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#1
Editing Projects / Re: Last rides with high stake...
Last post by Butch - Today at 10:01 AMQuote from: Cooya! on Today at 7:16 AMYES!!! The grill looks brilliant now! I love it!![]()
Thank you for this major repair!!!
But... you broke the glass of the headlight on the inner edge on the passenger side... maybe broken normals or you misstextured it accidentally
Vertex slide in the uvmap. fixed now. I'm on the damages and the color name.
#2
Editing Projects / Re: Last rides with high stake...
Last post by noise - Today at 9:50 AMBut.....
.
When I'm on the lookout to buy some secondhand car, I ask Cooya! to join me, he notice every failure.
. When I'm on the lookout to buy some secondhand car, I ask Cooya! to join me, he notice every failure.
#3
Editing Projects / Re: Last rides with high stake...
Last post by Cooya! - Today at 7:16 AMYES!!! The grill looks brilliant now! I love it!
Thank you for this major repair!!!
But... you broke the glass of the headlight on the inner edge on the passenger side... maybe broken normals or you misstextured it accidentally
Thank you for this major repair!!!
But... you broke the glass of the headlight on the inner edge on the passenger side... maybe broken normals or you misstextured it accidentally

#4
Editing Projects / Re: Last rides with high stake...
Last post by EvoX - Today at 5:42 AMIt's always nice to hear a constructive dialog here. I dunno about the grill, guess it was real wide on that car, as I remember from some other models. And the hood air intakes look insane🔥really adding to the whole image of it 👍
#5
Editing Projects / Re: Last rides with high stake...
Last post by Spectre - Today at 4:04 AMBeautiful as always!
#6
Editing Projects / Re: Last rides with high stake...
Last post by Butch - Today at 3:33 AMnot a problem at all.
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#7
Editing Projects / Re: Last rides with high stake...
Last post by Butch - Today at 2:11 AMThank you all
We've been working on this long enough now; I haven't modeled the body damage yet, so it's not a problem.
Quote from: Cooya! on Sep 30, 2026, 10:47 AMIt looks absolutely perfect from any angle!
...But I am still not happy with the grill...Sorry!
Still not oval enough, still sticking out on the bottom and somehow it looks a little to big... I could live with that but maybe it's not to late to check it again and compare it to some photos of the real thing..![]()
We've been working on this long enough now; I haven't modeled the body damage yet, so it's not a problem.
#8
Editing Projects / Re: Last rides with high stake...
Last post by Cooya! - Sep 30, 2026, 10:47 AMIt looks absolutely perfect from any angle!
...But I am still not happy with the grill...
Sorry!
Still not oval enough, still sticking out on the bottom and somehow it looks a little to big... I could live with that but maybe it's not to late to check it again and compare it to some photos of the real thing..
...But I am still not happy with the grill...
Sorry!Still not oval enough, still sticking out on the bottom and somehow it looks a little to big... I could live with that but maybe it's not to late to check it again and compare it to some photos of the real thing..
#9
Editing Projects / Re: NFS4 All in One HD Mod Pac...
Last post by Hommelwomb - Sep 30, 2026, 10:47 AMIt's not a patch. Was done by manually editing the TR.FRD files.
If you for example should see an object on a straight line, but you are on block 10 and the object is on block 35, you can assign the object to block 25 - as long as it will be correctly visible from both directions.
Track polygons can be split from track blocks and converted to objects which are not LOD dependent. Of course you can only do that to polygons one cannot drive on, say cliffs, etc.
If you for example should see an object on a straight line, but you are on block 10 and the object is on block 35, you can assign the object to block 25 - as long as it will be correctly visible from both directions.
Track polygons can be split from track blocks and converted to objects which are not LOD dependent. Of course you can only do that to polygons one cannot drive on, say cliffs, etc.
#10
Editing Projects / Re: NFS4 All in One HD Mod Pac...
Last post by Cooya! - Sep 30, 2026, 10:32 AMOh WOW!!! At first I thought you just edited the view distance of all vanilla tracks to the maximum... and I was just about to write, that you have to be "careful" with that as many tracks do look weird with all the track visible from every part of the track... they were simply not designed to be a logical circle 
But what you are doing here exceeds that in a very different way. I am pretty thrilled right now. How do you made the game "forget" the LODs on tracks? Thats amazing! I hope that this is a patch that is "global" and works for all Addon-tracks aswell... And adding blocks of brother/sister tracks to some of them is a brillant idea.. aslong as it does not break the look when texture mods are installed... but as you are working with HD textures aswell I am confident.

But what you are doing here exceeds that in a very different way. I am pretty thrilled right now. How do you made the game "forget" the LODs on tracks? Thats amazing! I hope that this is a patch that is "global" and works for all Addon-tracks aswell... And adding blocks of brother/sister tracks to some of them is a brillant idea.. aslong as it does not break the look when texture mods are installed... but as you are working with HD textures aswell I am confident.