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Problems when editing textures from an NFS4 track

Started by Zpectre, Apr 04, 2007, 6:29 PM

Zpectre

I'm editing Andreas Neuer's Country Summer track (updated by General) and added a few textures to the original FSH file. Everything is displayed correctly in T3ED, but, when I start the game...





First pic was taken in T3ED, the second, in the game. What's happening here is that I have a series of textures and, instead of the textures I choose in T3ED, the game is displaying the textures which are positioned after the ones I choose in the FSH file. This should clarify what I'm saying:



Texture 0177, in T3ED, is assigned to the road in the tunnel and 0178, to the borders of the road. However, the game, for no apparent reason, replaces 0177 with the subsequent texture (0178), 0178 with 0179 and so on. I have no clue about why this is happening, and it seems to happen only with textures which were added to the FSH, not the ones which were already in the file. Could someone help me with it?

BMWsport

are you going into the game in nighttime mode, and editing the daytime mode textures?  or vise versa?

Do you have an extra mirrored image in there? I've seen it before where a texture that is mirror-sensitive (eg. road signs) is put in the file and labeled as non-mirrored, and has no mirrored counterpart. Then, when you run the track in mirrored mode, some/most of the textures are messed up. I wonder if that is happening to you somehow? Maybe the textures are correct when you run in mirrored mode? And it would make sense that any files you add would be messed up... any textures after the mismatched texture would be displayed as the next one in the file.

Here's an idea of what I'm talking about (from Celtic Ruins):
MU11 0076.BMP
BMP 7B +2 64 64 {0 0 0 0}
PAL 2D 256 1 {256 0 0 0}
TXT 6F 16 0
%00%00%00
And the corresponding mirrored image:
MU11 0077.BMP
BMP 7B +2 64 64 {64 0 0 0}
PAL 2D 256 1 {256 0 0 0}
TXT 6F 16 0
%00%00%00%00%00%00
Maybe see if you have any images without the mirrored/non-mirrored pair.