NFSAddons Forums

Main Menu
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Cooya!

#1
I have some serious problems with the new version of T3ed and its new renderer for the trackview that makes it impossible to work with it for me  :(

1: - The trackview window does NOT stay on top of the window... that means that every time I click somewhere on my track the trackview window hides behind the main T3ed window. That's suuuper-annoying.

2: - Light and shadow are shown now in the trackview.. that is correct. But the contrast is soooo big that it is very hard to see a thing where shadows uses a darker gray for raytracing. It does not look anything like in the game. Much more like at darkest night with some floodlight shining where there is some light.

3: - Most of the alpha channels are not transparent anymore. They work for 32-bit "BMP 7D"-code... but not for a 16-bit 1:5:5:5 (with alpha) "BMP 7E"-code anymore... What is very annoying because I use them often when two textures with transparency are very close to each other as this avoids the z-buffer conflict that causes shiny boarders around textures.

That is how it looks an my system:



It's the daytime track at brightest sunshine ingame and all the trees and the forrest-texwall have alpha channels. Is there anything I do wrong? Is it just my setup? I am still using Windows 10
#2
What a beautiful remake of your "Big Healey"! I love it! And the hardtop roof is soooo amazing!
There is just a little thing that bothers me a bit: The grill is somehow too flat at the bottom. It should be pretty much perfectly oval in shape. And right now it is some kind of a hybrid between the MKI and the MKIII as it has the textured grill of the MKI but the frame is sticking out all around the grill. The MKI's grill need to be sticking out at the top but pressed in at the bottom... where the MKIII has the frame sticking out all around. I hope this makes sense in any way...
#3
@ DZ Gamer: Maybe you should start two or three more threads here asking the same question so we can finally hear you..  :-X

As Pete already said: It's not a "problem" with the Diablo alone but with every single police car that got a headlight smashed at night. I don't think that this is a bug but was made on purpose for the sake of "realism". I would not drive with excessive speed when I am not able to see aswell... remember that this is the police and they have the mandate to protect the civilian population even if this is a pursuit. I always liked this little detail so it never bothered me. But if it does for you then this patch can fix your issues:

https://www.nfsaddons.com/downloads/nfshs/tools/8536/physicsgameplay-modifications-delta-patches-exen.html
#4
General NFS / Re: Lost nfs4 cars continued
Sep 05, 2026, 1:41 AM
@ Paul Spain: If you can tell me a filesharing service that never expires without the need to register first I would be glad ;)
Since I am offering files that are not mine and I did not ask for permission to spread them I feel more comfortable remaining "incognito"  ;)

@ Venko and Pete: Here are the Katyher's cars again:
https://uploadnow.io/f/2ptf04r

@ Pete: and here are the (lowpoly but well made) cars by "Evoness" that Remko distributed once and that should be in your "Sammelsurium" aswell:
https://uploadnow.io/f/6mMC0DV
#5
Editing Projects / Re: TNFS_SE to NFS4
Aug 05, 2026, 6:47 AM
NO 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.
#6
Ahh... Haha  =D
Rügenwalder?!?  :D
#7
Back 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...  ::)
#8
Although I think you should have ask for that before... I am totally fine with it.  :)

Since the original model has no real interior but a superbasic "room" to the windowline originally everythink was just plain black inside. I wanted to give it the illusion of a complete interior and therefore I drew some textures that simulates light and depth. ...And then I textured the driver to this subtile "black man".. I thought that everythink was still dark enough that you would not notice the lack of animation on the driver but I was wrong. Back in the day I did not really care because I wanted to keep the polycount as low as possible. But now I think that a moving driver is always a good driver ;)
I still have no idea what was wrong with my "carp.txt" as I worked on it for quite a long time to get all the times right... but you surely have your reasons and I am fine with that.
#9
Wohooo...  :afro: ...impressive work on the 80's Imperator. I can't wait to take it for a ride. I really like how Isdera facelifted the car to be ready for the 90's but for me the original one kills it. And thank you sooooo much for the :OT part that makes it a completely different version. Fantastic!

And I am really looking forward for a decent "Big Healey". Your original one is still pretty good and does not need to hide behind many other addons but it can't compare to your nowadays quality.

But may I ask you for a little "request"?!? I would loooove to see the :OT part beeing a hardtop instead of the softtop as you did with the Triumph... for a more "racecar oriented" look when the car is closed?!?
#10
You are right... I was expecting the very first version in the top picture to be made as you told us you wanted to do the version with the Mercedes-star on the front and since you gave it the large indicator lights and the big black frame on top of the headlight I thought I was right ;)
But now as I read that you want to use the ":OT"-part to make variety possible I can't say that I am unhappy with that. I simply love this feature! :)
...And since every Imperator was handcrafted for commission you can hardly find 2 cars that look the same so I don't mind the little "inaccuracies" in detail with switching the :OT
I still hope to get a Mercedes-star though... I think it looks totally cool as a "C111 successor".
#11
Besides the things you already mentioned to be corrected I have some more remarks just in case you don't have them in mind already: ;)



Beside these little flaws it already looks fantastic!  :)
And Thank you soooo much for correcting every little thing I mentioned on your 90's Imperator. The updated version is absolutely flawless now I would say. A perfect Addon. I am soooo in love with it.  ^-^
#12
I love this Imperator! It's a masterpiece again. Thank you sooooo much! The proportions and the details are spot on!


But am I allowed to address some little 'flaws' again? Or am I just too anoying again?!?

If I was.. than I would point out these little things:

1- There is a pretty severe diagonal line on the right side of the front hood caused by broken normals. Maybe you could recalculate them?
2- The black texture of the inner headlight in not optimal. You can see a line of bodycolour there.
3- The engine sound is broken. It is veeeeery silent when driving and completely mute when the car is idle.
4- I am missing the License plate dummy on the back between the rearlights.

5- Not really a flaw because normally you don't make windscreen wipers for your cars (what I am totally fine with) but sometimes you do (as on the Oxia). The wiper of the Imperator is soooo prominent that it would be a pitty to loose it... especially because you made the housing for its foot. You could re-use the one from your Lamborghini Jota  ;)



Sorry for being so picky again. I know I am an annoying person.. but this masterpiece deserves perfection. I love it soooo much ;)
#13
The Imperator is such a great supercar.. and your rendition is just perfect. I love it.  :)
Thank you for building not just the 80's but the 90's version aswell. It is such an amazing addon for our 1999 favorite game.
#14
Quote from: pete9516 on Jun 01, 2026,  8:05 PMI'm so glad you're making them. They're so gorgeous. Those taillights remind me of my W201 all the time

They are in fact from a Mercedes S-Class W116 ;)
#15
I don't think that making the doors openable is a very good idea...
if you use the ":OT" part for the doors, everytime you race on a summertime track against opponents, you will race against 7 opponents driving with their doors open. I don't think that this looks that cool. The same story when using the ":OL" part: 7 opponents will mock you everytime you race at night time.  :-\  ...And the ":OL" part vanishes very sudden when cars are still in close distance because it is used like the ":MB" and ":LB" LOD parts and is only shown together when the ":HB" part is loaded.