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Messages - JimDiabolo

#1
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. :(
#2
@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.
#3
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.
#4
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.
#5
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)
#6
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.
#7
I believe a 100% accurate function could be achieved with a second pass, in which the "drop" function searches for the polygon underneath again.
#8
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.
#9
I have a look why "connect close points" doesn't work anymore.
I used the "Remap objects to blocks" only on converted tracks, it worked good there. But it only checks the distance to the block middle. Finding the next track polygon is a good idea. I put it on my list. :D
#10
I just uploaded the last version as regular download. At the moment there are no known bugs.

New in Version 4.4.0 (434):
- Bugfix-Copy_VRoad.
- Bugfix ShowSelection for polygon objects.
- Bugfix for pasting objects to the same block. (Messed up the VRoad there.)
- Updated help file by AJ Lethal.
#11
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.

#12
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?
#13
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.
#14
After the last fix, I think it is time to release this one. :D
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.
#15
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.