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Messages - JimDiabolo

#1
Could you have a look at the new T3ED_Dev4.5.0.437_Beta_42?
https://magentacloud.de/s/ngoJP2HXqykS7MB
I've been experimenting with the textures for the TNFS tracks. But it's a real effort with fshtool and the other tools. I initially wanted to build something of my own based upon this, but then gave up.
I ended up back with T3ED and have added export/import functions to the texture dialogue. It would be great if that works properly.
I've already tried a few things out and sorted out the biggest bugs. Still, always make a backup of the .qfs file. When you save the .frd, it's now saved along with it!

There probably won't be any more updates over the next few weeks as I'm on holiday. =D

#2
Editing Projects / Re: TNFS_SE to NFS4
Aug 06, 2026, 10:32 AM
It looks like there are visibility issues with many connected blocks in a row. >:(
#3
Editing Projects / Re: TNFS_SE to NFS4
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.
#4
Editing Projects / TNFS_SE to NFS4
Aug 04, 2026, 8:29 AM
I'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.
#5
I'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.

#6
Quote from: PhilPreston on Apr 30, 2026,  2:59 PMSometimes the VRoad and Black Polygons become detached from one another during editing
Is there a way to reattach them without going back with undo?
There isn't a true connection between them either.
However, using "Edit Modes -> Virtual Road Points," you can move the VRoad points just like normal objects.
#7
Splitting black polygon works only to the sides. This is because each block contains a maximum of 8 polygons in the driving direction. This is the same number as the VRoad points.
#8
Quote from: pete9516Jim, what does the speedfile shift actually shift by slices? The floats and the speeds? So for example i create stock floats for both directions and have unlimited speeds (set to 255), i can then shift the speed files by 4, so that AI begins to turn earlier?
That was the goal. The "floats" and "selected lanes" will be stored in a shifted position.

Quote from: pete9516 on Jan 25, 2026, 11:31 PMJim, is it possible for animated textures to use more than a row of 7 textures? In T3ED, there's a limitation
7 is the limit. There are just 3 bits. :(
#9
@Herms: Thanks, I would have liked to have had a lot of this earlier. But I've only just managed to get it done.
Actually, I wanted to simplify the operation of fshtools. That didn't work out so well. But for T3ED, it was worth dealing with the textures.


@pete9516: Regarding MCO: There isn't really much information available for loading the tracks.
I've already tried it myself. The header is slightly different, I can load the VRoad data, and the track block information is always the same size. But the track block data, i.e. the polygon extra objects, are a problem.
#10
New in Version 4.5.0 (436):
- "Whole Track -> Remap objects to blocks" now searches for the nearest track polygon & and uses FindZOnRoad (from Drop function).
- Texture overview integrated. Click on the currently used one to get an overview.
- LoadQFS now recognises mirrored images of type 0x7D. This fixes the track preview of "Durham Road".
- LoadQFS now recognises mirrored images of type 0x78. This fixes the track preview of NFS2 conversions like "Mediterraneo".
- LoadQFS now does color corretions on bitmaps from typ 0x7E. It gives better looking NFS3 textures.
#11
I always found it unnecessarily difficult to select the right texture. That's why there is now an overview when you click on the one currently in use.
#12
In the case of one incorrect assignment, I can only assume that the reference point is not positioned correctly.
It will probably never be possible to do without checking altogether. But if it really saves a lot of time, then it serves its purpose.  8)
#13
T3ED_Dev4.4.0.435_Beta_02
- "Whole Track -> Remap objects to blocks" now searches for the nearest track polygon & and uses FindZOnRoad (from Drop function).

This version worked best in my test. I hope it now achieves 100%. I optimized it a little more, but it seems to have slowed down slightly.
#14
I believe a 100% accurate function could be achieved with a second pass, in which the "drop" function searches for the polygon underneath again.
#15
T3ED_Dev4.4.0.435_Beta_01
- "Whole Track -> Remap objects to blocks" now searches for the nearest track polygon.

Unfortunately, I am unable to reproduce the errors you have found and therefore cannot fix them. I need more information to do so.