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T3ED Updates (NFS4 Track Editor) by JimDiabolo

Started by JimDiabolo, May 28, 2012, 2:53 AM

pete9516

Quote from: JimDiabolo on Apr 06, 2024, 11:39 PM
Quote from: pete9516 on Apr 06, 2024,  9:59 PM
I was wondering if this function is working properly
Because it looks like it's failing to calculate how much track polygons there actually are
You mean the "Adjust VRoad Z" function? The problem on your screenshot is that the ceiling is made of black track polys.
Yes you are right, but many tracks have tunnels made out of track polygons. Then i wonder what this function is good for, because i thought it would be for track polygons only

JimDiabolo

#361
Quote from: pete9516 on Apr 07, 2024,  1:43 AM
Quote from: JimDiabolo on Apr 06, 2024, 11:39 PM
Quote from: pete9516 on Apr 06, 2024,  9:59 PM
I was wondering if this function is working properly
Because it looks like it's failing to calculate how much track polygons there actually are
You mean the "Adjust VRoad Z" function? The problem on your screenshot is that the ceiling is made of black track polys.
Yes you are right, but many tracks have tunnels made out of track polygons. Then i wonder what this function is good for, because i thought it would be for track polygons only
I first thought about how this could be done better. Look at the “PolyFlags” to find passable ones? But what about the shared routes?
But then I made it really easy for myself. Instead of looking from up to down, I simply flipped it over. Strictly speaking, it's no longer a "drop" feature, but it seems better.
Get T3ED, Stock & Expansion Pack from Magenta Cloud.

pete9516

It seems to me that nothing has changed

pete9516

Quote from: pete9516 on Apr 08, 2024, 11:09 PM
It seems to me that nothing has changed
Maybe this is because the non-debug-version does not fully work on my computer

JimDiabolo

Quote from: pete9516 on Apr 09, 2024,  6:09 AM
Quote from: pete9516 on Apr 08, 2024, 11:09 PM
It seems to me that nothing has changed
Maybe this is because the non-debug-version does not fully work on my computer
It think it's best to don't use it, which should be the default.
I think the exact z value isn't that important.
Get T3ED, Stock & Expansion Pack from Magenta Cloud.

pete9516

Quote from: JimDiabolo on Apr 09, 2024,  8:24 AM
Quote from: pete9516 on Apr 09, 2024,  6:09 AM
Quote from: pete9516 on Apr 08, 2024, 11:09 PM
It seems to me that nothing has changed
Maybe this is because the non-debug-version does not fully work on my computer
It think it's best to don't use it, which should be the default.
I think the exact z value isn't that important.
Well the way i did it until now worked pretty fine in all cases but it just hurts to know that the virtual road points are not put on the polygon directly, because if you put the virtual road points on a very high position it can cause serious issues as far as i can remember, you can crash like into invisible walls and stuff, loosing very much speed, physics not working normally, but i think you are right that a few inches above or underneath the ground do not hurt that much, but only if one recalculates the poly v roads in mode 2

pete9516

#366
Quote from: pete9516 on Apr 09, 2024,  9:48 AM
Quote from: JimDiabolo on Apr 09, 2024,  8:24 AM
Quote from: pete9516 on Apr 09, 2024,  6:09 AM
Quote from: pete9516 on Apr 08, 2024, 11:09 PM
It seems to me that nothing has changed
Maybe this is because the non-debug-version does not fully work on my computer
It think it's best to don't use it, which should be the default.
I think the exact z value isn't that important.
Well the way i did it until now worked pretty fine in all cases but it just hurts to know that the virtual road points are not put on the polygon directly, because if you put the virtual road points on a very high position it can cause serious issues as far as i can remember, you can crash like into invisible walls and stuff, loosing very much speed, physics not working normally, but i think you are right that a few inches above or underneath the ground do not hurt that much, but only if one recalculates the poly v roads in mode 2
Also when moving virtual road points in X and Y direction, it's nasty when these points will be like up in the air hanging on the ceiling because you changed the coordinates. Sometimes i wish it could be possible to convert track or lane polygons to objects. Or to define a number of selected polygons to a new object. There are really weird objects sometimes. I'm also working on EP5 Miami currently. Basically said, you can't make proper collisions for the palm trees because they all are kinda objects where 1 object consists of 3 different palm trees.. Unfortunately i don't know how to edit the mesh of an object
EDIT: I didn't want to say that moving the Z position automatically of the virtual road points is a bad thing, it is a very good and important feature, but somehow it just fails on track polygons being a ceiling.

JimDiabolo

Quote from: pete9516 on Apr 10, 2024,  8:54 AM
Also when moving virtual road points in X and Y direction, it's nasty when these points will be like up in the air hanging on the ceiling because you changed the coordinates.
You can press ALT while moving, and z won't be changed. But here is another beta version, which hopefully works better.
Get T3ED, Stock & Expansion Pack from Magenta Cloud.

pete9516

Quote from: JimDiabolo on Apr 13, 2024,  9:34 AM
Quote from: pete9516 on Apr 10, 2024,  8:54 AM
Also when moving virtual road points in X and Y direction, it's nasty when these points will be like up in the air hanging on the ceiling because you changed the coordinates.
You can press ALT while moving, and z won't be changed. But here is another beta version, which hopefully works better.
YES it works now!! Thanks so much!

JimDiabolo

I just uploaded my current T3ED.

New in Version 4.4.0 (428):
- Fix for dropping "Virtual Road Points", the lowest hit will now be used.
- Fix for not showing position when selecting "Virtual Road Points".
- "Import - Virtual Road, heights, spdfa spdra". Fix for messageboxes that don't show up.
- "New/Duplicate" (Ctrl + N) usually splits trackpolygons to create a new. If it's the first or last of a row, it now adds one to the side. If you want the split function hold the "Alt" key.
Get T3ED, Stock & Expansion Pack from Magenta Cloud.

pete9516

Quote from: JimDiabolo on Apr 17, 2024,  3:01 AM
I just uploaded my current T3ED.

New in Version 4.4.0 (428):
- Fix for dropping "Virtual Road Points", the lowest hit will now be used.
- Fix for not showing position when selecting "Virtual Road Points".
- "Import - Virtual Road, heights, spdfa spdra". Fix for messageboxes that don't show up.
- "New/Duplicate" (Ctrl + N) usually splits trackpolygons to create a new. If it's the first or last of a row, it now adds one to the side. If you want the split function hold the "Alt" key.
Epic update, now one can create alternative routes way more easily than before

DrSpeed

What's everyone's experience with lanes (grey polygons)? For me it seems to be very glitchy to work with. Like not being able to move or even select them, sometimes disappearing when zoomed out. On some occasions, moving with Polygon mode only moves half of it... what?   ???

pete9516

Quote from: DrSpeed on May 01, 2024, 11:28 AM
What's everyone's experience with lanes (grey polygons)? For me it seems to be very glitchy to work with. Like not being able to move or even select them, sometimes disappearing when zoomed out. On some occasions, moving with Polygon mode only moves half of it... what?   ???
I've never touched them. I wish you could convert them and edit them like most other polygons, but unfortunately it's not possible. There are indeed some tracks which need lane polygon editing

PomFrit

Lanes are bad and useless thing, maybe in 90s was good, when PCs didnť have enough power and every polygon is counted. Lanes are hard to manipulate, bounded to block and cannot be changed, limited to track resolution ( you have to make same thing in half and low resolution, if you want good rearview mirror ). Objects are way better, i tried replace road lines with object and it works fine.

Every track needs lane edditing, if you look closer, lanes are moved to the right side and often are on grass, under ground or in wall.

pete9516

Jim can you please try to add a function that converts selected polygons into something else? It's really needed. There's a small polygon object in Angel Lake 3 which is supposed to be track polygons instead. I don't know how to fix that part in any other way. As far as i know the FRD file format treats any polygon as a polygon in the first place and then unites it to what the tr.frd information has it tagged as, for example an object. Can you try to implement this?
Here's what bothers me (only 1 example):
PS: It also would be good if it would be possible to convert lane polygons into something else, for example an extra object with type 4 collision in mode 2 (road signs which you can run over)