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 - JimDiabolo

#1
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.

#2
Here is another beta with new VRoadLanesRecalc function. I tested which Autobahn3 (Block 0 & 1) and it seems to be good now.
#3
A updated Autobahn would be nice. 8)
#4
Quote 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.
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
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.
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.
#5
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. :(
#6
Here is T3ED_Dev4.4.0.433_Beta_05.
The stupid input of negative numbers for animations of extra objects is fixed.
Moving the speeedfile data by two points is now included. But I'm not sure if it really helps or I just got better at making the opponent lines.
#7
I have no idea how to improve the "Remap objects to blocks" problem. At the moment it only looks which block center point is closest for each object. The object is then assigned to the block.

I'm working on "Lake Diabolo" again. It's not easy to set good curves and speeds for opponents. Braking points and steering maneuvers have to be set earlier. I thought it would be easier if the data were shifted when loading and saving. I'm trying it out right now.



#8
I think it's time to release the latest T3ED version. The limitations of the undo function have bothered me for a long time. But the program was not designed to extend or shorten tracks. Why the undos were deleted when saving is not clear to me, maybe to save RAM?

New in Version 4.4.0 (432):
- Deleting all selected Polygons is now possible (not only the last).
- Deleting all selected Objects works, too.
- Interpolation of float values between two AI Points (using cosine) Select first (holding ALT) then second (CTRL + ALT) and start calculation with SHIFT + Q. By Default curve calculation is done, use ALT + SHIFT + Q for straight Interpolation.
- With "Clear / Modify All..." all float values of the speed files can be set to zero.
- With "Clear / Modify All...", float values that are zero can be recalculated (as straight or curve). An interpolation is made between the first and the last value that is not zero.
- Improved undo function:
   * Increased possible undos from 16 to 64.
   * Undo possible if deleting and adding blocks.
   * Undo points won't be deleted when saving track.

Quote from: pete9516 on Dec 27, 2024,  1:26 PMWait. Are you saying here that you have a working track with more than 255 track blocks? This is not possible. I've tried to add blocks beyond the 1 byte limit and all the game does upon loading these tracks is crashing
I got a working 300 blocks track, based on Route Adonf.  If I add one more the game crashes while loading the track.
#9
I'm glad you like it. I know myself how time-consuming it is to edit tracks. I think every support helps to save some time. It still takes long enough with all the testing. Are you planning a new youtube tutorial?
#10
Quote from: pete9516 on Nov 23, 2024,  5:21 AMAn option to select an array of blocks and to set the floats in that array to 0. So that you can always fix specific sections for cases like when you have set bad floats.
Ok, I added it the simple way. It will always be set to the whole track, but you can change start /  end AI points.
#11
Ok, here is T3ED_4.4.0.(432)_Beta_14
- Interpolation of float values between two AI Points (using cosine) Select first (holding ALT) then second (CTRL + ALT) and start calculation with SHIFT + Q. By Default curve calculation is done, use ALT + SHIFT + Q for straight Interpolation.
- With "Clear / Modify All..." all float values of the speed files can be set to zero.
- With "Clear / Modify All...", float values that are zero can be recalculated (as straight or curve). An interpolation is made between the first and the last value that is not zero.

#12
Hey Pete, here's another test version.
- I used cosine for the interpolation to get smoother transitions.
- Bugfix for the calculation of the lanes.

I think this interpolation is better, what do you think?
#13
I had an error when checking the length of the zero floats. I had compared with the number of blocks and not with the number of AI points. So it only worked if the two points were close together.
Please try out T3ED_4.4.0.(432)_Beta_12.
#14
New T3ED_4.4.0.(432)_Beta_10
- Deleting all selected Polygons is now possible (not only the last).
- Deleting all selected Objects works, too.
- Interpolation of float values between two AI Points. Select first (holding ALT) then second (CTRL + ALT) and start calculation with SHIFT + Q.
- With "Clear / Modify All..." all float values of the speed files can be set to zero.
- With "Clear / Modify All...", float values that are zero can be recalculated. An interpolation is made between the first and the last value that is not zero.

It's not tested very much...
#15
Quote from: pete9516 on Oct 13, 2024,  4:50 PMhttps://www.youtube.com/watch?v=ZNpscWQltM4
I want to show you how i create the floats for most  tracks. This is a very long and maybe unnecessary/boring video and it's intense and maybe it's just faster to drag the floats with the new  float function Jim has implemented, but if you want the floats to be really smooth, this is most probably the way to go. If you do it fast, it maybe takes 30 minutes or even less if you do the same for both forward and backward direction on a track where there are no split roads
I have just watched your video. I could add a function to calculate the "float" values in T3ED. I mean you set the first and last number, then mark the two points and T3ED calculates the intermediate values. Would that be helpful?