Need for Speed Projects

Extended lights mod for NFS 3

Extended lights mod for NFS 3

After sending my "Sirens mod", I realised that I could add much more to it, but needed to change the syntax. So I quickly pulled it out to avoid gaining any traction.


The purpose of this patch is allowing for a very wide degree of customisation of dummy lights, as well as adding new functions not present in the original game.


FEATURES:

Added hazard light type: these activate when you get a ticket, cop ticket someone, or for traffic, when there is a chase nearby.

  • Added marker and DRL functions.

Added reverse lights - these activate when... well.. you set reverse gear. Wow.

  • Has strobing capabilities.
  • Has flashing strobe option.

Added High Beams type: these headlights activate when high lights are on, instead of lows and highs.

  • Has DRL options, for small and large beam type.
  • Has flashing strobe option.

Added Marker type: these tiny lights simply mark the car's position or type.

  • Has DRL option.
  • Has strobing capabilities.
  • Has Pulse strobe option.
  • Has flashing strobe option.
  • Can adopt Front, Rear and Mid placements.

Expanded the taillight type into different sub-classes and added extra features:

  • Marker only - these won't boost brightness when brakes are activated.
  • Brake only - these will only activate when brakes are activated.
  • Foglight - these will only activate when it's raining.
  • Normal - the standard two function taillight present in NFS3.
  • Hazard light functionality option - any taillight can set to double duty as hazard light. Brake will be disabled for this.
  • "Rain light" option - flashing quickly. Better paired with Foglight type, meant for race cars.

Added features into Headlamp type:

  • Foglight option - to make them only turn on with weather
  • Non-high beams option - will avoid boosting brightness when high beams are on.
  • DRL options, for low+high and low only configurations.
  • Has flashing strobe option.

Added features into Siren type:

  • Always on option - will be always turned on.
  • Has Patrol strobing option - when off, will activate once from time to time.
  • Has flashing strobe option.
  • Has option to be fixed size (flashing mode will always use this).

Added final size multiplier to all types of lights.

Added final brightness multiplier to all types of lights.

Default colours have been tweaked to better match halogen type light sources, which will be seen even with vanilla cars. But more important than that, is that there's now also a palette of 26 possible colours for any type of light.

The headlight and high beams's colour will be directly reflected into the road, as well as the sirens.


TO-DO list:
NONE! Just gonna update a few cars before releasing it tho, so you can have something to inmediatly testing it with.


Additional Screenshots


Changelog

Update #4 - 1 month ago

Ported the last changes to the menu renderer.

Update #3 - 1 month ago

Finished all features. Need to complete the menu renderer.

Update #2 - 2 months ago

Finished rear lights.

Update #1 - 3 months ago

Added two extra controls for size and brightness
Added marker and DRL function to warning lights
Added DRL function and quick flash strobe to headlights
Added DRL, marker and quick flash strobe to high beams
Added all strobing functions to reverse lights

Visitor Comments

  • pete9516 - 3 months ago
    User Date
    EvoX3 months ago
    Liked
    Now nfs3 has better car lights than nfs4 x'd

    Did you patch the road reflections to match the dummy color or did they already implement that back in 1998? Because nfs4 has only red, blue and white road reflections i think. Even though you could always create a purple light dummy but it's road reflection is always white.. How stupid

    Reply
    • rata_536 - 3 months ago
      User Date
      Liked

      Yes, the patch modifies those as well (the pics with the sirens show it). For the NFS4 patch I didn't got to work on that part, but I left the important addresses in the cheat table for anyone willing to, basically, takeover those routines and make them read the colour selection routine instead, ending the hardcoded nightmare.

      Reply
  • MADMAN_nfs - 3 months ago
    User Date
    pete95163 months ago
    rata_5363 months ago
    Liked
    Looks amazing already. Clever concept and seems perfectly implemented without breaking compatibility. Very exciting.
    Reply
    • rata_536 - 3 months ago
      User Date
      pete95163 months ago
      MADMAN_nfs3 months ago
      Liked
      Yeah, the added features are done in either new dummy characters (colour uses a 5th character, extended features use a 6th) or characters that are never read in the original game (like the 4th character on a taillight), so it's fully compatible with cars prior to the patch, and cars made to use the patch's feature will work normally on an unpatched game.
      Reply
  • Paul Spain - 1 month ago
    User Date
    Liked

    By a "Patrol mode" for lights and lightbars you mean they activate without the siren sound playing now and you can turn that on too by H or you mean they kind of dim steady glow like was saw on the OLD Whelen 8000 series lightbars? I noticed in HighStakes (don't play NFS 3 cause they don't have moving drivers support) that sometimes your backup units respond to calls with just lights going and no siren on, Was that a game glitch perhaps? :hmm: and is that what you've now made can happen in NFS 3?

     
    Reply
    • rata_536 - 1 month ago
      User Date
      Paul Spain29 days ago
      Liked
      Indeed, the lights blink once every some cycles without actually turning on. The cop car on a game I played did that and it looked too cool to not emulate. And given that I'm modding that car into the game...
      Reply
    • Paul Spain - 29 days ago
      User Date
      Liked

      Well that's not quite the same as Cruise mode then, Cruise mode has the lightbar dull glow..Here's a vid:

      https://www.youtube.com/watch?v=_rPcCPn58FQ

      Cruise is the first mode shown on it.



      Reply
  • MADMAN_nfs - 28 days ago
    User Date
    pete951626 days ago
    Liked

    Oh project status 100%, we got a release icoming. Can't wait. :)

    "TO-DO list:
    NONE! Just gonna update a few cars before releasing it tho, so you can have something to inmediatly testing it with."

    Nice. Lighting is that major detail and the biggest strongsuit of these classic titles. Improving on this will make Hot Pursuit really shine!


    Thanks for the work, rata.

    Reply
    • rata_536 - 27 days ago
      User Date
      Liked
      Yeah so as I was updating the traffic cars, found a few quirks that needed to be ironed out, *especially* with the markers. I'm doing a few more changes to docs, cars and code to make sure everything works properly.
      Reply

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