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Messages - pete9516

#1
Quote from: MoNoLit on Aug 07, 2026, 11:50 PMHi guys.
While browsing the NFS Cars website, I was reminded of some great memories that motivated me to begin this topic.
Following the subject, I would like to ask for your help in making this happen. Thank you.
There is an awesome-looking Mercedes-Benz 190E Evolution II (1990) on the website, and 5tatic is the car author.
Is he still active?

I've once did that with the help of AJ's tutorial. It was one of the very first Bugatti Veyron models for Most Wanted. I think from the moment where i've started that "project" and the moment where i finally had it installed in a  good manner, there was like at least a few hours passing. But it was interesting to get to know what on earth has to be done to convert a modloader car into an addon car
#2
Editing Projects / Re: TNFS_SE to NFS4
Aug 05, 2026, 2:41 PM
Quote from: JimDiabolo on Aug 05, 2026,  8:45 AM
Quote from: EvoX on Aug 04, 2026, 10:28 PMHaha those textures 🤣👍
Just the France qfs file. 8)  But it doesn't seem to quite fit. =D

Quote from: Cooya! on Aug 05, 2026,  6:47 AMNO WAY!!!  :o
Don't tell us that this is "City1" running in NFS4 we are seeing here! Amazing. It seems like some objects like the lamp poles on the right side are still missing but the majority is right on place. Great work so far!
Since I have never been a fan of "point to point" tracks I would looooove to see the 3 segments combines to one large triangle. But I think that this brings some problems: the segments are quite long so I doubt that we can have all three together within the block limit of NFS4. And since all three segment have separate texmaps and quite different textures (grass to snow on Alpine) that would mean a lot of textures to that track. I hope it will work out. Especially "Alpine 1-3" has always been a favorite of mine.
Yes it's City 1. And it will be more then 300 blocks. I'm now testing a "Merge blocks" function. The selected block is merged with the following one. It works pretty well on straight sections.
Is the version in your video the one where you've merged the blocks or original block length? Is the original block length over 300? Does it work in High Stakes?
#3
Editing Projects / Re: TNFS_SE to NFS4
Aug 05, 2026, 7:29 AM
Quote from: Cooya! on Aug 05, 2026,  6:47 AMNO WAY!!!  :o
Don't tell us that this is "City1" running in NFS4 we are seeing here! Amazing. It seems like some objects like the lamp poles on the right side are still missing but the majority is right on place. Great work so far!
Since I have never been a fan of "point to point" tracks I would looooove to see the 3 segments combines to one large triangle. But I think that this brings some problems: the segments are quite long so I doubt that we can have all three together within the block limit of NFS4. And since all three segment have separate texmaps and quite different textures (grass to snow on Alpine) that would mean a lot of textures to that track. I hope it will work out. Especially "Alpine 1-3" has always been a favorite of mine.
It's a really bad idea to try to make them be a circuit, due to the points you've mentioned. What would be reasonable is to make them working as actual point 2 point track requiring the game to set 1 lap for the races
#4
Editing Projects / Re: TNFS_SE to NFS4
Aug 04, 2026, 9:16 PM
Quote from: JimDiabolo on Aug 04, 2026,  8:29 AMI'm experimenting again with converting from TNFS to NFS4. I tried this years ago, but I couldn't get the objects to work back then. At least they're there now.

I'm thinking about what we can do with the missing tracks—after all, they aren't round courses. One idea is to combine the sections into one large triangular track.
Wow Jim this is absolutely insane!! I can take care of the sprint tracks working with 1 lap. I know how to do it, but it requires some botchered work, just like JP Racing had to do with his Power Park Drag Strip. What's the most demanding is the tracks to actually get into nfs4 with all their objects and collisions
#5
Oh wow nice. Is that a fix up of one of your older mods?
#6
Quote from: JimDiabolo on Jul 16, 2026,  4:06 AMI'm currently recovering from a minor surgery, so I need to take it easy for a while.
That's why I've had time to make a few changes to T3ED again.
New in Version 4.5.0 (437) beta11:
- LoadQFS aplha loading for_0x7E und 0x78 textures.
- ImportObject with position selection.
- Import Wavefront (.obj) objects (no full support possible).
- Export Wavefront (.obj) objects.
- Fix: Import_without_addmode.
- Show selected (Extra) Object -> Safety check added.


Hey Jim, i wish you all the best and get well soon. I'm glad you've found time to improve T3ED again. I'll have to learn what these new features do and eventually take a profit out of it. "Import_without_addmode" is something unknown for me. "ImportObject with position selection" sounds like you can copy an object from another (same) track and paste it into the track you're working on and you don't have to remake the positions from the object. "LoadQFS aplha loading for_0x7E und 0x78 textures" is something i yet need to understand
#7
Quote from: EvoX on Jul 03, 2026, 11:13 PMI jeez have a question, is that catalog really trusted and correct. Besides, is there really any big sense making close-to-life dynamic values in an arcade video game? No offense, just thinking. U doing a good job anyway.
I mean ofcourse you can't have realistic handling, but you can simulate the performance of a car really good in High Stakes. And i like performance physics in general, that's why i do it
Quote from: EvoX on Jul 04, 2026,  9:18 AMProbably I was not precise. I meant those tuned cars which could go about 600 kph or more) like that fantasy Audi from your last video. I guess that is too much. In this case I sometimes don't understand your position, too. Cuz u say carps should be precise as in reality. And then u make vids with totally unrealistic cars. As for race versions of Mitsus, Toyos and such, there are many. There are circuit versions that can go like a Ferrari. No need to argue. Then. I'm not this purist. If some values are incorrect but the car behaviour feels ok overall, nothing bothers me. Anyway, if someone likes messing with tables, and calculations, it's his logic, tastes differ and I'm also ok with that. It just takes huge amounts of time, and I prefer driving and getting pleasure from the game rather than counting values. That's just about me:)
I've already described that earlier: I'm not going to fix the performance of fictional cars which don't exist.
Yes that's the thing. Tastes differ. When i feel that the performance of a F40 mod is way too strong, i start bothering ;) It also bothers me when there's a driver model which doesn't have any animations or when the steering wheel is being part of the cockpit part. Or non-colorable cars.
And yes, i totally like messing with tables, i like doing calculations, it's what i had to learn for many years at school. Back then, it wasn't that cool, later, i became piano technician and i had to learn stuff like logarhythms and it was fun because it was for making a piano. Mathematics can be really enjoying if it's for the right intension. Also i like to have proper bots in this game ffs
And yes it takes huge amounts of time, but it's worth the input. If there's a modpack with properly made mods, i'm also down in playing modpacks. But if a modpack is just a collection of random mods not taken care of the overall quality of the mods itself, it totally turns me off playing those modpacks/mods. By the way the RT/10 you're driving in your new video got a fix from me from years ago xD Go and take the original carp.txt and you'll notice the difference hopefully. The original carp.txt was/is awful, as it's from Martin Leps. Not trying to be offensive here, it's just that there are people who can do good carp.txt's and there are people who've never been good at it. Therefore, those people have made beautifully made car models for example
#8
Quote from: noise on Jul 04, 2026,  4:45 AMThe Alfa90 was/is uploaded on nfscars by me. Like I mentioned in the description, the car was an unfinished project by Grungy Harry on SMcars website. The carp.txt I used was most likely an EA A class car.

I didn't bring it over to nfsaddons myself.
That would explain some things. As for the carp.txt, it is some modified one
#9
Quote from: EvoX on Jul 03, 2026, 11:13 PMI jeez have a question, is that catalog really trusted and correct. Besides, is there really any big sense making close-to-life dynamic values in an arcade video game? No offense, just thinking. U doing a good job anyway.
Yes EvoX, that catalog is really trusted and correct. I think i've mentioned before that this data is very precise on the cars i own in real life and i'm capable of topping them out on the Autobahn and the values are pretty much the same.. It is the best resource for a data specifications catalogue for cars. IF the data is even there. Many car companies won't give data to him because they've yeeted it or too private or whatever. And to your 2nd question: You're moaning about me not fixing tuned cars' Carps because they're "too unrealistic" and at the same time you're asking questions about if it's worth to do accurate Carps.. Sometimes, i don't understand you pal
And to answer it: Yes, there is no sense in using badly made carp.txt's when you can have better ones. It's the same with models. When you can make good models, why make a bad one with bad UV mapping and bad geometry? If i'd have to choose a model (for a conversion for example) where 1 model is Ryuji Kainoh quality and the 2nd model is Memphis or Spectre or Team RSR or Watzelm quality, why would i use the Ryuji Kainoh one with worse proportions and low polycount?
#10
Quote from: Herms on Jul 03, 2026,  9:01 PMThis must be the Alfa Romeo that was just uploaded on the site. These are very useful fixes. Thanks for sharing them Pete.
Thanks Herms, i'm glad if somebody downloads them. No it's a car that got uploaded here somewhere in 2024 by noise
#11
Grungy Harry & noise's Alfa Romeo 90 2.5
What has been fixed:

CAR.FCE:
- Steering wheel was part of :OC, is now part of :OD
- Corrected driver animations and parts' axles,
- Fixed position of driver's head (was too far back)

CAR00.TGA:
- Added alpha channel for the main body color, so now it's colorable (no fixed color anymore)

CARP.TXT:
- Completely remade based on original one, was awful, still had very good handling, even with front drive ratio being 1,0 but performance was way off and even missing parameters in torque curve
EDIT: Wasn't that awful, the torque curve was pretty good, but had missing parameters still

FEDATA.XXX:
- Duplicated missing entries

Technically, this car is class C as it's performance is much weaker than EA's B class cars, but in High Stakes we're limited from B to AAA.
The damage model is weird but i can't make damage models yet
#12
Quote from: Cooya! on Jul 01, 2026, 10:28 AMBack in the day I made the CARP.txt there was already enough information on the internet to get all the data right...
But my problem was always that NFS4 is sooo arcadish that it does not interpret them right. My approach was always to put in all the real values at first but then to fiddle around with them until the driving FEELS right and all the times 0-60, quater mile, half mile, etc are as correct as possible. Atleast on my 2 testing maps "Raceway 1" and "Deadly Outback" that were my basic reference tracks for that to get the CARP.txt comparable to all the cars I edited. But you are right: Making Carps was a little more difficult back in the day. We had no idea which values were used and which were not and had to test it out... I only used NFS-Wizzard to do them.

I wanted to make a V2 of this car for a long time now with the Interior and driver of the vanilla DB7 or with the ones of "NFSF1McLaren"s remake... well... maybe one day...  ::)

Those 2 tracks are way too short to test the top speed of a car. You have to test the top speed if you want the carp.txt to be precise.
I'd be happy about a version 2 of this car, but i'm already happy with the current interior and that iconic driver. What would have been cool would be a db7v.qfs for the Data/FeArt/VidWall folder :D
#13
Quote from: Cooya! on Jul 01, 2026, 10:28 AMBack in the day I made the CARP.txt there was already enough information on the internet to get all the data right...
But my problem was always that NFS4 is sooo arcadish that it does not interpret them right. My approach was always to put in all the real values at first but then to fiddle around with them until the driving FEELS right and all the times 0-60, quater mile, half mile, etc are as correct as possible. Atleast on my 2 testing maps "Raceway 1" and "Deadly Outback" that were my basic reference tracks for that to get the CARP.txt comparable to all the cars I edited. But you are right: Making Carps was a little more difficult back in the day. We had no idea which values were used and which were not and had to test it out... I only used NFS-Wizzard to do them.

I wanted to make a V2 of this car for a long time now with the Interior and driver of the vanilla DB7 or with the ones of "NFSF1McLaren"s remake... well... maybe one day...  ::)

I'm also only using NFS Wizard for editing them, but i use GIMP to get the torque values from the picture and a calculator to calculate all the values you have to calculate for the carp.txt
#14
Quote from: Cooya! on Jul 01, 2026, 10:32 AMAhh... Haha  =D
Rügenwalder?!?  :D
Ob Teewurst oder diese hier.. Oder die mit der Mühle.. EGAL
#15
Quote from: Cooya! on Jul 01, 2026, 10:28 AMBack in the day I made the CARP.txt there was already enough information on the internet to get all the data right...
But my problem was always that NFS4 is sooo arcadish that it does not interpret them right. My approach was always to put in all the real values at first but then to fiddle around with them until the driving FEELS right and all the times 0-60, quater mile, half mile, etc are as correct as possible. Atleast on my 2 testing maps "Raceway 1" and "Deadly Outback" that were my basic reference tracks for that to get the CARP.txt comparable to all the cars I edited. But you are right: Making Carps was a little more difficult back in the day. We had no idea which values were used and which were not and had to test it out... I only used NFS-Wizzard to do them.

I wanted to make a V2 of this car for a long time now with the Interior and driver of the vanilla DB7 or with the ones of "NFSF1McLaren"s remake... well... maybe one day...  ::)

Well it's pretty hard to calculate the gear speeds if you ask me. Also you had to have very precise gear ratio values and i'm not sure if they've been around all across the net like nowadays.. Anyway, getting the km/h values from automobile-catalog.com makes things much, much easier