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T3ED Updates (NFS4 Track Editor) by JimDiabolo

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

pete9516

#330
OMG guys i just found out the horizontal angle value for the "fixed heading" replay camera. I know someone probably did this before, but it doesn't seem to be documented. I think it reaches from -1.0 to 1.0
EDIT: I've been experimenting, and the value goes from -10.0 and beyond. I'm still experimenting, haven't tried out the positive values yet

JimDiabolo

Quote from: pete9516 on Nov 07, 2023,  2:53 AM
EDIT: I've been experimenting, and the value goes from -10.0 and beyond. I'm still experimenting, haven't tried out the positive values yet
Maybe it isn't a float value. I can add a "Unknow Data" button there. It may helps.
Get T3ED, Stock & Expansion Pack from Magenta Cloud.

pete9516

Quote from: JimDiabolo on Nov 07, 2023,  5:35 AM
Quote from: pete9516 on Nov 07, 2023,  2:53 AM
EDIT: I've been experimenting, and the value goes from -10.0 and beyond. I'm still experimenting, haven't tried out the positive values yet
Maybe it isn't a float value. I can add a "Unknow Data" button there. It may helps.
It is a float value for sure. I've been experimenting with values from 0.0 -0.5 -1.0 and so on until -10.0 It worked very fine, maybe inbetween values don't work, but i don't think so. Still testing

pete9516

Guys, i'm now experiencing the same problem as Freak-DS. For some reason, some of these lane polygons are white and not flagged as lane polygons, though they all have the same values as the other ones. Has anybody tried fixing that yet or been experimenting with this? It's really nasty

PomFrit

It's, wrong modeled part of the track. On the picture is originaly Kindiak, if i'm not wrong. If you split vertices, on corrupted greens, you can see doubled polygons. Only chance to fix this, is propably replace broken blocks with not broken and remodel it. It looks like midle polygons are not on middle, but they are moved to the side. This problem have most of EA tracks, like France, Snowy, Ruins, ...

pete9516

#335
Quote from: PomFrit on Oct 13, 2023,  2:59 AM
I look into "unknow data" closer and i think column 0 and 8 are AI lines for the right side and 1 an 9 for the left side.
It's not properly tested, but this is few numbers of my teory ( in brackets are AI lines you can use ):

Right side:

80 - 1 line ( 112 )
C0 - 2 lines ( 112,128 )
E0 - 3 lines ( 112,128,144 )
60 - 3 lines with obstacle in line 112 ( 128,144 )
F0 - 4 lines ( 112,128,144,160 )
70 - 4 lines with obstacle in line 112 ( 128,144,160 )
F8 - 5 lines ( 112,128,144,160,176 )

Left side:

01 - 1 line ( 96 )
03 - 2 lines ( 96,80 )
07 - 3 lines ( 96,80,64 )
06 - 3 lines with obstacle in line 96 ( 80,64 )
0F - 4 lines ( 96,80,64,48 )
0E - 4 lines with obstacle in line 96 ( 80,64,48 )
1F - 5 lines ( 96,80,64,48,32 )

There is more numbers indicate more and bigger obstacles/impassable areas for AI ( lots of in Red Rock ) and numbers which im not sure. It will require a lot of testing.

Edit: Partialy tested on Scorpio7. AI starts avoiding pillars, but needs to be reworked. It was made with blind AI and now AI see pillars and panic on some places.
Today i've tried out fixing Country Woods 3 with your tutorial table and i have to say it pretty much works. Sometimes, when driving backwards, AI has to go on lane 112 because lane 96 (obstacle) and 80 are full (other opponents) and then sometimes AI tries to switch lanes from 112 to 96 for some reason, but this is like 10% chance of happening. Before, the AI crashed much more often times into the obstacle. I now have some real motivation to investigate further into this
EDIT: Well it seems it was just bad luck. In backward direction, it almost worked flawless, but in forward direction, they almost always hit into the obstacle in line 96. Maybe 255 speed is too much for AI to calculate? Maybe "madland" cheat affects this

pete9516

I've been experimenting a LITTLE bit with that horizontal rotation value from 1st line and i got strange results.. The more i put negative values, the more the picture is getting stretched like there's no tomorrow. Have a look

pete9516

@JimDiabolo: Is it possible that the new .426 has the AI lane selection putting removed when pulling the floats to make a good racing line? I remember when doing floats with ALT + left mouse button, T3ED automatically set AI lane selection. Now this is gone. Are there any reasons for that? I think it was a good feature

JimDiabolo

Quote from: pete9516 on Nov 23, 2023,  5:29 AM
@JimDiabolo: Is it possible that the new .426 has the AI lane selection putting removed when pulling the floats to make a good racing line? I remember when doing floats with ALT + left mouse button, T3ED automatically set AI lane selection. Now this is gone. Are there any reasons for that? I think it was a good feature
Must be a bug. I can't think of any reason why it didn't work anymore.
But I'm on holiday for the next weeks. I look at it when I‘m back.
Get T3ED, Stock & Expansion Pack from Magenta Cloud.

pete9516

Quote from: JimDiabolo on Nov 27, 2023, 10:36 AM
Quote from: pete9516 on Nov 23, 2023,  5:29 AM
@JimDiabolo: Is it possible that the new .426 has the AI lane selection putting removed when pulling the floats to make a good racing line? I remember when doing floats with ALT + left mouse button, T3ED automatically set AI lane selection. Now this is gone. Are there any reasons for that? I think it was a good feature
Must be a bug. I can't think of any reason why it didn't work anymore.
But I'm on holiday for the next weeks. I look at it when I‘m back.
Hm i think i might be wrong, i think it works for the left lanes, but if i put positive floats, it just keeps 112 and maybe that's the right way how it's supposed to be, since 128 seems to be too strong/much, nevermind

pete9516

Quote from: Freak-DS on Oct 04, 2023,  9:34 AM
After a bit of modeling and testing, I ran into an invisible wall when changing from the track to the promenades. Turns out, after checking the vroad bitmap mode, things got kinda scattered when I added the second parallel segment with more polygons. Too bad.
After a long while now i might think that you should need to check for block neighbours. Though this shortcut has them properly set, i think you've expanded the shortcut to the next blocks where the block neighbours are not properly set. I hope this works for you

pete9516

#341
And i've just managed to find the bytes which always prevented me from setting "Disable weather effects" flag on tracks like Route Adonf replacements like Cliffside Rally properly.
In "Screenshot 2023-12-26 10-14-32" you can see where the spot is where "Disable weather effects" won't work. It's block 68.
Column 4, 5, C and D are very important for "Disable weather effects button". I also noticed that when using this button, weather effects are disabled, but there won't be a hall effect (like from a tunnel driving through). When i change columns 4, 5, C and D to "02", there will be a hall effect. It would be good if the current "Disable weather effects" function would use these columns, so there's gonna be a hall effect to it and the function will work properly. I've got another example. Block 49 from Cliffside Rally 3. It's seeable in the pictures what i mean. I think column 4 and C are for the left lanes and 5 and D are for the right lanes.
EDIT: Column 6, 7, E and F are for the hall effect. 6 and E for left lanes, 7 and F for right lanes. Set them to 03 or 04 for hall effect. 00 to disable hall effect.
I don't know what's the difference between 04 and 03 in column 4, 5, C and D. If set to 03 and 04, you can use "Disable weather effects" flag.

PomFrit

#342
So column 4, 5, C and D are combination of chrome effect and weather effect.

02 - low chrome with always dry road, weather effects has no effect on this
04 - normal chrome with dry or wet road, depends on weather effects disabled or enabled

pete9516

#343
Quote from: PomFrit on Dec 26, 2023,  3:36 AM
So column 4, 5, C and D are combination of chrome effect and weather effect.

02 - low chrome with always dry road, weather effects has no effect on this
04 - normal chrome with dry or wet road, depends on weather effects disabled or enabled
I totally forgot that these are for chrome. Is it possible you've just found out recently?
Also, what happens if column 4,5,C,D are set to 00? Does this mean there's no chrome at all?
EDIT: I've just checked Outback 3. So with 00, there's no chrome at all. Nice find. Now only we need to understand what columns 2,3,A,B is about

PomFrit

Does anyone know how to convert objects from Blender to T3ED? I'm wondering if it's a common thing and I missed it somewhere or not and I should write a guide on how to do it (it's been a few days since I figured it out).