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#1
Editing Projects / Re: T3ED Updates (NFS4 Track E...
Last post by JimDiabolo - Today at 9:10 AMType 7E textures should now have transparency in trackview.
#2
Editing Projects / Re: T3ED Updates (NFS4 Track E...
Last post by JimDiabolo - Today at 5:32 AMBut that's pretty dark, even for a nighttime track. I can barely see any shadows there; I'd set the Sun value higher.
#3
Editing Projects / Re: T3ED Updates (NFS4 Track E...
Last post by pete9516 - Today at 1:33 AMQuote from: JimDiabolo on Today at 12:54 AMOn both (Route Adonf & Rocky Pass), but more on Rocky. There i usesd strange colors to see the effect.Can you show me your Shadow RayTracer settings?
I simply wanna give the world some lighting based on the light sources in the track, just like i've did for Redrock Ridge Remastered
These are the settings i'm trying to use for Rocky Pass:
#4
General NFS / Re: NFS High Stakes EXE addres...
Last post by pete9516 - Today at 1:25 AMQuote from: nikon on Sep 10, 2026, 6:36 AMBut it turns out it can be made to work properly just by removing the filter that decides which parts to render depending on the side.Yeah that's always been a nasty issue. They've probably tried to reduce the resource usage, RAM, CPU, etc. but nowadays these filters can be savely turned off if you ask me
About the issue with the positioning in the results screen: This has never been an issue to me, i've always found it to be funny how the game decides wether i'm 1st or the opponent
#5
Editing Projects / Re: T3ED Updates (NFS4 Track E...
Last post by JimDiabolo - Today at 12:54 AMOn both (Route Adonf & Rocky Pass), but more on Rocky. There i usesd strange colors to see the effect.
#6
Editing Projects / Re: T3ED Updates (NFS4 Track E...
Last post by pete9516 - Sep 11, 2026, 2:49 PMQuote from: JimDiabolo on Sep 11, 2026, 8:54 AM@pete9516: I haven't changed the shadow raytracer in a long time; I'll have to check it out.btw i hope you had a great holiday. And i have to question: Which track did you test? Did you test on Route Adonf or on Rocky Pass? Because this depends. It works on Redrock Ridge for example, but not on Rocky Pass for some forsaken reason. Even if i set the vertex colours by hand with Alt Enter, the colors won't change.. It's a nightmare for me right now. I can't make a nice night version of Rocky Pass..
I just tested the raytracer without problems. What setting do you use?
#7
Editing Projects / Re: T3ED Updates (NFS4 Track E...
Last post by JimDiabolo - Sep 11, 2026, 8:54 AM@pete9516: I haven't changed the shadow raytracer in a long time; I'll have to check it out.
I just tested the raytracer without problems. What setting do you use?
@Cooya!:
1. I work with two monitors, so I didn't even notice that. I'm thinking about adding a toolbar for Trackview. Maybe I could include a "Top" button there.
2. I'll have to see if the contrast can be adjusted.
3. Do you have a sample track that uses Type 7E bitmaps?
I just tested the raytracer without problems. What setting do you use?
@Cooya!:
1. I work with two monitors, so I didn't even notice that. I'm thinking about adding a toolbar for Trackview. Maybe I could include a "Top" button there.
2. I'll have to see if the contrast can be adjusted.
3. Do you have a sample track that uses Type 7E bitmaps?
#8
Editing Projects / Re: T3ED Updates (NFS4 Track E...
Last post by Cooya! - Sep 11, 2026, 8:29 AMI 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

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
#9
Editing Projects / Re: T3ED Updates (NFS4 Track E...
Last post by pete9516 - Sep 11, 2026, 5:19 AMHey Jim, i've been wondering if you happen to know why on specific tracks like Route Adonf or Rocky Pass the Shadow Ray Tracer simply doesn't work for raytracing the lights and give the track polygons and everything else their respective vertex colors when using the Shadow Ray Tracer.
What does work is the following: The Shadow Ray Tracer takes the values from the sun section and applies that to all of the polygons. But why won't it respect the light sources when giving the vertex colours?
This only happens on specific tracks, i didn't have any problems on Watzelm's Redrock Ridge Remastered for example
What does work is the following: The Shadow Ray Tracer takes the values from the sun section and applies that to all of the polygons. But why won't it respect the light sources when giving the vertex colours?
This only happens on specific tracks, i didn't have any problems on Watzelm's Redrock Ridge Remastered for example
#10
General NFS / Re: NFS High Stakes EXE addres...
Last post by nikon - Sep 10, 2026, 6:36 AMQuote from: pete9516 on Sep 10, 2026, 5:15 AMQuote from: nikon on Sep 08, 2026, 6:31 PMIn the video where I was testing the 16-car knockout, I came across an interesting sorting (?) issue.This is a known issue, i had that happen multiple times and it's quite funny to happen but yeah it's there. Maybe it's like in TrackMania United Forever where the game displays hundreds of a second but it actually counts thousands of a second but won't display
In the second race, two AI drivers had exactly the same finish time, and they happened to be right on the elimination cutoff.
There were 11 participants, with 4 to be eliminated. The two AI drivers were clearly in a close battle and crossed the finish line at the same time, taking 7th and 8th places respectively.
However, the AI driver who finished in 7th place was eliminated instead of the one in 8th place.
I think this might be related to how the results are sorted when the finish times are identical, but it needs further investigation. In practice, I think this is probably a fairly rare occurrence.
I didn't know about that, or maybe I just forgot...

I haven't really investigated this issue yet (I already knew it couldn't have been caused by my changes).
But this is actually normal behavior for quicksort: if the values being compared are equal, their relative order isn't guaranteed.
The comparison function returns 0 for such objects,
so you'd need some kind of secondary criterion: the driver's name, for example,
or something ese, to decide which one goes above the other.
I remember being a bit surprised at first that the game only renders half of the car,
actually even less than that, when you're using the cokpit camera.
When I was testing the mouse look idea, I was initially a little disappointed,
because it seemed like the game simply didn't render the full object.
But it turns out it can be made to work properly just by removing the filter that decides which parts to render depending on the side.
(that might increase the hardware requirements a little, though...)