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#1
Addon Requests / Re: Pixar Cars for Need for Sp...
Last post by LRF - Today at 12:24 PM
bro must be 11 years old to ask for pixar cars
#2
Addon Requests / Re: Pixar Cars for Need for Sp...
Last post by AlexGRFan97 - Today at 12:05 PM
Real talk, and I'm probably gonna get some flack for this given the necrobump, but I have a legit question here:
Are you even old enough to be using the internet unsupervised?

You obviously aren't going to learn how to model cars for games like MW because of the work that entails and the fact you've made a thread asking for a step-by-step tutorial even though there's plenty of material out there that tells you everything you would want to know. You're just going to keep bugging people who do know what to do in-between spamming every other thread in this subforum, and hope they take pity on you.

There are tons of better, newer games that allow you to do whatever it is you are trying to achieve here that require far less work than spending days and weeks porting models that, speaking realistically here, only a couple hundred players of these 20+ year old games are going to be much interested in. BeamNG, Assetto Corsa, GTA from San Andreas onwards if you want lots of vehicle slots, and if it's the NFS-style gameplay you're after, surely it would make much more sense to find some Roblox or Unity developer and pester them to make the Cars/police chase hybrid game you're after? That way you can make the game play however you want.

I just don't see how NFS: Most Wanted and Pixar Cars overlap in any conceivable way outside of developers of meme mods like Pepega. They're not real cars, you can't tune them, and they don't fit the gritty tone or realistic atmosphere of Need For Speed at all. 99% of players are not interested in this.
#3
Quote from: Mr.AliB on Jun 01, 2026,  7:05 AMIt also shows up in VLT-ED frontend data as "ford2" in the europe section instead of under "ford" in the north american section.
That likely answers your problem if you haven't had it fixed yet. It's been a while since I've looked into the guts of an MW mod, but surely stuff like that is editable from an interface?

And I don't think the Monaro has anything to do with it. They just didn't record any lines for cars added particularly late in development.
#4
NFS:HS Support / Pursuit diablo
Last post by DZ Gamer - Today at 6:57 AM
Why does the Pursuit Diablo car reach a speed of 98 km/h when driven by the computer in night driving mode?
#5
Could you have a look at the new T3ED_Dev4.5.0.437_Beta_42?
https://magentacloud.de/s/ngoJP2HXqykS7MB
I've been experimenting with the textures for the TNFS tracks. But it's a real effort with fshtool and the other tools. I initially wanted to build something of my own based upon this, but then gave up.
I ended up back with T3ED and have added export/import functions to the texture dialogue. It would be great if that works properly.
I've already tried a few things out and sorted out the biggest bugs. Still, always make a backup of the .qfs file. When you save the .frd, it's now saved along with it!

There probably won't be any more updates over the next few weeks as I'm on holiday. =D

#6
General NFS / Re: 4LOWER One
Last post by Geminiyo - Today at 2:33 AM

4LoWeR One 1.73
4LoWeR One 1.73 FASTSTEERING

Previous Change:Class AA tuning.

Latest Change:Weight Transfer/Mass tuning among cars.


The 4LoWeR One 1.73 is 314mb in size
https://drive.google.com/file/d/1BIeiZYLtMG69iYLJ4Ifsx4ZKOW5ObmHy/view?usp=sharing
The 4LoWeR One 1.73 FASTSTEERING is 314mb in size
https://drive.google.com/file/d/1hI0-duz2vnO41s066dFYt3cb-y1ytCUA/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
#7
Help/F.A.Q / need for speed high stakes
Last post by DZ Gamer - Aug 19, 2026, 6:59 AM
I have a question: Why does the original Pursuit Diablo, when driven by a computer at night, not exceed 98 km/h?
#8
Help/F.A.Q / Help fixing Virtual Road Width...
Last post by PhilPreston - Aug 17, 2026, 8:43 PM
Having a problem with the virtual road width flagging
On a project where I'm reducing the road width from 4 lanes to 2, the road shoulder is incorrectly flagged.

Instead of being flagged as Dark Green-Outer width of road, the road shoulders are being flagged as regular driving lanes (Light Green flagging), leading to AI cars driving over them unnecessarily

Have used the "Adjust Virtual Road" function in T3ED but it's not correcting the fault.
See screenshot below where circled in blue the road shoulder is correctly flagged Dark Green (unchanged from original track), but circled in yellow the road shoulder is incorrectly flagged as light green

Can anyone help me correct this?
Track is Hometown 000 for NFS3
#9
NFS:HS Workshop / Re: Dashviews
Last post by DZ Gamer - Aug 16, 2026, 12:17 AM
How can I create a dashboard?
#10
General NFS / Re: High Stakes Outtakes (HSO)
Last post by EvoX - Aug 12, 2026, 3:59 AM
One race from my perspective