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#1
Editing Projects / Re: Last rides with high stake...
Last post by Butch - Today at 2:29 PMI'm starting inside dash
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#2
Editing Projects / Re: T3ED Updates (NFS4 Track E...
Last post by convictj - Today at 9:49 AM@pete I didnt mean to quote a whole page lmao. But no dice, It's still looping through the wrong textures (qfs # 0162-0168). The textures I added were qfs # 0278-0284 using 0278 as the starter with the frames set to 7 and the delay set to 8.
The exported textureblock .csv is the last thing I touched to get T3ED to even see I added into the list of textures. So I think it has to do with the values that come after those 7 texture ids that I had to manually input into the textureblock .csv.
The main thing I'm pondering is what to set U1 and U2 to for those new textures and if I have to do anything to the c1-c7 values. Here's what I have so far for those new textures
U1: I saw this value increments upwards in the csv according to the qfs # so I had 0278 pick up where 0277 left off.
U2: I literally just picked an FFF value and incremented upwards- no fucking clue what I'm doing here, I just see they were all different values for the P-U-B sign and not in any apparent order other than the 3rd digit from the end.
C1-C7: Copied from the animated P-U-B sign under the 'Simons' sign
EDIT: After experimenting I think the .csv is fine. It's that for whatever polygon I select if I try to change the texture to an animation it defaults to starting the loop at 0163. Even if I select a known working 4 frame animation such as the P-U-B animation
0163 Also happens to be texture id #1 which goes to the unlit flashing road sign so that texture is also supposed to be animated.
.csv entries attached
The main thing I'm pondering is what to set U1 and U2 to for those new textures and if I have to do anything to the c1-c7 values. Here's what I have so far for those new textures
U1: I saw this value increments upwards in the csv according to the qfs # so I had 0278 pick up where 0277 left off.
U2: I literally just picked an FFF value and incremented upwards- no fucking clue what I'm doing here, I just see they were all different values for the P-U-B sign and not in any apparent order other than the 3rd digit from the end.
C1-C7: Copied from the animated P-U-B sign under the 'Simons' sign
EDIT: After experimenting I think the .csv is fine. It's that for whatever polygon I select if I try to change the texture to an animation it defaults to starting the loop at 0163. Even if I select a known working 4 frame animation such as the P-U-B animation
0163 Also happens to be texture id #1 which goes to the unlit flashing road sign so that texture is also supposed to be animated.
.csv entries attached
#3
Editing Projects / Re: T3ED Updates (NFS4 Track E...
Last post by pete9516 - Today at 5:46 AMQuote from: convictj on Oct 20, 2026, 11:36 PMAdd several textures in a row which are supposed to be a working animation into the tr0.qfs, then select the very first texture of that animation and toggle it as animated and simply define the number of sprites (textures) for the animation. The maximum is 7Quote from: JimDiabolo on Apr 02, 2021, 12:58 AMDue to the corona virus I had some more free time at home. That’s why I started to do some changes to t3ed again. Till now my focus was on NFS4. In version I did a lot for NFS3. Since VEGs great modern patch I find NFS3 tracks interesting again. This version isn’t a “final�, but it has a lot of changes so I want give it to public.
Changes so far:
- When exporting visibility, the file will be saved in the track directory.
- Bugfix for deleting the last block of a track with less then 8 virtual road points.
- T3ED loads now the nfs3 heights file "simhts.dat" and the speed files "speedsf.bin/speedsr.bin".
- Adjust the “col.vroadHead.size� to allow paste/delete blocks on nfs3 tracks!
- Ability the change all texture of a block with its objects in one step.
- Show more info about what is selected in the status bar. I did this for some testing purpose, I think it will stay.
- Changes to the texture dialog on nfs3 tracks:
It shows the texture id and the bitmap number in the qfs â€" file.
- NFS3 Texture Properties dialog was added
- When moving virtual road points manually, the „ColVroadVecs“ will be recalculated. You see the difference when “Show Virtual Road Width and Node Points� is activated. It also will be done after the “Virtual Road, Heights.sim� Dialog. In both times also the “PolyVroad� information will be recalculated. It must be some Vroad information on drivable polygons.
Both changes were already be done when you move blocks with smoothing on. I missed it when I made the manual movement.
- NFS3 handles textures different. Each track has a “TextureBlock�. It now can be ex/imported into a csv file.
I still don’t understand the textureblock. NFS4 don’t uses it. It seems to have the information about roation, flipping and tiling in the 8 “corners� values.
Actually t3ed uses this structure:
struct TEXTUREBLOCK
{
short width,height;
unsigned long unknown1;
float corners[8]; // roation, flipping and tiling?
unsigned long unknown2;
char islane; // 1 if not a real texture (lane), 0 usually
short texture; // index in QFS file
} TEXTUREBLOCK;
If somebody has an idea please tell me.
Say I've already made a QFS with 7 more texture bitmaps, I've even gotten so far that I have 7 more texture ids. In the textureblock .csv what on earth do I actually need to change to have a working animation with those 7 bitmaps? So far I've only been able to implement custom animations 4 frames in length by replacing existing animations. As for outright adding textures I've only (sort of) been able to add one which is so transparent it's barely visible. That being the first frame of what is supposed to be an animation
#4
Editing Projects / Re: T3ED Updates (NFS4 Track E...
Last post by convictj - Oct 20, 2026, 11:36 PMQuote from: JimDiabolo on Apr 02, 2021, 12:58 AMDue to the corona virus I had some more free time at home. That’s why I started to do some changes to t3ed again. Till now my focus was on NFS4. In version I did a lot for NFS3. Since VEGs great modern patch I find NFS3 tracks interesting again. This version isn’t a “final�, but it has a lot of changes so I want give it to public.
Changes so far:
- When exporting visibility, the file will be saved in the track directory.
- Bugfix for deleting the last block of a track with less then 8 virtual road points.
- T3ED loads now the nfs3 heights file "simhts.dat" and the speed files "speedsf.bin/speedsr.bin".
- Adjust the “col.vroadHead.size� to allow paste/delete blocks on nfs3 tracks!
- Ability the change all texture of a block with its objects in one step.
- Show more info about what is selected in the status bar. I did this for some testing purpose, I think it will stay.
- Changes to the texture dialog on nfs3 tracks:
It shows the texture id and the bitmap number in the qfs â€" file.
- NFS3 Texture Properties dialog was added
- When moving virtual road points manually, the „ColVroadVecs“ will be recalculated. You see the difference when “Show Virtual Road Width and Node Points� is activated. It also will be done after the “Virtual Road, Heights.sim� Dialog. In both times also the “PolyVroad� information will be recalculated. It must be some Vroad information on drivable polygons.
Both changes were already be done when you move blocks with smoothing on. I missed it when I made the manual movement.
- NFS3 handles textures different. Each track has a “TextureBlock�. It now can be ex/imported into a csv file.
I still don’t understand the textureblock. NFS4 don’t uses it. It seems to have the information about roation, flipping and tiling in the 8 “corners� values.
Actually t3ed uses this structure:
struct TEXTUREBLOCK
{
short width,height;
unsigned long unknown1;
float corners[8]; // roation, flipping and tiling?
unsigned long unknown2;
char islane; // 1 if not a real texture (lane), 0 usually
short texture; // index in QFS file
} TEXTUREBLOCK;
If somebody has an idea please tell me.
Say I've already made a QFS with 7 more texture bitmaps, I've even gotten so far that I have 7 more texture ids. In the textureblock .csv what on earth do I actually need to change to have a working animation with those 7 bitmaps? So far I've only been able to implement custom animations 4 frames in length by replacing existing animations. As for outright adding textures I've only (sort of) been able to add one which is so transparent it's barely visible. That being the first frame of what is supposed to be an animation
#5
General NFS / Re: 4LOWER One
Last post by Geminiyo - Oct 19, 2026, 12:28 AM
4LoWeR One 1.80
4LoWeR One 1.80 FASTSTEERING
Previous Change:Dodge Charger Daytona - imrpoved.
Latest Change:Did to Simcade modules. Has disbled Anti-lock Brakes - for more realistic braking. Tire Wear parameter modified.
The 4LoWeR One 1.80 is 287mb in size
https://drive.google.com/file/d/1KUiHBF0F7a4XHx4JfLHS-c-8T2I-NXQ5/view?usp=sharing
The 4LoWeR One 1.80 FASTSTEERING is 287mb in size
https://drive.google.com/file/d/1-g8SnmSjSwxy4ElNLwEqQ4OB20BYdIUo/view?usp=sharing
The Key To the Highway 2.7.0 (Fixed Poly VRoads) is 69mb in size
https://drive.google.com/file/d/1llkQSFexF2OOLyYP9ZWCkOJmzk_Og7_w/view?usp=sharing
The Key To the Highway Mix2 1.5.0 (Fixed Poly VRoads) is 80mb in size
https://drive.google.com/file/d/1zB1VK-Q5rDcyxn6bYchrNpzvjLLwtdZM/view?usp=sharing
The Key To the Highway Mix3 1.1.1
https://drive.google.com/file/d/1EPnRh54fl183zPJclsl3gFNFDzQqf5du/view?usp=sharing
Anti-Crash Savedata
https://drive.google.com/file/d/19OtowxYRJcJ-96_MrOWwPsJrux9syIfL/view?usp=sharing
Latest Change:Did to Simcade modules. Has disbled Anti-lock Brakes - for more realistic braking. Tire Wear parameter modified.
The 4LoWeR One 1.80 is 287mb in size
https://drive.google.com/file/d/1KUiHBF0F7a4XHx4JfLHS-c-8T2I-NXQ5/view?usp=sharing
The 4LoWeR One 1.80 FASTSTEERING is 287mb in size
https://drive.google.com/file/d/1-g8SnmSjSwxy4ElNLwEqQ4OB20BYdIUo/view?usp=sharing
The Key To the Highway 2.7.0 (Fixed Poly VRoads) is 69mb in size
https://drive.google.com/file/d/1llkQSFexF2OOLyYP9ZWCkOJmzk_Og7_w/view?usp=sharing
The Key To the Highway Mix2 1.5.0 (Fixed Poly VRoads) is 80mb in size
https://drive.google.com/file/d/1zB1VK-Q5rDcyxn6bYchrNpzvjLLwtdZM/view?usp=sharing
The Key To the Highway Mix3 1.1.1
https://drive.google.com/file/d/1EPnRh54fl183zPJclsl3gFNFDzQqf5du/view?usp=sharing
Anti-Crash Savedata
https://drive.google.com/file/d/19OtowxYRJcJ-96_MrOWwPsJrux9syIfL/view?usp=sharing
#6
Editing Projects / Re: Last rides with high stake...
Last post by EvoX - Oct 18, 2026, 9:46 AMMammamia... looks like a 308🐴❤️🏁
#7
Editing Projects / Re: Last rides with high stake...
Last post by Cooya! - Oct 18, 2026, 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
#8
Editing Projects / Re: NFS4 All in One HD Mod Pac...
Last post by Cooya! - Oct 18, 2026, 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

#9
Editing Projects / Re: NFS4 All in One HD Mod Pac...
Last post by Hommelwomb - Oct 18, 2026, 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.
#10
Editing Projects / Re: Last rides with high stake...
Last post by Butch - Oct 18, 2026, 4:03 AMSo.
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First check, without inside, driver and normals rework.
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First check, without inside, driver and normals rework.
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