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#31
Editing Projects / Re: 2021 Toyota Yaris GR finis...
Last post by Butch - Jan 28, 2026, 4:31 AMTo reduce the size of these rims will pay off. You can make decent 3D wheels with 300 triangles.
Without seeing the internal mesh, it's difficult to know what can be saved in the :OC part, but in my experience, going below 8000 triangles seems perfectly feasible without a significant loss of quality.
Alternatively, to save a lot of space on textures, the two-pixel color gradient technique (thank you Madman) can save a significant amount of space.
See Matra p29 concept.
Without seeing the internal mesh, it's difficult to know what can be saved in the :OC part, but in my experience, going below 8000 triangles seems perfectly feasible without a significant loss of quality.
Alternatively, to save a lot of space on textures, the two-pixel color gradient technique (thank you Madman) can save a significant amount of space.
See Matra p29 concept.
#32
Off-Topic Discussion / Tell us about your own version...
Last post by Hemawyia Zone - Jan 28, 2026, 3:49 AMTell us about your police pack , race cars , game play style , and more
.
Anyway, I 'll upload details about my game soon
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.Anyway, I 'll upload details about my game soon
. #33
Editing Projects / Re: 2021 Toyota Yaris GR finis...
Last post by Cooya! - Jan 28, 2026, 2:30 AMin ZMod every polygon is a triangle and therefore a face = tris. That is how the NFS4-engine works aswell..
in Blender the counted polygons (faces) are normally a square and the program automatically breaks every square into 2 triangles that's why the the tris-count is pretty much double the count of the faces. Unfortunately for NFS4 everything counts in tris.
Putting on these 2d rims to save some polies will not work this way I am afraid... if you work with alpha channels to simulate empty spaces between the spokes it will look very (!) rugged as you have to fit ALL (!!!) textures used for the whole car - including interior, undercarriage, rims, etc.. - ever texture you use... on 1 (ONE!!!) 256x256 texmap. You can use a 512x512 texmap aswell but since the VEG-patch will probably never get finished the game will automatically shrink the texture down to 256x256 and that does always look worse than using 256 from the start. The car relies much to much on beautiful textures to ever look good in NFS4 and it is never a good idea to save polies where you see it all the time like on the rims. delete some almost invisible interior details instead.
in Blender the counted polygons (faces) are normally a square and the program automatically breaks every square into 2 triangles that's why the the tris-count is pretty much double the count of the faces. Unfortunately for NFS4 everything counts in tris.
Putting on these 2d rims to save some polies will not work this way I am afraid... if you work with alpha channels to simulate empty spaces between the spokes it will look very (!) rugged as you have to fit ALL (!!!) textures used for the whole car - including interior, undercarriage, rims, etc.. - ever texture you use... on 1 (ONE!!!) 256x256 texmap. You can use a 512x512 texmap aswell but since the VEG-patch will probably never get finished the game will automatically shrink the texture down to 256x256 and that does always look worse than using 256 from the start. The car relies much to much on beautiful textures to ever look good in NFS4 and it is never a good idea to save polies where you see it all the time like on the rims. delete some almost invisible interior details instead.
#34
Editing Projects / Re: 2021 Toyota Yaris GR finis...
Last post by AJ_Lethal - Jan 27, 2026, 8:02 PMQuote from: pete9516 on Jan 27, 2026, 1:24 PMBlender uses both quad (faces) and triangular (tris) polygons.Quote from: Cooya! on Jan 27, 2026, 8:53 AMunfortunately it already had almost 14.000 polys on this picture:I'm a little bit confused. If "faces" are not polygons, what is it then? Because in Zanoza Modeler 1.07b faces are polygons. And yes the polycount should not exceed about 13.000 polygons, else the game would start lagging on a full grid race
https://imgur.com/efWRhWS
...and it was still missing the seats and some more detail. I am afraid that giving it some ugly 2d rims is not enough to bring it to older nfs games. :/
#35
Editing Projects / Re: 2021 Toyota Yaris GR finis...
Last post by pete9516 - Jan 27, 2026, 1:26 PMQuote from: Jaguara on Jan 27, 2026, 1:21 PMThe 2D rims with alpha channel would fit into the style of NFS 3 and 4. They also support 10k-11k poly cars if I remember correctly, well not in full grid maybe. I'll cut down the poligones and compromise on details.There's even 1 truck from baardk which exceeds the 20k polygons, but it will cause your game to lag. Best maximum limit is about 15.000 or even lower. People who are using bad renderers can't even stand a chance with a polygon count of 8.000 or higher
#36
Editing Projects / Re: 2021 Toyota Yaris GR finis...
Last post by pete9516 - Jan 27, 2026, 1:24 PMQuote from: Cooya! on Jan 27, 2026, 8:53 AMunfortunately it already had almost 14.000 polys on this picture:I'm a little bit confused. If "faces" are not polygons, what is it then? Because in Zanoza Modeler 1.07b faces are polygons. And yes the polycount should not exceed about 13.000 polygons, else the game would start lagging on a full grid race
https://imgur.com/efWRhWS
...and it was still missing the seats and some more detail. I am afraid that giving it some ugly 2d rims is not enough to bring it to older nfs games. :/
#37
Editing Projects / Re: 2021 Toyota Yaris GR finis...
Last post by Jaguara - Jan 27, 2026, 1:21 PMThe 2D rims with alpha channel would fit into the style of NFS 3 and 4. They also support 10k-11k poly cars if I remember correctly, well not in full grid maybe. I'll cut down the poligones and compromise on details.
#38
Editing Projects / Re: Topic about fixed nfs4 car...
Last post by EvoX - Jan 27, 2026, 12:19 PMWow that's useful, thanx Pete!
#39
Editing Projects / Re: Topic about fixed nfs4 car...
Last post by pete9516 - Jan 27, 2026, 12:18 PMFirst fix to be shared here is noise's Alfa Romeo Canguro.
Fixes:
Car.fce:
- Fixed head's axis
- Merged spoiler part with :HB, since it only are windshield wipers and interior rear view mirror which is not supposed to be a removable part if you ask me
- Completely revamped carp.txt (more authentic/realistic, but 0-60 times might not match (if there's even data available on the net))
- Fixed dash.fce's RPM needle since the carp.txt has been recreated (much thanks/credits to Butch for creating the dash view)
- Added missing fedatas
- Changed from class B to class A
- Fixed the car's textures, so you can choose custom colors
EDIT: The stock red color might be a little brighter now due to the fact that the texture is now transparent and uses color values from car.fce instead the one from the actual texture
Fixes:
Car.fce:
- Fixed head's axis
- Merged spoiler part with :HB, since it only are windshield wipers and interior rear view mirror which is not supposed to be a removable part if you ask me
- Completely revamped carp.txt (more authentic/realistic, but 0-60 times might not match (if there's even data available on the net))
- Fixed dash.fce's RPM needle since the carp.txt has been recreated (much thanks/credits to Butch for creating the dash view)
- Added missing fedatas
- Changed from class B to class A
- Fixed the car's textures, so you can choose custom colors
EDIT: The stock red color might be a little brighter now due to the fact that the texture is now transparent and uses color values from car.fce instead the one from the actual texture
#40
Editing Projects / Topic about fixed nfs4 cars
Last post by pete9516 - Jan 27, 2026, 12:13 PMI want to create this topic here so i can share cars that i've fixed in the best manner that i could. Hate it or love it. If you love it, make sure to follow this thread so you're being notified about another car that got fixed. I like to fix anything which is not about the quality of a car model or showcase specifications, since there's simply not always data available and i can't do models and UV mapping. But i can do everything instead and i want to share this stuff here. Uploading them as actual car addons would result into a total mess and most authors probably wouldn't want that (including me). There's also gonna be posts where i update a car (for example add engine sounds, etc.)