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Jun 16, 2024, 8:41 PM

T3ED Updates (NFS4 Track Editor) by JimDiabolo

This is a discussion for the topic T3ED Updates (NFS4 Track Editor) by JimDiabolo on the board Editing Projects.

Author Topic: T3ED Updates (NFS4 Track Editor) by JimDiabolo  (Read 154755 times)

Reply #375
on: May 16, 2024, 10:01 AM
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Forgot to mention this the other day, but there's a bug on the copy-paste object function: if you copy an object from one track and paste it onto a similar one (for example, between a Tr.frd and TrN.frd of the same track) and paste it in the same numbered block, T3ed will crash.

Also, IDK if the paste modes cover it or don't work as I think they do, but it would be nice to have an option to copy the object coordinates alongside the object so when you paste it will paste it in the same place.

Reply #376
on: May 16, 2024, 10:37 AM
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Forgot to mention this the other day, but there's a bug on the copy-paste object function: if you copy an object from one track and paste it onto a similar one (for example, between a Tr.frd and TrN.frd of the same track) and paste it in the same numbered block, T3ed will crash.

Also, IDK if the paste modes cover it or don't work as I think they do, but it would be nice to have an option to copy the object coordinates alongside the object so when you paste it will paste it in the same place.
Oh yes i've noticed that when editing your Test Runway

Reply #377
on: May 17, 2024, 5:40 AM
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Jim can you please try to add a function that converts selected polygons into something else? It's really needed. There's a small polygon object in Angel Lake 3 which is supposed to be track polygons instead. I don't know how to fix that part in any other way. As far as i know the FRD file format treats any polygon as a polygon in the first place and then unites it to what the tr.frd information has it tagged as, for example an object. Can you try to implement this?
Here's what bothers me (only 1 example):
PS: It also would be good if it would be possible to convert lane polygons into something else, for example an extra object with type 4 collision in mode 2 (road signs which you can run over)
The trackpolygons are special. NFS4 needs to have a numbering from left to right.  If one is converted, how do I keep it correct?
New blue or green polys are just added to the end. It doesn't matter. But it would corrupt the trackpoly block. :o
Also the first poly of a row is written down in the trackblock data.

Converting lanes should be easier. :D

The Copy/Paste object bug sounds interresting. I hope I can reproduce it in the debug version.  :)
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Reply #378
on: May 17, 2024, 5:52 AM
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By the way, in regards to the current version, for example, Version 4.4.0 (428), some of the old HP tracks, like this one: https://www.nfsaddons.com/downloads/nfshp/tracks/5631/monolithic-studios.html
Are reported as unrecognized file format, and couldn't be opened in T3ED. Also, these doesn't work as addon HP tracks either (from number 10 and up), only as a replacements. After some checking it appears that COL files are the core problem - replacing it with some working ones allowed to open track in T3ED, however, only structure I found is related to II. Maybe somebody had a similar problem while trying to open them and have a solution for it?
« Last Edit: May 17, 2024, 8:12 AM by Rider66 »

Reply #379
on: May 17, 2024, 9:15 AM
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By the way, in regards to the current version, for example, Version 4.4.0 (428), some of the old HP tracks, like this one: https://www.nfsaddons.com/downloads/nfshp/tracks/5631/monolithic-studios.html
Are reported as unrecognized file format, and couldn't be opened in T3ED. Also, these doesn't work as addon HP tracks either (from number 10 and up), only as a replacements. After some checking it appears that COL files are the core problem - replacing it with some working ones allowed to open track in T3ED, however, only structure I found is related to II. Maybe somebody had a similar problem while trying to open them and have a solution for it?
I've had the very same problem when i wanted to edit nfs2se Outback for nfs3. I didn't know you could replace the .col file with some other and edit the track this way. I wonder, if it's worth trying it. What are your experiences?

Reply #380
on: May 17, 2024, 9:23 AM
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Jim can you please try to add a function that converts selected polygons into something else? It's really needed. There's a small polygon object in Angel Lake 3 which is supposed to be track polygons instead. I don't know how to fix that part in any other way. As far as i know the FRD file format treats any polygon as a polygon in the first place and then unites it to what the tr.frd information has it tagged as, for example an object. Can you try to implement this?
Here's what bothers me (only 1 example):
PS: It also would be good if it would be possible to convert lane polygons into something else, for example an extra object with type 4 collision in mode 2 (road signs which you can run over)
The trackpolygons are special. NFS4 needs to have a numbering from left to right.  If one is converted, how do I keep it correct?
What about this: If an object polygon gets converted to a track polygon, you add the converted polygons to the corresponding block at the very end. So for example in your picture, let's say this block is consisted out of these 2 slices and the last track polygon would be 27. If 1 converts 3 object polygons, these would be added to this block and in the end there would be 30 track polygons in this block. Would that be possible? Or am i walking in the dark? :D I hope that this is possible, if not, then i have to find another way

Reply #381
on: May 19, 2024, 5:25 AM
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Forgot to mention this the other day, but there's a bug on the copy-paste object function: if you copy an object from one track and paste it onto a similar one (for example, between a Tr.frd and TrN.frd of the same track) and paste it in the same numbered block, T3ed will crash.
When copying an object, the entire block is actually copied. The object is then moved from the virtually added block to the target. The affiliation normally changes automatically. However, if the current position is close to (or the same as) the target position, the object remains in the virtual block! I check this beforehand and move the virtual block if necessary. It will be deleted at the end anyway.
The fix will be in next version.
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Reply #382
on: May 20, 2024, 3:14 AM
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I've had the very same problem when i wanted to edit nfs2se Outback for nfs3. I didn't know you could replace the .col file with some other and edit the track this way. I wonder, if it's worth trying it. What are your experiences?

Well, so far this approach lets me to do some visual stuff (like recalc of lightning on the track using RayTracer), but for the virtual road I still have to move backup files over again. Pretty much seems like these old converts have some issues regarding all the stuff in all related files like speedsf, speedsr, col and simhts it appears. So I guess editing these old converts in terms of VR is not that easy. Also, while using some COL without actual replacement with backup leads to interesting behavior, where actual collision of track objects and road for the player car differs completely - thus you can end up driving in void areas. So as of now, editing of these non-openable tracks is kinda limited.

Reply #383
on: May 22, 2024, 4:15 AM
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Well, seems like I managed to open VR data for previously non-openable tracks. However, now I wondering what can be done out of that. Example - Rusty Springs, which throws exception for unrecognized format, contains simhts, speedsr/f and col file. I added that all into Hometown dir, which have much more blocks than rusty springs and bingo - VR data and track is opened.

Reply #384
on: May 22, 2024, 10:34 AM
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The bug on the copy-paste object function, is hopefully removed. Please try T3ED_4.4.0.(429)_Beta_08.zip
I also added pasting to the original position. Use CTRL + ALT + V for that.
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Reply #385
on: May 22, 2024, 11:33 AM
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Well, seems like I managed to open VR data for previously non-openable tracks. However, now I wondering what can be done out of that. Example - Rusty Springs, which throws exception for unrecognized format, contains simhts, speedsr/f and col file. I added that all into Hometown dir, which have much more blocks than rusty springs and bingo - VR data and track is opened.
So you mean like when a nfs2 track is broken to open with T3ED, it is fixable using different COL and speed files?

Reply #386
on: May 22, 2024, 7:10 PM
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The bug on the copy-paste object function, is hopefully removed. Please try T3ED_4.4.0.(429)_Beta_08.zip
I also added pasting to the original position. Use CTRL + ALT + V for that.

Gave it a quick spin, it works great! 👍

Reply #387
on: May 23, 2024, 12:29 AM
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The bug on the copy-paste object function, is hopefully removed. Please try T3ED_4.4.0.(429)_Beta_08.zip
I also added pasting to the original position. Use CTRL + ALT + V for that.

Gave it a quick spin, it works great! 👍
Good to hear. If you can reproduce an error, you can usually find the reason. I've probably never tried copying to the same block. I also stumbled upon an undo problem. (Fixed, too) The program is now quite complex. And I would implement some of my first changes differently today. I had never written any major C++ code before T3ED.
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Reply #388
on: May 23, 2024, 1:21 AM
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So you mean like when a nfs2 track is broken to open with T3ED, it is fixable using different COL and speed files?
It works, but with some issues still. Basically, there are some things to consider:
1) VR data should be shorter than non-openable track (i.e. if track have, say, 200 blocks, it's better to replace VR data with something that is supposed to be lesser, like 64 blocks for example).
2) Some adjustments do not work, like automated adjustments for VR data, if, say, you want to adapt it for the track that was previously not opening, as T3ED will crash while attempting to do so,
3) Export/Import VR data doesn't seem to help with opening original troubled track (for example, I tried to rebuild VR data for Mediterraneo and replace the one that was provided as is, still it doesn't open).

So I think it's safe to say that with this workaround you can edit visual part, but not the VR part.

And then, I wonder if it is somehow possible to generate VR data based on polygons data (like passable-non-passable flags?) instead of loading the one that breaks the loading process.

Reply #389
on: May 23, 2024, 7:14 AM
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So you mean like when a nfs2 track is broken to open with T3ED, it is fixable using different COL and speed files?
It works, but with some issues still. Basically, there are some things to consider:
1) VR data should be shorter than non-openable track (i.e. if track have, say, 200 blocks, it's better to replace VR data with something that is supposed to be lesser, like 64 blocks for example).
2) Some adjustments do not work, like automated adjustments for VR data, if, say, you want to adapt it for the track that was previously not opening, as T3ED will crash while attempting to do so,
3) Export/Import VR data doesn't seem to help with opening original troubled track (for example, I tried to rebuild VR data for Mediterraneo and replace the one that was provided as is, still it doesn't open).

So I think it's safe to say that with this workaround you can edit visual part, but not the VR part.

And then, I wonder if it is somehow possible to generate VR data based on polygons data (like passable-non-passable flags?) instead of loading the one that breaks the loading process.
Yes it would be so good to add/delete virtual road points. I've found some tracks recently for nfs4 which are not openable, too. This is a real problem lol

 


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