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#1
Editing Projects / Re: Last rides with high stake...
Last post by EvoX - Today at 11:47 AM
I dunno about the others... All we should definitely have is an HD M1
Thats all I know :police:  :D
#2
Editing Projects / Re: Last rides with high stake...
Last post by noise - Today at 10:37 AM
Car magazine April 1984, I was 12 than, my fantasy ran wild seeing these supercars. Discovering my matchbox cars existed in real life. Funny how such an experience had more impact on me than seeing them in a car-show or something.
#3
Editing Projects / Re: Last rides with high stake...
Last post by Nikster - Today at 7:19 AM
Quote from: Butch on Oct 21, 2026,  2:29 PM9619 polygones.

I'm starting inside dash.

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looks nice
#4
Editing Projects / Re: Last rides with high stake...
Last post by Butch - Today at 5:36 AM
Quote from: noise on Today at  2:59 AM9619 polies?... no tuningkits than please  ;)

Although the colours in the first thumbnail are far too British for my taste, I'd rather spend my time on this.

#5
Editing Projects / Re: Last rides with high stake...
Last post by noise - Today at 2:59 AM
9619 polies?... no tuningkits than please  ;)
#6
Editing Projects / Re: Last rides with high stake...
Last post by Spectre - Today at 1:18 AM
That looks absolutely beautiful!
#7
General NFS / Re: Change the chase music in ...
Last post by MoLiEG - Oct 21, 2026, 9:48 PM
Hey mate!

All the information you need is here:

https://www.youtube.com/watch?v=oh3CCsAcAp4&t=187s

#8
Editing Projects / Re: Last rides with high stake...
Last post by EvoX - Oct 21, 2026, 8:34 PM
Mmmmmm🐴❤️
#9
Editing Projects / Re: Last rides with high stake...
Last post by Butch - Oct 21, 2026, 2:29 PM
9619 polygones.

I'm starting inside dash.

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#10
Editing Projects / Re: T3ED Updates (NFS4 Track E...
Last post by convictj - Oct 21, 2026, 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