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T3ED Updates (NFS4 Track Editor) by JimDiabolo

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

JimDiabolo

#105
I just found out something new about global properties. I thought they were loading properly so far. But there was still data at the end that was unknown. It turned out that there is not only one "chunk" for global objects, but two. There are previously unknown type 6 objects.
Finally the phone boxes on "Durham Road" are also displayed.
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Cooya!


Zalcus20

Wow! That's amazing! I was always hoping that someday, we will be able to create those "pushable" objects for usermade tracks (like the snowman and the chunks of ice on the Snowy Ridge track).  I remember opening up Gammaray's FRD tool and seeing in the report that these objects are stored in chunk 1 and are type 6 objects. 

Thanks for sharing your findings. I will stay tuned...

AJ_Lethal


JimDiabolo

It's weird, I can copy the type 6 objects but I can't move them. When I change the refpoint it looks like they have moved in t3ed. But in NFS4 they are at the same position as the original object. The location must also be inside the additional data they have.
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JimDiabolo

#110
It looks like the type 6 object have always 72 bytes additional data. The first 12 bytes are for another point. When you move that kind of object, it has to be changed, too. Here is Dolphin Cove with more boxes.
https://youtu.be/0Yn3YYcelto
https://youtu.be/KiA6oBfPh3c
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Zalcus20

#111
JimDiabolo, You are my hero!  :) I have been waiting for this very moment.

Side question: Do you think there is a limit as to how many type 6 objects we can have on a given track? Or maybe it depends on your hardware?

I can't wait to use these in my track project.  8)

EDIT: Another side question: Is it possible to set a specific weight/mass to a type 6 object or is it hardcoded?  Sorry if I ask too many questions, I'm just excited and curious.  ::)

Either way, this is a major breakthrough in track editing.

WiLL

This looks real funner, an Cool JimD bud, Congrats on this Progress ☺️. I wanted ask, if I can remember correctly, when you add them extra boxes are they a Global objects, I think them are those extra loaded object Crates then? cause back on my last track fixup.  Them wood boxes,was up in the sky from Jeff's Oval track, from France ) an I never could remove those, because they wouldn't show up on the track mesh like,  but only the Global Floating mountains did. he had left over always floated, up so I had to Remove them, glad it went ok.

Oh, what I wanted ask is, when you added placed the Wood Crates on Coastal track, did you have to make them,as Extra objects, as Collide,with etc?  hitting the object in Road flags to hit them? To be able to hit them,over ok?
An not drive thru- them is what I'm asking like. Anyways, the U-tube vids was fun to watch) I wished I could be back doing any of this( but, it's not so possible in my life's Situation now. All the rest is... Just Tmi' an it's not Positive story at all.. ( about why I'm not able to Edit anymore,  (Housing( ( an so.. @ Zalcus20 great luck to you on your project also! Bud cheers 😅 😎
Let's have a better day...?

JimDiabolo

#113
Quote from: WiLL on May 31, 2021,  6:36 PM
This looks real funner, an Cool JimD bud, Congrats on this Progress ☺️. I wanted ask, if I can remember correctly, when you add them extra boxes are they a Global objects, I think them are those extra loaded object Crates then? cause back on my last track fixup.  Them wood boxes,was up in the sky from Jeff's Oval track, from France ) an I never could remove those, because they wouldn't show up on the track mesh like,  but only the Global Floating mountains did. he had left over always floated, up so I had to Remove them, glad it went ok.
Till now t3ed only showed global objects in chunk 0. Now chunk 1 is also loaded. That's were those "Type 6" objects are.

Quote from: WiLL on May 31, 2021,  6:36 PM
Oh, what I wanted ask is, when you added placed the Wood Crates on Coastal track, did you have to make them,as Extra objects, as Collide,with etc?  hitting the object in Road flags to hit them? To be able to hit them,over ok?
I can't make new "Type 6" objects at the moment. The plan is to convert extra objects into them.
Till now I can only copy, delete, move, rotate & expand/shrink the "Type 6" global objects. T3ed often crashed yesterday, but I hope I have fixed it now.
You don't have to set polygon flags. I think it is because they can be anywhere on the track.
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nfsfan83

What are "global objects" what they function on track in game???

WiLL

Thanks JimD
For explaining, more as I try to understand it more. I'm a wee bit tired I'm Working, 3rd. Shift on my new job all weekend.  :D have a well day both of you guys 😎 ☺️😴 yeah...
Let's have a better day...?

JimDiabolo

#116
Quote from: nfsfan83 on Jun 02, 2021,  4:39 AM
What are "global objects" what they function on track in game???
Global are like extra objects, but they don't belong to a block. In the game they are always visible, as long as nothing is in front of it.
The "Type 6" objects have complex behavior when cars hit them. Thoose kinds are nowhere else to find. They must be in global chunk 1. Only the NFS4 tracks have them. Tracks which were already in NFS3 have only chunk 0 global objects.
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Freak-DS

Hey, Jim! It's been a while, it's great to know you are still developing stuff. It may have taken a global pandemic, but hell yeah, the phone boxes have been discovered! :D

JimDiabolo

#118
Since I have less time at the moment I publish the current status now. I think it's the biggest update I've done so far.

T3ED 4.2 is ready to use ! Download here from Magenta Cloud or NFSAddons

New in Version 4.2.0 (309):
Visibility:
- When exporting visibility, the file will be saved in the track directory.
- With “Show track based on visibility” you can now use the right mouse button to set visibility edges of the selected block. Control + right mouse toggles the block.
- Better handling of visibility when you delete / insert a block.

NFS3/4
- Bugfix for deleting the last block of a track with less then 8 virtual road points.
- Ability the change all texture of a block with its objects in one step.
- Show more info about what is selected in the status bar.
- When moving virtual road points manually, the „ColVroadVecs“  of track polygons will be recalculated.
- You can change all texture of a block or an object in one step. (Edit → Texture when in block or object mode.)
- “File → Changes all textures” to edit all texture numbers of the track,
- Export a block to an off â€" file.
- Paste a block as polygon (blue) object.
- Rewritten for “Adjust road width” function.
- Added an “Adjust road width” button to block properties.

For NFS3
- T3ED loads now the nfs3 heights file "simhts.dat" and the speed files "speedsf.bin/speedsr.bin".
- Adjust the “col.vroadHead.size” to allow paste/delete blocks on nfs3 tracks!
- Changes to the texture dialog on nfs3 tracks:
   It shows the texture id and the bitmap number in the qfs â€" file.
   NFS3 Texture Properties dialog was added. It allows to change two sided & animated textures.
- Import/Export the NFS3 textureblock.

HS Only:
- Gobal object chunk 1 will be loaded and saved correctly. (Cross-) type 6 object are now visible.
Type 6 objects can be deleted, duplicated and moved as global objects. To edit them, convert to an extra object, make the changes, and convert back to global.
- Since I don’t understand all type6 data, the unknown 60 bytes can be exported & imported. I think it stores the weight, behavior and size.

Shadows:
- Clear / Set shadows of extra objects manually. You can also change the color and transparency of the objects texture there!
- Point Properties with shading values.
- Many changes to Nappe’s ray tracer:
* Extra object can get shadows.
* Set sun and shadow color.
* You can now select what object get new shadows
* Select object that cast shadows
* If you set transparency, this points can be ignored from ray tracer
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Zalcus20

This is awesome! Going to test it out right now  :D

Thanks, JimDiabolo.