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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 Nov 22, 2024,  6:55 AMHey Pete, here's another test version.
- I used cosine for the interpolation to get smoother transitions.
- Bugfix for the calculation of the lanes.

I think this interpolation is better, what do you think?
Jim that idea is brilliant. I haven't been aware that my method may lead to unproper ideal lines. For some reason it worked pretty good on Bergstrasse. But it may be good to have both options for more flexibility and i have 1 final quest: An option to select an array of blocks and to set the floats in that array to 0. So that you can always fix specific sections for cases like when you have set bad floats. I just tried on Hometown and i've been glad that i had made a backup of my starting float points because they weren't perfect, so a function like that would be nice, too for more flexibility while editing if it's not too much work. Other than that, this new feature is a new milestone

JimDiabolo

#421
Ok, here is T3ED_4.4.0.(432)_Beta_14
- Interpolation of float values between two AI Points (using cosine) Select first (holding ALT) then second (CTRL + ALT) and start calculation with SHIFT + Q. By Default curve calculation is done, use ALT + SHIFT + Q for straight Interpolation.
- With "Clear / Modify All..." all float values of the speed files can be set to zero.
- With "Clear / Modify All...", float values that are zero can be recalculated (as straight or curve). An interpolation is made between the first and the last value that is not zero.

Get T3ED, Stock & Expansion Pack from Magenta Cloud.

JimDiabolo

Quote from: pete9516 on Nov 23, 2024,  5:21 AMAn option to select an array of blocks and to set the floats in that array to 0. So that you can always fix specific sections for cases like when you have set bad floats.
Ok, I added it the simple way. It will always be set to the whole track, but you can change start /  end AI points.
Get T3ED, Stock & Expansion Pack from Magenta Cloud.

pete9516

Quote from: JimDiabolo on Nov 24, 2024,  3:08 AM
Quote from: pete9516 on Nov 23, 2024,  5:21 AMAn option to select an array of blocks and to set the floats in that array to 0. So that you can always fix specific sections for cases like when you have set bad floats.
Ok, I added it the simple way. It will always be set to the whole track, but you can change start /  end AI points.
This is all just perfect. I will try to release some VR fixes with that new awesome feature, thanks so much!!

JimDiabolo

I'm glad you like it. I know myself how time-consuming it is to edit tracks. I think every support helps to save some time. It still takes long enough with all the testing. Are you planning a new youtube tutorial?
Get T3ED, Stock & Expansion Pack from Magenta Cloud.

pete9516

Quote from: JimDiabolo on Nov 25, 2024, 12:21 AMI'm glad you like it. I know myself how time-consuming it is to edit tracks. I think every support helps to save some time. It still takes long enough with all the testing. Are you planning a new youtube tutorial?
Yes. I want to show y'all how i do braking points for the AI. I will probably include both thematics in 1 video

pete9516

#426
Quote from: Freak-DS on Oct 02, 2023,  5:01 PMHey, JimD!
I'm trying to raytrace the shadows on a track I'm preparing, however, the raytracer won't allow me to put the actual amount of blocks and do it for the entire track at once because it exceeds 255. Is there a chance to fix this? The raytracer works fine when I only select a partition of blocks.
Wait. Are you saying here that you have a working track with more than 255 track blocks? This is not possible. I've tried to add blocks beyond the 1 byte limit and all the game does upon loading these tracks is crashing
EDIT: btw i've made a new video on how to create the floats with the new awesome features from T3ED and how i create the braking points for the AI: https://www.youtube.com/watch?v=Dm1z3kv8gDg

JimDiabolo

#427
I think it's time to release the latest T3ED version. The limitations of the undo function have bothered me for a long time. But the program was not designed to extend or shorten tracks. Why the undos were deleted when saving is not clear to me, maybe to save RAM?

New in Version 4.4.0 (432):
- Deleting all selected Polygons is now possible (not only the last).
- Deleting all selected Objects works, too.
- Interpolation of float values between two AI Points (using cosine) Select first (holding ALT) then second (CTRL + ALT) and start calculation with SHIFT + Q. By Default curve calculation is done, use ALT + SHIFT + Q for straight Interpolation.
- With "Clear / Modify All..." all float values of the speed files can be set to zero.
- With "Clear / Modify All...", float values that are zero can be recalculated (as straight or curve). An interpolation is made between the first and the last value that is not zero.
- Improved undo function:
   * Increased possible undos from 16 to 64.
   * Undo possible if deleting and adding blocks.
   * Undo points won't be deleted when saving track.

Quote from: pete9516 on Dec 27, 2024,  1:26 PMWait. Are you saying here that you have a working track with more than 255 track blocks? This is not possible. I've tried to add blocks beyond the 1 byte limit and all the game does upon loading these tracks is crashing
I got a working 300 blocks track, based on Route Adonf.  If I add one more the game crashes while loading the track.
Get T3ED, Stock & Expansion Pack from Magenta Cloud.

pete9516

Quote from: JimDiabolo on Jan 03, 2025,  2:45 AMI think it's time to release the latest T3ED version. The limitations of the undo function have bothered me for a long time. But the program was not designed to extend or shorten tracks. Why the undos were deleted when saving is not clear to me, maybe to save RAM?

New in Version 4.4.0 (432):
- Deleting all selected Polygons is now possible (not only the last).
- Deleting all selected Objects works, too.
- Interpolation of float values between two AI Points (using cosine) Select first (holding ALT) then second (CTRL + ALT) and start calculation with SHIFT + Q. By Default curve calculation is done, use ALT + SHIFT + Q for straight Interpolation.
- With "Clear / Modify All..." all float values of the speed files can be set to zero.
- With "Clear / Modify All...", float values that are zero can be recalculated (as straight or curve). An interpolation is made between the first and the last value that is not zero.
- Improved undo function:
   * Increased possible undos from 16 to 64.
   * Undo possible if deleting and adding blocks.
   * Undo points won't be deleted when saving track.

Quote from: pete9516 on Dec 27, 2024,  1:26 PMWait. Are you saying here that you have a working track with more than 255 track blocks? This is not possible. I've tried to add blocks beyond the 1 byte limit and all the game does upon loading these tracks is crashing
I got a working 300 blocks track, based on Route Adonf.  If I add one more the game crashes while loading the track.
Ok that's odd. Maybe it depends on the track slot or something like that.
Jim, the "Remap objects to blocks" function is doing some significent miscalculations on the block assignments on North Country 3 and probably all other tracks. It needs a fix. When you use this function, 30-40% of objects will not be assigned to the right block. This is very important for extra objects with crosstype 4 to have collision. Can you fix this function? It appears on the outer objects of a block. Something's just wrong with the calculation. That would be great

JimDiabolo

I have no idea how to improve the "Remap objects to blocks" problem. At the moment it only looks which block center point is closest for each object. The object is then assigned to the block.

I'm working on "Lake Diabolo" again. It's not easy to set good curves and speeds for opponents. Braking points and steering maneuvers have to be set earlier. I thought it would be easier if the data were shifted when loading and saving. I'm trying it out right now.



Get T3ED, Stock & Expansion Pack from Magenta Cloud.

pete9516

"If the data were shifted?" Are you talking about the speed data?
Yes that's probably the problem of why the objects are not assigned properly. Center positions from some blocks are just weird and way too much off so T3ED assigns them to the wrong block. But can't have it all. Doesn't take too much time to drive around the track and see which objects have collision and which not
I think that the rock ridge section is very hard to do because it has many small thin track polygons. Maybe it's too much of them. But actually, you can set the VR points right in the middle of them and then set the floats. That should work. And yes, creating a good AI in the tracks can be very challenging and time consuming. PomFrit had to find that out all by himself. And the AI he's been doing on Raceway 2 for example is extremely amazing. I don't want to know how much time he's spent on the speed data (braking points)

pete9516

Quote from: JimDiabolo on Jan 30, 2025,  3:32 AMI have no idea how to improve the "Remap objects to blocks" problem. At the moment it only looks which block center point is closest for each object. The object is then assigned to the block.

I'm working on "Lake Diabolo" again. It's not easy to set good curves and speeds for opponents. Braking points and steering maneuvers have to be set earlier. I thought it would be easier if the data were shifted when loading and saving. I'm trying it out right now.




That is a very interesting approach. But this can go wrong if AI gets too slow. They may crash into a wall or something. I've had a look at PomFrit's Raceway 2 and i've tried to set the floats similiar to his. The result is pretty good, but not perfect. But i think this is because of my brake points. Looking forward to your results

pete9516

I've made a video on how to use the "fixed heading" replay camera and how to create animated objects. But unfortunately, i've made many mistakes at the animated objects part. Pls forgive me. At the end of the video, i do it correct ^^
https://www.youtube.com/watch?v=Ib8sztUcs5g

EvoX

#433
I definitely need to find a couple of hours to watch your recent videoz. Maybe I will start editing the spds and road points myself. Then it's great news about the Lake track, I tried to improve bots but only ruined the track...
I said hello, tough guy.

AJ_Lethal

Quote from: pete9516 on Feb 07, 2025,  8:20 PMI've made a video on how to use the "fixed heading" replay camera and how to create animated objects. But unfortunately, i've made many mistakes at the animated objects part. Pls forgive me. At the end of the video, i do it correct ^^
https://www.youtube.com/watch?v=Ib8sztUcs5g
that's what video editing is for lmao