How to make new tracks for NFSHS (NFSHP too) using T3ED v 0.07 plus
Step by step.
Firstly, turn our attention to T3ED.
Program's interface:
Elements of the T3ED
View menu:
Toolbar - show or hide the toolbar.
Statusbar - show or hide the statusbar.
Zoom In/Zoom
out - Zoom in/Zoom out the
track view or by pressing next buttons . Which are available in
toolbar
Translation
mode or - Translated view of the track.
Use scrollbar to translate the view.
Rotation
mode or - Rotated view of the track.
The center of rotation is the last active element (point, extended point, block,
polygon or object). [ Active mode you can see in statusbar (TRANSL or
ROTATE)]
Resolution -Track resolution. Full - to show all track elements, Low - to show a few track elements (I don't recommed to use last one for adding new roads).
Show objects - To show all polygon-objects, extra-objects, light sources and other sources (flame, smoke , fallen leaves and other).
Show lanes - to show all lanes and fences.
Show track view - to show 3D track view. If needing to open texture file (*.qfs) open Tr0.qfs if track file is Tr.frd or based on this one; or open trn0.qfs if track file is TrN.frd .
Example of 3D Track view:
In the centre You can see an active element of the track, here it was the house.
Recenter - to recenter the view. The active element will be in the centre
Refresh - to refresh the view.
Menu Edit-Modes consists of the main editing tools.
- analogs
of that tools.
- Block. The main segment of the
track. All objects which are in this block will move with the block during the
moving of the block. All nearest situated blocks will change their form as far
as the block moving.
- point (vertex). The similar
segment of the track.
You can move more than one point simulateniously (only for this version of T3ED). For multiple selection pressing Shift or Ctrl buttons and mark all points which you want to move simulateniously. For moving the points you must press Ctrl or Shift button too.
What can you do with the points:
- horizontal moving. I recommend
to use top view for it.
- vertical moving. I recommend to
use a side view for it if available.
All track elements (blocks, extended points, polygonsand all types of objects) also can be moved .[ Due to error in T3ED I highly recommend to turn off track view when you move the objects.].
- Merging/Splitting the points
(it works only for one point simulateniously).
Merging. For merging you'll able to do next things: Mark the point to merge to, press Ctrl button and make a left-click to the point to merge with first one.
Splitting. Select point to split and then make a right-click.
- Extended point. Extended
points only can be moved with effects like block moving. Specialists
(Dennis
Auroux)
don't recommend to use it to change routing, but tastes
differ.
- Object. Under name of object
T3ED can understand next things:
Polygon object (blue color).
Extra-object (green color). Objects which can be detected by car collisions. How activate it I tell you later.
Light sources, flame sources and other (dark-yellow crosses).
All this objects
can be moved (one and more ones simulateniously) , copyed (Ctrl+V or , only for one
object) , deleted (Del or
, only for one object).
- Polygon. Polygons can be moved
and textured ( Ctrl+T or
) .
Textureing.
Bitmap - number of bitmaps to texture.
Select - apply the changes.
Rotation - Select the axis to rotate the bitmap in the polygon(-s).
Tiling - Select the tiling properties.
Two-sided - to texture the two sides of the polygon(-s).
Copying (only for one polygon simulateniously).
Objects' and lanes' polygons under copying.
Polygon before copying. . . . . . . . . . . . .Polygon after copying.
Track's polygons under copying.
Do you see the difference? It's not copied, it's duplicated.
Polygon deleting in the same case like objects' one.
Track's polygons under deleting.
Deleted polygon . . . . . . . . . . . . . . . . . . What happened with two neighbour polygons after it.
Last but not least things which will need you to make new ways. It called Polygon Virtual Road flags. It's available at Edit-tools/Polygon Flags or by pressing Ctrl+Enter.
Next properties are set by checkin' in the checkboxes.
Wall collision detection - to fix the wall collision detection (It needs to apply to polygons which are situated near the edges of the road).
Extra-object collision detection - to fix car collision with extra-objects. It needs to car not to drive through this objects.
No forward neighbour - no forward neighbour.
No backward neighbour - no backward neighbour.
Drive-over behavior properties :
Passable - To make polygon able for driving over it, You'll drive as on asphalt.
Passable Gravel - To make polygon able for driving over it, You'll drive as on gravel.
Passable Soil - To make polygon able for driving over it, you'll drive as on grass.
Passable Leaves - To make polygon able for driving over it, you'll drive as on autumn road with fallen leaves.
Passable Dust - To make polygon able for driving over it, you'll drive as on sand.
Passable Wet - To make polygon able for driving over it, you'll drive as on wet road.
Passable Jolting - To make polygon able for driving over it, you'll drive as on the Red Square.
Passable Snow - To make polygon able for driving over it, you'll drive as on snow.
Not passable (inner) - not to make polygon passable for driving over. Recommend to apply for inner track's polygons.
Not passable (outer) - not to make polygon passable for driving over. Recommend to apply for outer track's polygons.
Now let's turn our attention to change the track structure.
T3ED has special options for quick modifications of the track. It's available at Edit-tools/Erase all...
What's this mean? I answer you:
Track shape (XY) - to make the rounded high-speed track, in other words "track for dummies".
Road elevations - To make track without any hills and other elevations.
Scenery elevations - to make outer track's scenery flat like track in that position.
Lanes, fences and sound sources - to delete all lanes, fences and sound sources from the track.
Polygon objects and light sources - to delete all polygon objects and light sources from the track.
Extra objects - to delete all extra-objects from the track.
Global animated objects - to delete all global animated objects, like train in Kindiak park, Redrock ridge and Lost canyons, zeppelin in aquatica, helicopter in Empire city and etc. But I don't know how it works.
Road textures set to... - all road textures set to texture with number ...
Scenery textures set to... - all scenery textures set to texture with number ...
Main types of track modifications.
By changing the textures. It can be done without using T3ED.
By changing the mesh. By using Block moving to change it.
By changing the routing. By using Extended point moving for it.
By adding multiple roads.
How to add the multiple roads.
Spent a lot of time under analysing the tracks which I downloaded from NFS sites I find two main ways to add a road. I named 'em under track names which roads were made by applying this ways
A way Hometown High Stakes
A way Durham rage.
Some views of this tracks (by using T3ED).
Comments: Turn your attention to new streets, how they are made. The wall (2-4 nodes width) were distructed, then moved away from the track. Next step were using the options Polygon/Copy and Point/Merge and, certainly, moving options.Then new polygons were under tuning (Polygon flags) to drive over it. In the game it looks next way:
As you see at screenshots the track has an "invisible roads" and the track has a place when game crushes.
Here you need to spend a lot of time for making new road but here is the main advantage: there is no bugs and and a good quality. How it were done: use polygon tool (or poin, if you like this one). Mark all outer polygons, move them away from the track. Using rotation mode make the top view, return to Translation mode. Apply Polygon/Copy and Point/Merge to the "Biggest" polygons.Then use point moving tools for locate points like new road. When new road was formed we texture this polygons (use Track wiew for correct texturing). Apply polygon flags (Ctrl+Enter) to new road's polygons. The last step is the adding the objects to the track. Objectct can be copyed from another place of the track or creating as new. Now let's turn our attention to the game. Take Durham City BETA 3 track as example, which were made by a way Durham rage. (I can't show you Durham rage in the game because I haven't Durham road textures for it.)
As you see there is no bugs at addition roads.
For example I show you how to build easy addition road. I took Empire city as based track.
Text: "How to build such road"
By using a way Hometown High Stakes. (illustration)
Use Point/Split
option
(track objects were turning off, not deleted)
Polygon/Delete . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Point/Move (top view)
Polygon/Copy and Point/Merge . . . . . . . . . . . . . . . . Point/Merge and Point/Move(XY and Z)
Edit-tools/Polygon flags or Ctrl+Enter . . . . . . . . . .
text:"Apply 'Passable' to
marked polygons and enable 'Wall collision detection' and 'Extra-objects
collision detection'."
text:"Walls were copied from
other positions of the track, then its were re-textured and fastened to the
track by using Point/Move."
The same road by applying a way Durham rage (illustration).
Multiple selection of wall polygons an its horizontal moving.
Biggest polygons were under Polygon/Copy'ing. Points were moved into direction of new road.
text at right slide:"Set 'not passable(inner)' to marked polygons".
text:"Like a way Hometown High
Stakes find wall-looked object at the track, copy it, fasten it to the track by
using Point/Merge, Using Point/Move make this object correct (all points are
marked). Apply 'passable' to the polygons which are included into new road, also
set Wall collision detection, no forward neighbour, no backward neighbour and,
if it needs, set extra-object collision detection.
It's easy to do new road now. Let's go :)
P.S. Please pardon me for my english, I hope you can get this text.