for comedic factor.  Something on the line of I pity the fool.
#13
Well, that does give me nostalgia. You could go into edited cars and see screenshot of cars.
#14
General NFS / Motor City Online Revived?
Oct 11, 2018, 6:20 AM
https://m.youtube.com/watch?v=YxyzVo6fR9s

I just got this on my feed.  Is this legitimate?
#15
I would like to have all of those to my e-mail, AJ. I'll store them to my backup drive.