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T3ED Updates (NFS4 Track Editor) by JimDiabolo

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

AJ_Lethal

Quote from: DrSpeed on Jul 25, 2023,  2:22 AM
I have a question. On my track, there's pillars on the road. For whatever reason, some of them doesn't have the right collision, while other pillars does have the correct collision set, even if the flags are identical.
Is there a additional setting that I'm missing here?
What are the flags of this polygon?

DrSpeed

No right neighbour on this polygon. The collision there is correct.

Quote from: pete9516 on Jul 25, 2023,  5:19 AM
That's very strange, maybe you have to dew it for the non-passable track polygon, too? Maybe the selected polygon was rotated? Just some suggestions.. But i wish you much luck in solving this
No luck so far, but I'll keep experimenting.

Zalcus20

#272
From what I see here, it could be one of 2 reasons:

1. If you set the polygon flag to "Not passable outer", try using the polygon flag "Not passable (Inner)" instead. This option is more forgiving and it may fix the problem immediately.

However, if this doesn't solve it then:

2. One or both of the road polygons in question are rotated the wrong way. You would have to rotate the polygon(s) until it is properly oriented for the collision to be fixed. Unfortunately, there is no visual way to tell if the polygon is oriented properly so it's trial-and-error.

EDIT: I remember a tip to help you figure out if a polygon needs to be reoriented:

-Make sure you position your block with the problematic polygon so that the higher block is visually above it and the lower block is visually below it. 
-Select the problematic polygon and press "Ctrl+N". This will duplicate it.
-Take note of how the polygon is duplicated. Is the line(seam) between the newly duplicated polygons horizontal or vertical?
-If the line is vertical, press "Ctrl+z" to undo the duplication. Select the polygon again and press "Ctrl+r" two times. This will rotate the polygon to hopefully the correct position. Problem should be solved.
-If the line is horizontal, press "Ctrl+z" to undo duplication, select the polygon, then press "Ctrl+r" once. Check in game to see if the problem is solved. If not go back to same polygon and press "Ctrl+r" two times. Problem should be solved.

I used this trick to fix similar problematic areas on nfsfan83's tracks.

DrSpeed

Quote from: Zalcus20 on Jul 25, 2023, 11:48 AM
1. If you set the polygon flag to "Not passable outer", try using the polygon flag "Not passable (Inner)" instead. This option is more forgiving and it may fix the problem immediately.

That seems to be it, I swear I checked this before multiple times before but didn't work. And in further inspection, the working pillars all had the flag 0 (Not passable (Inner)). How did I miss that...?  ???
Anyway, the important is that it works now! Thanks!

Zalcus20

You're welcome.  8)

I'm glad it was just a poly flag issue. If the polygon had to be reoriented, ugh, it would be such a headache.  ::)

JimDiabolo

Another small T3ED update.

New in Version 4.4.0 (422):
- New (better?) track format detection. (Using the four first bytes.)
- Bugfix when pasting whole blocks.The "HS_EXTRA" VRoad data was placed in a wrong position.
- "Connect Close Points" function from block neighbours is now also in "Clear / Modify All".
Get T3ED, Stock & Expansion Pack from Magenta Cloud.

JimDiabolo


- Multiple polygons can now be duplicated instead of only one.
- If showing "Virtual Road Boundary Polygons"
  * Polygons with "No ?? Neighbour" flag get line from middle pointing to the corresponding direction.
  * Polygons with "Extra Object Detection" flag get an "E".

Get T3ED, Stock & Expansion Pack from Magenta Cloud.

pete9516

Quote from: JimDiabolo on Oct 01, 2023,  9:47 AM

- Multiple polygons can now be duplicated instead of only one.
- If showing "Virtual Road Boundary Polygons"
  * Polygons with "No ?? Neighbour" flag get line from middle pointing to the corresponding direction.
  * Polygons with "Extra Object Detection" flag get an "E".
This update is incredible. Nice to read from you again. There's a thing though that bothers me when i edit polygon neighbour flags or setting wall collision detection flags. When you have selected multiple polygons and you press Ctrl + Enter to summon up polygon properties, all polygons will have the same surface when you click "Ok" which i think is not so good, if you have selected many different polygons which should keep their initial surface. What do you think about that?

JimDiabolo

Quote from: pete9516 on Oct 01, 2023, 12:11 PM
When you have selected multiple polygons and you press Ctrl + Enter to summon up polygon properties, all polygons will have the same surface when you click "Ok" which i think is not so good, if you have selected many different polygons which should keep their initial surface. What do you think about that?
You are right, I put it on my list. The surface should only be changed if you selected one.
I though about it some time ago, but forgot to change it.
Get T3ED, Stock & Expansion Pack from Magenta Cloud.

pete9516

Quote from: JimDiabolo on Oct 01, 2023,  2:04 PM
Quote from: pete9516 on Oct 01, 2023, 12:11 PM
When you have selected multiple polygons and you press Ctrl + Enter to summon up polygon properties, all polygons will have the same surface when you click "Ok" which i think is not so good, if you have selected many different polygons which should keep their initial surface. What do you think about that?
You are right, I put it on my list. The surface should only be changed if you selected one.
I though about it some time ago, but forgot to change it.
Now that i think, maybe it would be better to make it toggeable. There are probably some people (if not half) who like it the way it currently is. But it's only brainstorming for now

JimDiabolo

#280
Quote from: pete9516 on Oct 02, 2023,  2:31 AM
Now that i think, maybe it would be better to make it toggeable. There are probably some people (if not half) who like it the way it currently is. But it's only brainstorming for now
Selectable, that's how it will be.  ;)
Get T3ED, Stock & Expansion Pack from Magenta Cloud.

pete9516

Quote
Selectable, that's how it will be.  ;)
Thank you so much

Freak-DS

Hey, 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.

JimDiabolo

Quote from: Freak-DS on Oct 02, 2023,  5:01 PM
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.
Ok, that's easy to fix. I have no idea why I set 255 as the maximum there. 299 is the limit (the visibility list contains exactly 300 entries)
However, I didn't find any track to test quickly. That makes me curious, which one do you have?
Get T3ED, Stock & Expansion Pack from Magenta Cloud.

JimDiabolo

Thanks to our holiday, I had time to implement the changes.

New in Version 4.4.0 (424):
- "Polygon Virtual Road Flags" You can now choose whether "Drive over behavior" should be set or remain as original.
- "Shadow ray tracer" the maximum end block has been corrected from 255 to 299.
- "Find polygon" Now you can specify how many percent of the hits should be selected.
Get T3ED, Stock & Expansion Pack from Magenta Cloud.