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Messages - pete9516

#1
General NFS / Re: 4LOWER v.5.0.0
Apr 16, 2026, 3:24 AM
Quote from: EvoX on Apr 16, 2026,  2:14 AMI have to say, handling is really better, judging by our last nite meat-up😂👍Still very hard on curvy tracks. Despite, I'm starting to like this unpredictable type.
;D It definitely has something challengeable
#2
Quote from: Butch on Apr 15, 2026,  3:38 PMwip

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omg!! Excellent choice!
#3
Quote from: EvoX on Apr 01, 2026, 10:26 PMFor E46 you are free to go as about German cars you surely know much more than me... There is Zpectres M3 set which has a number of M3 variations up to the GTR, btw. Still, where I am 100 per cent in your camp, is that we shouldn't apply EA files in random order, i.e. one guy put a CLK GTR carp into a Lambo with no weight modification, not taking into account all the rest 😂
Thanks!!

@noise: Thank you so much for this information. I will check if that's the case and update it if i get it to work
#4
Givix' VOLGSTER

What has been fixed:

CAR.FCE:
- Fixed driver/head movements
- Fixed steering wheel's UV mapping
- Fixed position of license plate dummy
- Centered model with FCE Centerer

CARP.TXT:
- Remade opponent acceleration tables

FEDATA.XXX:
- Added missing entries

CAR00.TGA:
- Added missing alpha channel for steering wheel (didn't have transparency around it)

UPDATE:

CAR.FCE:
-Now the black windows has been fixed thanks to noise's information about the :OC part
#5
Yes Hommelwomb, i've did exactly that and it didn't work so i'm wondering how you got it to work. Can you please post the fixed versions? That would be cool to have a look at the files
#6
Quote from: Hommelwomb on Apr 12, 2026,  3:39 PMI exported the visibility.txt from the above linked Rocky Pass version.

It just lists every block under the problematic blocks.

Therefore same could be manually done with Country Woods.
I mean i've did the very same with my experiments in improving the visibility there and it has changed absolutely nothing
#7
General NFS / Re: Lost nfs4 cars continued
Apr 12, 2026, 9:11 AM
Quote from: Cooya! on Apr 11, 2026,  3:02 PMSince we were talking about the cars made by Dave Katyher (Millenium Design) here:

https://www.nfsaddons.com/showroom/nfshs/10766/pete9516-jaguar-xjr-15.html

I was searching through my archive to find as much cars made by him as possible... unfortunately the Jaguar XJ220 and the Toyota AE86 Sprinter Trueno are lost but all the rest is here:

https://uploadnow.io/f/LCJq1rg
omg yes
They aren't in my archive? Insanely good that you've found them in yours and thanks for uploading
#8
Quote from: Hommelwomb on Apr 11, 2026,  3:58 PMWas able to fix it by importing modified visibily text files into both tracks.
For real? How did you modify the visibility.txt? Because i've did that, too and it didn't work out
#9
NFS:HS Workshop / Re: Dashviews
Apr 07, 2026, 7:53 AM
Quote from: Hommelwomb on Apr 06, 2026,  3:05 AM':S' can cause textures to not be shown from certain angles. Removing it can fix that problem.
That is a very interesting quote right there. Unfortunately, it causes all hidden polygons which are underneath the body to also render in combination with the top polygons. But for now, i've only tested on the Toyota GT1 dash.fce which is very complex. I will definitely try this on other dashes where i've got problems. Thanks so much Hommelwomb. Great find
#10
Quote from: EvoX on Apr 01, 2026, 12:05 AM
Quote from: pete9516 on Mar 31, 2026,  3:00 PM
Quote from: EvoX on Mar 31, 2026,  5:39 AM
Quote from: pete9516 on Mar 31, 2026,  1:26 AM
Quote from: pete9516 on Mar 31, 2026,  1:25 AM
Quote from: EvoX on Mar 31, 2026, 12:44 AMCool! But is she still AAA? I guess tuned JDM are closer to A - maximum AA (400R, top R34 GT-R versions).
I won't "fix" the performance of tuned cars. I only do that if a car mod is meant to represent a specific car which exists in real life. That actually makes sense. But i won't invent a new performance for some heavily tuned Audi TT which goes well above 5000km/h as this is clearly the author's intention lol. Let authors have their fantasies 25 years ago :D But not for real, actual cars where the performance and other specs are well known
I thought u were a realist))
Personally I never liked those hypersonic builds even back in the 00s. I understand if it's some Starwars UFO rendition, but Audi - nope.
I am, but it doesn't make sense to fix a fictional car's performance which doesn't exist in real life. What performance should i give it? 250km/h? 300km/h? 350km/h? 400km/h? Or even 496km/h? Everything could be taken as performance. And i can't create 10 different performance versions for 1 single car which is fictional anyway. I won't take somebody else's car and place a random EA carp.txt into it so that it somehow has realistic performance. What is realistic on a fictional car? Nothing. I only fix carps on cars which are clearly meant to represent a specific real life car
I understand your logic. I think for this specific Galant (it's still not a fictional one, looks like a tuned JDM to me) some Mitsu circuit racing versions performance can be considered. I think this info can still be found. P.S. I like how PedroBLR sets the performance values for his upgrades. This might be an example for me) Used them in my online pack, too.
Yeah, that's where ideologies go their separate ways. I won't recreate carp.txt's on tuned or fictional vehicles. What am i supposed to do with all NUH Creations then? What if there is a car which got quite some unrealistic performance? Who even knows this on a fictional car. There's some problematic mods. For example, Memphis has created a "customized" E46 M3 which got a really cool model. But the carp.txt is not even close to an original E46 M3. It got way too short gears and simply not enough top speed. I'm thinking of redoing it, but still, it's his  very own customized version. I'll have to see what i'll do there
#11
Toni Nappi's 1969 Hurst/Olds 4-4-2

What has been fixed:

CAR.FCE:
- Fixed underbody cover polygons. They had backface culling disabled. Now they have backface culling so you won't see those polygons when viewing from top to the bottom of the car
- Fixed driver/head animations, also fixed head's position and driver's hands
- Fixed steering wheel's UV mapping
- Removed lowpoly parts
- Centered with FCE Centerer

CARP.TXT:
- Remade (more realistic). Still class A

DASH.FCE:
- Fixed needles' and axles' positions

These fixes have been done for every upgrade
#12
Quote from: BMWsport on Mar 31, 2026, 11:55 AMI was thinking of that, making the track shape the shape of the body, the outline...I've got to get my PC up and running before I can start this...I tried last year and absolutely none of them worked, so I'll try something again, would be a really cool track and car to be matched with.  Yes, about 3' off the ground, I remember there was a car that flew...can't remember what it was, but it wasn't on the ground and had the shadow of a car below it...I think?
Yes there's been some car mods like that. 1 specific i can remember from nfs3, i think the base was a nfs3 Scighera, wheels deleted and wheel arches patched together so it would get a type of hover model. I've once found some kind of blueprint and really good textures of Luke's Land Speeder, when i get more into 3D modeling with ZMod i might try to create this model someday
#13
Quote from: EvoX on Mar 31, 2026,  5:39 AM
Quote from: pete9516 on Mar 31, 2026,  1:26 AM
Quote from: pete9516 on Mar 31, 2026,  1:25 AM
Quote from: EvoX on Mar 31, 2026, 12:44 AMCool! But is she still AAA? I guess tuned JDM are closer to A - maximum AA (400R, top R34 GT-R versions).
I won't "fix" the performance of tuned cars. I only do that if a car mod is meant to represent a specific car which exists in real life. That actually makes sense. But i won't invent a new performance for some heavily tuned Audi TT which goes well above 5000km/h as this is clearly the author's intention lol. Let authors have their fantasies 25 years ago :D But not for real, actual cars where the performance and other specs are well known
I thought u were a realist))
Personally I never liked those hypersonic builds even back in the 00s. I understand if it's some Starwars UFO rendition, but Audi - nope.
I am, but it doesn't make sense to fix a fictional car's performance which doesn't exist in real life. What performance should i give it? 250km/h? 300km/h? 350km/h? 400km/h? Or even 496km/h? Everything could be taken as performance. And i can't create 10 different performance versions for 1 single car which is fictional anyway. I won't take somebody else's car and place a random EA carp.txt into it so that it somehow has realistic performance. What is realistic on a fictional car? Nothing. I only fix carps on cars which are clearly meant to represent a specific real life car
#14
Quote from: pete9516 on Mar 31, 2026,  1:25 AM
Quote from: EvoX on Mar 31, 2026, 12:44 AMCool! But is she still AAA? I guess tuned JDM are closer to A - maximum AA (400R, top R34 GT-R versions).
I won't "fix" the performance of tuned cars. I only do that if a car mod is meant to represent a specific car which exists in real life. That actually makes sense. But i won't invent a new performance for some heavily tuned Audi TT which goes well above 5000km/h as this is clearly the author's intention lol. Let authors have their fantasies 25 years ago :D But not for real, actual cars where the performance and other specs are well known
#15
Quote from: EvoX on Mar 31, 2026, 12:44 AMCool! But is she still AAA? I guess tuned JDM are closer to A - maximum AA (400R, top R34 GT-R versions).
I won't "fix" the performance of tuned cars. I only do that if a car mod is meant to represent a specific car which exists in real life. That actually makes sense. But i won't intend a new performance for some heavily tuned Audi TT which goes well above 5000km/h as this is clearly the author's intention lol. Let authors have their fantasies 25 years ago :D