I have to say again that this is a great revision of the help file. I looked at a lot of things today and have only found one small display error. It is in the "Show Virtual Road Bitmap Data Mode command (View menu)" in the "Legend" section.
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#2
Editing Projects / Re: T3ED Updates (NFS4 Track Editor) by JimDiabolo
Oct 27, 2025, 8:03 AM
T3ED_Dev4.4.0.434_Beta_04
- Bugfix-Copy_VRoad.
- Bugfix ShowSelection for polygon objects.
- Bugfix for pasting objects to the same block. (Messed up the VRoad there.)
@AJ_Lethal: Can you check if the error still occurs?
- Bugfix-Copy_VRoad.
- Bugfix ShowSelection for polygon objects.
- Bugfix for pasting objects to the same block. (Messed up the VRoad there.)
@AJ_Lethal: Can you check if the error still occurs?
#3
Editing Projects / Re: T3ED Updates (NFS4 Track Editor) by JimDiabolo
Oct 25, 2025, 1:02 AM
That's really cool! I'll gladly include the new help for the next version.
When I tried to make major changes, I must have done something wrong. I gave up then. That's why I only adjusted the text in "What's new in this version?" at most.
Would you include suggestions into the help file?
E.g., for Enter move distance command (Edit-Tools menu)
The "Use from last move" button enters the values of the last move made with the mouse.
And "Use last distance" takes the distance of the last measurement. Measurements are made in point mode by selecting two points. This allows objects to be moved exactly to the second point, for example.
I find this very practical and like to use it.
I need to take a closer look at the problems with copying VRoad points. I don't think it works at all at the moment.
When I tried to make major changes, I must have done something wrong. I gave up then. That's why I only adjusted the text in "What's new in this version?" at most.
Would you include suggestions into the help file?
E.g., for Enter move distance command (Edit-Tools menu)
The "Use from last move" button enters the values of the last move made with the mouse.
And "Use last distance" takes the distance of the last measurement. Measurements are made in point mode by selecting two points. This allows objects to be moved exactly to the second point, for example.
I find this very practical and like to use it.
I need to take a closer look at the problems with copying VRoad points. I don't think it works at all at the moment.
#4
Editing Projects / Re: T3ED Updates (NFS4 Track Editor) by JimDiabolo
Oct 10, 2025, 2:36 AM
After the last fix, I think it is time to release this one.
New in Version 4.4.0 (433):
- Recalculate speed or position between two AI Points:
+ Enable "Edit Mode - Virtual Road Points".
+ Select Speed File for Viewing (Forward / Backward).
+ Select first AI Point with ALT pressed.
+ Select second AI Point with CRTL & ALT pressed.
+ Recalculate speed between two AI Points with SHIFT-S. If you want to recalculate the position (float values) between two selected AI points use SHIFT-Q.
- Animated objects data accepts neative numbers.
- Import Off-objects: y-z swapped.
- VRoad lanes recalc changed.
- TrackView starts with a bigger window.
- Show Block Direction added.
- Show / Hide track (black) Polygons added.
- "Edit-Modes" - "Select only from current block" added. You can quickly toggle the one block view with the "Scroll-Lock" key.
- Moving the speeedfile data is now flexible. You can set it by "File" - "Set Speedfile Shift Amount".
- Fix - Selecting a line of points bug, when the last point is from extra object.
New in Version 4.4.0 (433):
- Recalculate speed or position between two AI Points:
+ Enable "Edit Mode - Virtual Road Points".
+ Select Speed File for Viewing (Forward / Backward).
+ Select first AI Point with ALT pressed.
+ Select second AI Point with CRTL & ALT pressed.
+ Recalculate speed between two AI Points with SHIFT-S. If you want to recalculate the position (float values) between two selected AI points use SHIFT-Q.
- Animated objects data accepts neative numbers.
- Import Off-objects: y-z swapped.
- VRoad lanes recalc changed.
- TrackView starts with a bigger window.
- Show Block Direction added.
- Show / Hide track (black) Polygons added.
- "Edit-Modes" - "Select only from current block" added. You can quickly toggle the one block view with the "Scroll-Lock" key.
- Moving the speeedfile data is now flexible. You can set it by "File" - "Set Speedfile Shift Amount".
- Fix - Selecting a line of points bug, when the last point is from extra object.
#5
Editing Projects / Re: T3ED Updates (NFS4 Track Editor) by JimDiabolo
Jul 27, 2025, 3:52 AM
Her ist T3ED 4.4.0.433_Beta_26
Two new things:
- "Edit-Modes" - "Select only from current block" added. You can quickly toggle the one block view with the scroll - key.
- Moving the speeedfile data is now flexible. You can set it by "File" - "Set Speedfile Shift Amount".
Default Speedfile shift ist 0, I prefer 4.
Two new things:
- "Edit-Modes" - "Select only from current block" added. You can quickly toggle the one block view with the scroll - key.
- Moving the speeedfile data is now flexible. You can set it by "File" - "Set Speedfile Shift Amount".
Default Speedfile shift ist 0, I prefer 4.
#6
Editing Projects / Re: T3ED Updates (NFS4 Track Editor) by JimDiabolo
Jul 12, 2025, 5:05 AM
How to use "Recalc speed between two AI Points with SHIFT-S."
- Enable "Edit Mode - Virtual Road Points"
- Select Speed File for Viewing (Forward / Backward)
- Select first AI Point with ALT pressed.
- Select second AI Point with CRTL & ALT pressed.
- Recalc speed between two AI Points with SHIFT-S
You can increase / decrease the speed by mouse when "Move Z" ist enabled. Just select AI Points (with ALT pressed) and move down / up like moving a regular point.
If you want to recalc the position (float values) between two selected AI points use SHIFT-Q.
- Enable "Edit Mode - Virtual Road Points"
- Select Speed File for Viewing (Forward / Backward)
- Select first AI Point with ALT pressed.
- Select second AI Point with CRTL & ALT pressed.
- Recalc speed between two AI Points with SHIFT-S
You can increase / decrease the speed by mouse when "Move Z" ist enabled. Just select AI Points (with ALT pressed) and move down / up like moving a regular point.
If you want to recalc the position (float values) between two selected AI points use SHIFT-Q.
#7
Editing Projects / Re: my track is dark...why?
Jul 12, 2025, 12:44 AM
Maybe the shading colors are set to dark? Check the point properties.
You can set all colors to bright by "Clear All Shading Values". Another way is using the shadow raytracer with bright colors.
You can set all colors to bright by "Clear All Shading Values". Another way is using the shadow raytracer with bright colors.
#8
Editing Projects / Re: T3ED Updates (NFS4 Track Editor) by JimDiabolo
Jul 06, 2025, 1:05 AM
Show / Hide track should work in Beta 17.
#9
Editing Projects / Re: T3ED Updates (NFS4 Track Editor) by JimDiabolo
Jul 05, 2025, 11:25 PM
Forget about the "Show / Hide track (black) Polygons" function. It doesn't work right. I spend much time on fixing crashes, that I forgot to change the "LButton Down" function.
#10
Editing Projects / Re: T3ED Updates (NFS4 Track Editor) by JimDiabolo
Jul 05, 2025, 9:31 AM
Here is a new beta version 4.4.0 (433):
- Recalc speed between two AI Points with SHIFT-S.
- Animated objects data accepts neative numbers.
- Import Off-objects: y-z swapped.
- VRoad lanes recalc changed.
- TrackView starts with a bigger window.
- Show Block Direction added.
- Show / Hide track (black) Polygons added. (PomFrit asked for it)
- Recalc speed between two AI Points with SHIFT-S.
- Animated objects data accepts neative numbers.
- Import Off-objects: y-z swapped.
- VRoad lanes recalc changed.
- TrackView starts with a bigger window.
- Show Block Direction added.
- Show / Hide track (black) Polygons added. (PomFrit asked for it)
#11
General NFS / Re: NFS HS Mixer (NFS4 Track & Car Manager) for Modern Patch
May 04, 2025, 12:18 AM
My interest in cars in NFS4 is not that big. I only added the car functions back then because we needed something like that for the expansion pack. Interestingly, the code for the car functions is much better written than for the tracks. Simply because I added them much later.
The ZIP/RAR archives are unpacked without subfolders. Because there is no standard how they are structured. So the mixer finds all files and can move them.
The ZIP/RAR archives are unpacked without subfolders. Because there is no standard how they are structured. So the mixer finds all files and can move them.
#12
Editing Projects / Re: T3ED Updates (NFS4 Track Editor) by JimDiabolo
Apr 20, 2025, 1:50 AM
Here is another beta with new VRoadLanesRecalc function. I tested which Autobahn3 (Block 0 & 1) and it seems to be good now.
#13
Editing Projects / Re: T3ED Updates (NFS4 Track Editor) by JimDiabolo
Apr 13, 2025, 6:34 AM
A updated Autobahn would be nice.
#14
Editing Projects / Re: T3ED Updates (NFS4 Track Editor) by JimDiabolo
Apr 13, 2025, 1:41 AMQuote from: pete9516 on Apr 11, 2025, 11:08 AMI don't know about that negative inputs. Never experienced it. Couldn't try out your new T3ED version yet. But i've noticed something when editing Autobahn 3.It actually worked as planned. I searched for the polygons to the right and left of the VRoad and then went one further. However, if the polygons are so narrow, one could be skipped.
This function right here does not work properly. The threshold for detecting non passable polygons is too high. The thin polygons won't be detected. Also when there's a tunnel section where the tunnel consists of track polygons the detection will also not work. Means you have to manually put the passable lanes in tunnel sections because the function flags the passable lanes as non passable. Other than that, this function is a god sent. Unfortunately, it does not work on heavily edited tracks as it seems
EDIT: Here's a good example (reference) of when the function decides that a non passable polygon will be passable
The new version only searches for the polygon slightly to the left of the VRoad point. The next one is then simply taken as the right one.
It would be nice if you had given me the track and block with the problem. Then I could have tested directly there.
Try it out to see if it works better.
#15
Addon Requests / Re: MCO tracks to NFS HS tracks ?
Feb 24, 2025, 11:36 AM
I tried it some time ago. I can load the virtual road, but the trackblock data differs a lot. I wasn't able to find the polygon data.