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#1
Editing Projects / Re: Last rides with high stake...
Last post by EvoX - Today at 9:46 AMMammamia... looks like a 308🐴❤️🏁
#2
Editing Projects / Re: Last rides with high stake...
Last post by Cooya! - Today at 8:38 AMIt looks amazing!!! But...
Don't forget to fix the rear wheels. They need to be MUUUCH wider than the ones at the front... And they have a different design at the bed .. a deeper dish
Don't forget to fix the rear wheels. They need to be MUUUCH wider than the ones at the front... And they have a different design at the bed .. a deeper dish
#3
Editing Projects / Re: NFS4 All in One HD Mod Pac...
Last post by Cooya! - Today at 8:33 AMQuote from: Hommelwomb on Oct 17, 2026, 3:48 PMhttps://imgur.com/a/qhbZzfS
I want to use these four images as a 2d-tree-wall background in Celtic Ruins.
Until now I always used the method to create separated alpha-bmps (-a) for bmps.
But it seems you shouldn't use this method for 2d-tree-walls as objects in front of it using the same method will be surrounded by white lines when viewed from a certain angle.
How I do I generate the four 512 digit codes needed for the alpha8.dat file?
Please keep up with your method of creating separate alpha-bmps for your textures. The problem with the flickering boarders around textures with alpha-channel only occures when two textures with the same 32 bit values (Code 7D) are close to each other. It happens only where the alpha is not pure black or white but is blending. I usually get rid of that problem when I give the tree-wall behind the single trees a different code: Instead of a"BMP 7D"-code I use "BMP 7E" (16-bit 1:5:5:5 with alpha). In that case the textures has all the color range it had before BUT the alpha channel needs to be "digital" then... that means you can only use 2 colors for the alpha: pure black and pure white. The boarders aound the texture don't blend that smooth anymore but since these are leaves of trees it won't make such a difference quality wise... and the tree-wall and the single trees don't interfere anymore

#4
Editing Projects / Re: NFS4 All in One HD Mod Pac...
Last post by Hommelwomb - Today at 4:12 AMThanks, following steps worked using your attached programm:
1. Alpha --> Create Alpha from Colour
2. Alpha --> Apply Alpha to Image
3. File --> Save as --> Extended Bitmap --> Data Type "Extended 256 colour
With GIMP I always got the fshtool-message that the file format would be unsupported.
1. Alpha --> Create Alpha from Colour
2. Alpha --> Apply Alpha to Image
3. File --> Save as --> Extended Bitmap --> Data Type "Extended 256 colour
With GIMP I always got the fshtool-message that the file format would be unsupported.
#5
Editing Projects / Re: Last rides with high stake...
Last post by Butch - Today at 4:03 AMSo.
You cannot view this attachment.
First check, without inside, driver and normals rework.
You cannot view this attachment.You cannot view this attachment.You cannot view this attachment.
You cannot view this attachment.
First check, without inside, driver and normals rework.
You cannot view this attachment.You cannot view this attachment.You cannot view this attachment.
#6
Editing Projects / Re: NFS4 All in One HD Mod Pac...
Last post by pete9516 - Today at 3:12 AMHere's the actual setup file
#7
Editing Projects / Re: NFS4 All in One HD Mod Pac...
Last post by pete9516 - Today at 3:09 AMI don't know if it's portable or not, but here's the installation folder, i can't remember where i've got the setup.exe
#8
Editing Projects / Re: NFS4 All in One HD Mod Pac...
Last post by pete9516 - Today at 3:08 AMQuote from: Hommelwomb on Oct 17, 2026, 3:48 PMhttps://imgur.com/a/qhbZzfSWhy won't you just add the textures with DXTbmp.exe? It can automatically create an alpha map and it supports to save the texture as 8bit with alpha included so you don't have to edit that alpha8.dat file at all
I want to use these four images as a 2d-tree-wall background in Celtic Ruins.
Until now I always used the method to create separated alpha-bmps (-a) for bmps.
But it seems you shouldn't use this method for 2d-tree-walls as objects in front of it using the same method will be surrounded by white lines when viewed from a certain angle.
How I do I generate the four 512 digit codes needed for the alpha8.dat file?
#9
Editing Projects / Re: NFS4 All in One HD Mod Pac...
Last post by Hommelwomb - Oct 17, 2026, 3:48 PMhttps://imgur.com/a/qhbZzfS
I want to use these four images as a 2d-tree-wall background in Celtic Ruins.
Until now I always used the method to create separated alpha-bmps (-a) for bmps.
But it seems you shouldn't use this method for 2d-tree-walls as objects in front of it using the same method will be surrounded by white lines when viewed from a certain angle.
How I do I generate the four 512 digit codes needed for the alpha8.dat file?
I want to use these four images as a 2d-tree-wall background in Celtic Ruins.
Until now I always used the method to create separated alpha-bmps (-a) for bmps.
But it seems you shouldn't use this method for 2d-tree-walls as objects in front of it using the same method will be surrounded by white lines when viewed from a certain angle.
How I do I generate the four 512 digit codes needed for the alpha8.dat file?
#10
Editing Projects / Re: Last rides with high stake...
Last post by pete9516 - Oct 17, 2026, 4:50 AMQuote from: Cooya! on Oct 17, 2026, 2:30 AMOh... We ARE interested in your beautiful presentation of progress. It looks brilliant... The pictures AND the Ferrari.Nothing to add here!! @Butch![]()