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#1
Editing Projects / Re: T3ED Updates (NFS4 Track E...
Last post by JimDiabolo - Today at 8:54 AM@pete9516: I haven't changed the shadow raytracer in a long time; I'll have to check it out.
@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?
@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?
#2
Editing Projects / Re: T3ED Updates (NFS4 Track E...
Last post by Cooya! - Today at 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
#3
Editing Projects / Re: T3ED Updates (NFS4 Track E...
Last post by pete9516 - Today at 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
#4
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...)
#5
General NFS / Re: NFS High Stakes EXE addres...
Last post by nikon - Sep 10, 2026, 6:08 AMQuote from: pete9516 on Sep 10, 2026, 5:20 AMQuote from: nikon on Sep 08, 2026, 11:05 PMFor Tournament mode, you can theoretically set more than 7 AI opponents as well, but in that case you won't be able to complete the entire tournament.Why is that, i wonder?
There are quite a few places in the game where arrays are hardcoded for 8 slots.
Probably the most obvious example is the points table - it's an array of 8.
But there are many other places like that.
Actually, getting a 16-car tournament race to start is pretty easy.
You only need to change this byte:
Code Select
00146B22 10 → 11Just in case the offsets don't match, here's the surrounding code:
Code Select
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
00146B10 8B 9C 24 20 01 00 00 83 FB 01 0F 86 F6 00 00 00
00146B20 83 FB 10 0F 83 23 01 00 00 8B 84 24 08 01 00 00
00146B30 89 84 24 34 01 00 00 85 C0 0F 8E D7 00 00 00 89
This switches the sorting mode when there are more than 15 objects (I still haven't figured out why the game does that).
But this change only lets you start a race with 16 cars - all the other problems I mentioned above are still there.
#6
General NFS / Re: NFS High Stakes EXE addres...
Last post by pete9516 - Sep 10, 2026, 5:20 AMQuote from: nikon on Sep 08, 2026, 11:05 PMFor Tournament mode, you can theoretically set more than 7 AI opponents as well, but in that case you won't be able to complete the entire tournament.Why is that, i wonder?
#7
General NFS / Re: NFS High Stakes EXE addres...
Last post by pete9516 - 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.
#8
General NFS / Re: NFS High Stakes EXE addres...
Last post by pete9516 - Sep 10, 2026, 5:12 AMQuote from: nikon on Sep 08, 2026, 6:23 PMVEG's patch is completely compatible with the older Expansion Pack/Stock Pack version as the file sizes are completely the same. So all my Delta Patches work on both of these versions. That's the good think about itQuote from: Remko on Sep 08, 2026, 4:55 PMPosting Youtube links (or embedding them) is fine, go ahead.
Thanks for the permission!
16-car tournament testing:
16-car knockout testing (+ custom eliminated car count):
As an example, you can see that when there are 16 participants, no traffic cars appear.
However, starting from the second race, after 5 participants have been eliminated, 5 traffic cars appear.
In the knockout video, according to the setting, the number of traffic cars should then remain at 5 for all subsequent races, even when more than 5 slots become available (from the third race onward).
The research is still in an early stage, and there are quite a few things that still need to be checked and tested.
I also used the EXE file patched with the veg.by mod as my base, so the patch may not be compatible with other patches or modified executables.
#9
General NFS / Re: NFS High Stakes EXE addres...
Last post by nikon - Sep 08, 2026, 11:05 PMQuote from: Venko on Sep 08, 2026, 10:44 PMThat career editor will turn out awesome.
Is there any way to have 16 racers outside of career mode, in single race for example?
I think it should be possible eventually.
Thanks everyone for the feedback!
This is still just the very beginning, and for now I'm mainly focused on Career mode.
I haven't gotten around to Single Race mode yet.
I'll try to consolidate my current work and put together a preliminary patch as soon as I can, but I can't promise when it will be ready yet.
With the current editor, you can set up to 14 opponents in Knockout mode (giving you 15 cars in total).
That's the maximum that can work in the unpatched version, as pete9516 mentioned above.
The player will also be placed in the last starting position for every race (although it's actually pretty fun to start at the back of the grid).
For Tournament mode, you can theoretically set more than 7 AI opponents as well, but in that case you won't be able to complete the entire tournament.
The points system also doesn't work properly, and the Standings table crashes the game.
I've managed to overcome most of the issues I described above, and with the patch, 16 participants are quite playable.
#10
General NFS / Re: NFS High Stakes EXE addres...
Last post by Venko - Sep 08, 2026, 10:44 PMThat career editor will turn out awesome.
Is there any way to have 16 racers outside of career mode, in single race for example?
Is there any way to have 16 racers outside of career mode, in single race for example?