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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 Oct 09, 2023,  7:15 AM
Here are two pictures taken from "Durham Road" Actually I think it is the first two bytes (of eight) that are important.
Wait, so column 0 and 1 are Virtual Road Point 1, column 2 and 3 are Virtual Road Point 2 and so on? So you have to read in 2 columns per virtual road point? I was always reading per row

pete9516

Ok i now understand the schematics. Whenever there's an obstacle ie. SIMNULL surface in the middle of the road, the slice where the SIMNULL polygon is in, there will be either "60" or "70" in Durham Road, BUT in Redrock Ridge it's different, it's throughout "E0" in every bite at the Ridge section of the track. But maybe it's completely natural, because i think the AI in Redrock Ridge doesn't really work properly anyway. Maybe because of that it's not set to "70", but instead it's just "E0" like any other slices

pete9516

@Jim: I'm currently witnessing that it's a pain in the *ss to Z move single objects in Mediterraneo 3 which are far down below the ground hovering in the middle of nowhere. You always see every single block of the track which can be really annoying when trying to move specific objects in tracks like Mediterraneo. Since you've implemented the function of rendering the track based on visibility, what do you think about making an option to only render the current block for a more specific block sight? That would be a real relief. I hope it's not a too hard quest for you to implement

pete9516

Is there a way i can convert lane polygons into extra objects?

PomFrit

#304
Quote from: JimDiabolo on Oct 09, 2023,  7:15 AM
Here are two pictures taken from "Durham Road" Actually I think it is the first two bytes (of eight) that are important.

EA propably have different ways how to solve divied roads. I'm struggle with Raceway 3 tunel, less than 50% drives between pillars works fine. I inspect "unknown data" after your findings, but its different than UK. There is none "60" or "70" in the tunel, but exactly on the pillars VRoad is column 1 and 9 changed to "06" instead "07". If i change it to "07", AI can drive between pillars without problem. It will need more tests, but it seem "06" is for AI like "obstacle warning in AI line 96".



Edit: I still can't navigate AI betwwen pillars, because i have 2 choices.

1. AI know where pillars are - but they can't follow float numbers between pillars ( AI panic and around 50% times crash or drive very bad ). If few AI's are close to each other ( or player ), they didn't hit pillars much.

2. AI don't know where pillars are - they can follow float numbers between pillars, but if few AI's are close to each other ( or player ), they hit pillars a lot.



JimDiabolo

Quote from: pete9516 on Oct 11, 2023, 12:24 AM
@Jim: I'm currently witnessing that it's a pain in the *ss to Z move single objects in Mediterraneo 3 which are far down below the ground hovering in the middle of nowhere. You always see every single block of the track which can be really annoying when trying to move specific objects in tracks like Mediterraneo. Since you've implemented the function of rendering the track based on visibility, what do you think about making an option to only render the current block for a more specific block sight? That would be a real relief. I hope it's not a too hard quest for you to implement
You need more than "Show Current block Highlighted" does?
I usually take "Alt + D" to set objects / points on the ground.

Quote from: pete9516 on Oct 11, 2023,  1:17 AM
Is there a way i can convert lane polygons into extra objects?
No, currently not. You need such a function?

Quote from: PomFrit on Oct 11, 2023,  4:00 AM
EA propably have different ways how to solve divied roads. I'm struggle with Raceway 3 tunel, less than 50% drives between pillars works fine. I inspect "unknown data" after your findings, but its different than UK. There is none "60" or "70" in the tunel, but exactly on the pillars VRoad is column 1 and 9 changed to "06" instead "07". If i change it to "07", AI can drive between pillars without problem. It will need more tests, but it seem "06" is for AI like "obstacle warning in AI line 96".

EA propably have different ways how to solve divied roads. I'm struggle with Raceway 3 tunel, less than 50% drives between pillars works fine. I inspect "unknown data" after your findings, but its different than UK. There is none "60" or "70" in the tunel, but exactly on the pillars VRoad is column 1 and 9 changed to "06" instead "07". If i change it to "07", AI can drive between pillars without problem. It will need more tests, but it seem "06" is for AI like "obstacle warning in AI line 96".
May it is different because the VRoad line is on the right side, while on DR it is on left?
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PomFrit

Quote
May it is different because the VRoad line is on the right side, while on DR it is on left?
I think the same, column 0 and 8 is for right side, 1 and 9 is for left side, but correct number will be tricky. Pillars on Landstrasse tunel are on the line 96, but pillar obstacle is set to 0E and road 0F and also road on line 112 is E0 and not F0, which is confusing.

pete9516

Quote from: JimDiabolo on Oct 11, 2023,  4:46 AM
Quote from: pete9516 on Oct 11, 2023, 12:24 AM
@Jim: I'm currently witnessing that it's a pain in the *ss to Z move single objects in Mediterraneo 3 which are far down below the ground hovering in the middle of nowhere. You always see every single block of the track which can be really annoying when trying to move specific objects in tracks like Mediterraneo. Since you've implemented the function of rendering the track based on visibility, what do you think about making an option to only render the current block for a more specific block sight? That would be a real relief. I hope it's not a too hard quest for you to implement
You need more than "Show Current block Highlighted" does?
I usually take "Alt + D" to set objects / points on the ground.

Quote from: pete9516 on Oct 11, 2023,  1:17 AM
Is there a way i can convert lane polygons into extra objects?
No, currently not. You need such a function?

Quote from: PomFrit on Oct 11, 2023,  4:00 AM
EA propably have different ways how to solve divied roads. I'm struggle with Raceway 3 tunel, less than 50% drives between pillars works fine. I inspect "unknown data" after your findings, but its different than UK. There is none "60" or "70" in the tunel, but exactly on the pillars VRoad is column 1 and 9 changed to "06" instead "07". If i change it to "07", AI can drive between pillars without problem. It will need more tests, but it seem "06" is for AI like "obstacle warning in AI line 96".

EA propably have different ways how to solve divied roads. I'm struggle with Raceway 3 tunel, less than 50% drives between pillars works fine. I inspect "unknown data" after your findings, but its different than UK. There is none "60" or "70" in the tunel, but exactly on the pillars VRoad is column 1 and 9 changed to "06" instead "07". If i change it to "07", AI can drive between pillars without problem. It will need more tests, but it seem "06" is for AI like "obstacle warning in AI line 96".
May it is different because the VRoad line is on the right side, while on DR it is on left?
Alt + D does absolutely nothing when i have selected a global object for example.

In Mediterraneo 3, it would be very, very thankful to have because the road is actually an "8" track, but it's intersections are at different heights, so when working near that intersection/crossing, the render gets a total mess. It's hard to show screenshots on that one. A video would be better to understand. A function that only renders the current block would be an absolute dream for tracks like Mediterraneo, but luckily there are hardly any else tracks similiar to Mediterraneo

@PomFrit: I've found out the same what you provided in the picture. Good we came to the same denominator

pete9516

Quote from: PomFrit on Oct 11, 2023,  5:21 AM
Quote
May it is different because the VRoad line is on the right side, while on DR it is on left?
I think the same, column 0 and 8 is for right side, 1 and 9 is for left side, but correct number will be tricky. Pillars on Landstrasse tunel are on the line 96, but pillar obstacle is set to 0E and road 0F and also road on line 112 is E0 and not F0, which is confusing.
Exactly. I forgot to say that i've copied all "unknown data" the 96 bytes from Durham Road's big divided highway section and pasted them bytes into North Country's start/finish line section (divided tunnel). But it hardly made any difference. They still decide while driving the divided tunnel to change lanes and crash right into the boundary wall..

PomFrit

#309
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.

pete9516

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.
That's a very interesting reply right there, i'll go right on testing

JimDiabolo

Very interesting. I was hoping someone had a good idea of what the connections are. That looks promising. I think I'll find time to test it this weekend, too.
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JimDiabolo

I've done seral tests. Would you say the "lane alignment" overules all other AI settings?
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pete9516

Quote from: JimDiabolo on Oct 15, 2023, 12:37 AM
I've done seral tests. Would you say the "lane alignment" overules all other AI settings?
I wouldn't say so, when i tried to fix North Country and i used 2 backward lanes at start/finish, they crash into the middle wall for no reason, because they supposed to go on line 80 and they either crash into the middle obstacle right before they would've passed it

PomFrit

#314
I don't know what do you mean by "lane alignment", i had to see what you did. I tested this just few times and it helped me ( for example AI now see pillars on Scorpio 7 ).

Obstacles are for AI problem only if they didn't follow float numbers or if you have AI float line wrong. Float numbers too close to obstacle may cause AI panic.
Maybe you have AI lines too thin. Middle of AI line may leads through obstacle and AI mostly follow middle, if not following float numbers ( propably Landstrasse or Raceway 3 tunel problem ).
Maybe put obstacle number few Vroad nodes sooner that actualy is, AI may react too late.

Save your track somewere, send link i can look on it.