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Author Topic: T3ED Updates (NFS4 Track Editor) by JimDiabolo  (Read 1710 times)

JimDiabolo

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T3ED Updates (NFS4 Track Editor) by JimDiabolo
« on: May 28, 2012, 02:53:53 AM »
T3ED 3.8 is ready to use ! Download on Dropbox

New in Version 0.07pre1.1 Plus Dev 3.8 :

- Frd file properties dialog added.
- Block properties dialog added.
- New function “Edit -> Find” for polygons added. You can search for polygons by texture, HS texture properties, texture animation data and polygon road flags (drive-over behavior).
- VRoad refpoints will be handled as extra objects. Select “Edit Virtual Road Points” and you can move them like you want.

For NFS4 only :

- If available height.sim, spdfa.bin and spdra.bin will be loaded and saved with the tr.frd file. (Thanks to Christian Brandt & Lasse Karkkainen for their NFS4 Spdtools.)
- Heights.sim, spdfa.bin & spdra.bin data will be copied and pasted together with block data.
- Undo for Heights.sim, spdfa.bin & spdra.bin data added.
- New dialog “Edit Tools - > Virtual Road, heights, spdfa & spdra” (Ctrl+H) allows to edit that values. In block mode all data from actual block is shown. In object mode all data from selected VRoad refpoints will be displayed if properties is selected from menu. Note : The “spdXA Speed” has only 4 values per block all others have usually 8. That’s why speed values are shown twice, e.g. 0=1,2=3,4=5 and 6=7. Only the first (0,2,4,6) will be written to disk.

New in Version 0.07pre1.1*Plus Dev 3.7 :

- Textures of new created objects won’t be animated be default anymore. This caused serveral HS crashes.
- Import (extra) objects from ‘.off’ files. Object File Format contains no texture information, only strucutres can be imported. Because NFS only supports polygons with 4 vertices other will be transformed into 4 poly ones. Polygons with more than 8 vertices can’t be imported.
- Export (extra) objects to ‘.off’ files.
- The texture function for objects can now set NFS HS Texture properties.
- New “merge objects” function. Go to object mode,  enable the merge/split button. When you select two (extra) objects the second will be merged into the first.
- Polygon & extra objects can be moved into another chunk. Turn off “Automatic Object Membership” and open properties. (ALT + Enter).
- Roate for polygons (NFS3 compatible, rotates the texture without using HS Texture Properties.)
- Invert polygons function (CTRL + I), turns over front & back.
- Much more extra object properties are shown and can be changed. For example, the crosstype can be changed. That allows to make objects hitable. The colide effect specifies how they behave. Solid like trees/walls (1) or like signs (2).
- In the extra object properties dialog, the animation data can be exported & imported to a text file. And finally the length of the animation can be changed. Bigger ones that the simple rotating donut on snowy are possible.
- New object can be created as animated objects.
- Show objects middle in status bar.

Some explaining videos are on youtube :

T3ED Dev 3.7 : Import Off Objects

T3ED Dev 3.7 : Object conversion and creation of animations.

New in Version 0.07pre1.1*Plus Dev 3.6 :

- “Undo, but keep VRoad” added. The VRoad can be moved in block mode, when the track is moved. Now there a undo which brings back the track, but keeps the moved VRoad.
- Adjust road width fixed. Now you really can select the blocks which should be adjusted.
- Copy whole block to Clipboard
- Paste block as new additional block.
- Replace the currently selected block, with block from clipboard. Move and, or rotate the new block in old position.
- Moving blocks without smoothing by pressing control.
- Rotate whole blocks.
- The “Expand / Shrink”, “Rotate”, “Shadow Raytracer”, “Add / Replace Block” & “Adjust Road Width” windows are keeping their settings for the next call.
- Polygon / extra object properties added (ALT+ENTER). If  “Automatic Object Membership” is off, you can manually change the block where the object belongs to.
- Move distance can be manually entered.
- Show the refpoint position in status bar when block mode is active.
- The Block Neighbours function has now an option to connect points to near points of neighbour blocks.
- Line up x,y, (z) function for point mode added.

New in Version 0.07pre1.1*Plus Dev 3.5 :

- Copy Polygon-, Extra-, Light- & Sound- objects to clipboard. You have to be in object mode and use Ctrl + C or “Edit -> Copy” from menu.
- Paste Polygon-, Extra-, Light- & Sound- objects from clipboard to another block or even track ! Select object mode and use Ctrl + v or “Edit -> Paste” from menu.

New in Version 0.07pre1.1*Plus Dev 3.4 :

- Rotate (extra-) objects around their middle.
- New / Duplicate function has a new shortcut Ctrl + D or Ctrl + N. (Ctrl + V will be used for clipboard.).
- Copy position of a point to Windows clipboard (Ctrl + C).
- Paste clipboard postion to a point (Ctrl + V)

New in Version 0.07pre1.1*Plus Dev 3.3 :

- Change textures of trackpolygons, polygon & extra objects in one step. Choose the new lowest texture and all textures will be change with the same offset.
- Expand / Shrink (extra) objects is now possible. You can select each axis independent or connected. It’s selectable on which position the object will be aligned. (Top, middle or bottom.)
- Fixed light & sound source properties. Values can be changed directly in T3ED now, for thoose who don’t want to use the frd-tool.
- In point mode : Ctrl + Y copy X & Y position to memory, Shift + Y paste memory position to selected point(s).

New in Version 0.07pre1.1*Plus Dev 3.2 :

- Track shading tracer, by - Lasse Kärkkäinen aka. Nappe1. It’s one of the last thing he implemented before he gave up working on T3ED. All credits should go to him.
- Mousewheel can be used to zoom in / out.
- Compiled DirectX sdk sum2004 which is the latest working with VS6.
- Added options for LOD Generator and Track shading tracer. (Start Block, End Block, etc.)
- After moving objects, the they will be stored in the Block which is closest to the new position.
« Last Edit: October 18, 2012, 11:56:08 PM by JimDiabolo »

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Freak-DS

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Re: T3ED Updates (NFS4 Track Editor) by JimDiabolo
« Reply #1 on: May 29, 2012, 02:42:48 PM »
Again, all I can say is, my respect for your developmnents! Nobody, really nobody would have expected this even ~8 years ago when the HS scene was fully alive. Props to you ;)

There's one thing I'm wondering about, is it possible to shade animated objects?

AJ_Lethal

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Re: T3ED Updates (NFS4 Track Editor) by JimDiabolo
« Reply #2 on: May 30, 2012, 08:55:29 AM »
Boss work, as usual.

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Re: T3ED Updates (NFS4 Track Editor) by JimDiabolo
« Reply #3 on: May 31, 2012, 12:24:23 AM »
There's one thing I'm wondering about, is it possible to shade animated objects?
When Nappe1 made the track shader, he didn't implemented it for extra objects.

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Re: T3ED Updates (NFS4 Track Editor) by JimDiabolo
« Reply #4 on: May 31, 2012, 08:34:39 AM »
Awesome work as usual Jim. Will you look into the MCO .frd's aswell when you have time? :P

JimDiabolo

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Re: T3ED Updates (NFS4 Track Editor) by JimDiabolo
« Reply #5 on: May 31, 2012, 01:24:29 PM »
Looks like it differs more then I hoped. First the header is bigger as on NFS3/4 tracks. After that the virtual road data seems to be in NFS4 format. But next would be the trackblock info, which isn't in NFS3 or NFS4 format.

MCO Format :
char header[44];
long nBlocks;
long nPos; //Number of vroad entries
char mco_unknown1 [4];
nPos * MCO_VROADBLOCK;
......????

typedef struct MCO_VROADBLOCK { // HS's equivalent to a COLVROAD
   //long mco_unknown1;
    struct FLOATPT refPt;
    struct FLOATPT normal,forward,right;
    float leftWall,rightWall;
   union {
      struct {
         float centers[2];
         short xtraNei[2];
         long scales[2];
         short fullMap;
         short _unknown1;
         char wallKinds[2];
         char _unknown2[2];
      };
      struct {
         float unknown1[2];
         long unknown2[5];
      };
   };
} MCO_VROADBLOCK;
« Last Edit: May 31, 2012, 01:33:09 PM by JimDiabolo »

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RacingFreak

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Re: T3ED Updates (NFS4 Track Editor) by JimDiabolo
« Reply #6 on: May 31, 2012, 11:28:54 PM »
Good progress so far actually :)

Well atleast making it load them without objects and so on at first will be cool aswell (just roads) :)

JimDiabolo

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Re: T3ED Updates (NFS4 Track Editor) by JimDiabolo
« Reply #7 on: June 15, 2012, 09:48:28 AM »
I'm experimenting with new stuff for the T3ED at the moment. This is the result of my tries : Auqatica_slashed (You need the NFS HS Mixer to import this track.)
It has the original heights.sim, spdfa.bin, spdra.bin files. They are just converted to the new track lenght of  128 blocks.

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Re: T3ED Updates (NFS4 Track Editor) by JimDiabolo
« Reply #8 on: June 16, 2012, 05:36:26 AM »
I found a bug in that track. It's not really useful in Pursuit getaway mode because the AI always thinks it's in a narrow tunnel thus they do not perform u-turns. The same happens with the original Vertigo Ridge conversion if you replace Dolphin Cove with it.

JimDiabolo

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Re: T3ED Updates (NFS4 Track Editor) by JimDiabolo
« Reply #9 on: July 14, 2012, 05:07:23 AM »
T3ED 3.8 is read to use ! Download on Dropbox

New in Version 0.07pre1.1*Plus Dev 3.8 :

- Frd file properties dialog added.
- Block properties dialog added.
- New function “Edit -> Find” for polygons added. You can search for polygons by texture, HS texture properties, texture animation data and polygon road flags (drive-over behavior).
- VRoad refpoints will be handled as extra objects. Select “Edit Virtual Road Points” and you can move them like you want.

For NFS4 only :

- If available height.sim, spdfa.bin and spdra.bin will be loaded and saved with the tr.frd file. (Thanks to Christian Brandt & Lasse Karkkainen for their NFS4 Spdtools.)
- Heights.sim, spdfa.bin & spdra.bin data will be copied and pasted together with block data.
- Undo for Heights.sim, spdfa.bin & spdra.bin data added.
- New dialog “Edit Tools - > Virtual Road, heights, spdfa & spdra” (Ctrl+H) allows to edit that values. In block mode all data from actual block is shown. In object mode all data from selected VRoad refpoints will be displayed if properties is selected from menu. Note : The “spdXA Speed” has only 4 values per block all others have usually 8. That’s why speed values are shown twice, e.g. 0=1,2=3,4=5 and 6=7. Only the first (0,2,4,6) will be written to disk.



With this version you can extend NFS4 tracks because heights.sim, spdFA.bin & spdRA.bin will be loaded and saved, too !  You can improve the AI line (like I did for Lake Diabolo V129) I copied data from original tracks to my Lake Diabolo blocks with similar curves. You can also edit values manually.



I also added the requested "Find Polygon" function. Which can be a great help changing textures or polygon properties.


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AJ_Lethal

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Re: T3ED Updates (NFS4 Track Editor) by JimDiabolo
« Reply #10 on: July 14, 2012, 03:54:18 PM »

I also added the requested "Find Polygon" function. Which can be a great help changing textures or polygon properties.


I love you, man :3

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Re: T3ED Updates (NFS4 Track Editor) by JimDiabolo
« Reply #11 on: July 16, 2012, 06:11:55 AM »
Yes! Yes! Yes!

AJ_Lethal

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Re: T3ED Updates (NFS4 Track Editor) by JimDiabolo
« Reply #12 on: July 18, 2012, 02:21:02 PM »
Uh... I've got a bug over here with the Find function:

JimDiabolo

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Re: T3ED Updates (NFS4 Track Editor) by JimDiabolo
« Reply #13 on: July 19, 2012, 11:01:33 PM »
What have you searched for, that you find lane polies ?

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AJ_Lethal

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Re: T3ED Updates (NFS4 Track Editor) by JimDiabolo
« Reply #14 on: July 20, 2012, 12:45:49 PM »
I searched all the polies that had the "DIRT_SHOULDER" flag, so I could change it to something else, like snow, grass, etc...

Maybe if you add an option to limit the search to certain poly types (object, ex-object, lane, road...)