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 quick 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 quick 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 quick flashing strobe option.


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.
  • Strobe Only option - will only turn on for strobing duty.
  • DRL options, for low+high and low only configurations.
  • Has quick flashing strobe option, for both normal and strobe-only configurations.


Added features into Siren type:

  • Always on option - will be always turned on.
  • Has Patrol strobing option - when off, will flash once from time to time.
  • Has quick flashing strobe option.


Added final size multiplier

Added final brightness multiplier

Default colours have been tweaked to better match halogen type lght 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.


TO-DO list:
Add the two final multipliers to middle renderer, as well as fixing markers.


Additional Screenshots


Changelog

Update #2 - 8 days ago

Finished rear lights.

Update #1 - 11 days 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 - 29 days ago
    User Date
    EvoX28 days 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 - 29 days 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 - 29 days ago
    User Date
    pete951628 days ago
    rata_53627 days ago
    Liked
    Looks amazing already. Clever concept and seems perfectly implemented without breaking compatibility. Very exciting.
    Reply
    • rata_536 - 27 days ago
      User Date
      pete951626 days ago
      MADMAN_nfs26 days 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

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