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Post by N/A on May 17, 2018 17:15:21 GMT
Just wanna ask, is it actually possible to get DLCs (like the one with ferraris included) for the PC version? Possible, yes. Practical, no. (Unless you are familar with Xbox formats and Windows formats, and have time to kill.) Am I interested in doing it, no.
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Post by N/A on Mar 28, 2018 1:13:03 GMT
I think we should get this texture But PS2 Formats are TM2 How are we going to get it? Manual labour until an automated means of converting PS2 format arises. Neat thing is that it's actually documented though, and separate from EA BB file container. Think of how they store DDS files in the container, but with TM2 files instead. If it's a literal standalone *.TM2 file though, headers and all, find some PS2 tool to convert it from elsewhere on the net. (Noesis does this out of the box, I didn't know about it for years)
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Post by N/A on Oct 7, 2017 2:43:10 GMT
I never understood why they put driveable traffic cars in the files, if it's just not to use them in the final game... Because it doesn't make any sense to drive cars meant for ai (traffic) at first place. They probably have some drivable "template" (in the coding world it's a class but whatever..) And the traffic and car AIs fork from that to form their own "template". As for why... Well, the traffic cars have to have a realistic driving behaviour, and the AI is probably bound by the same physics. And you never know when a traffic car would get upgraded to a racer, and when a racer would get used as a traffic car. (or cop, or whatever) Grouping items that are common to all "cars" then makes sense in content reuse, where there is a default performance for the cars, with overrides. Kinda like default textures, which are fallbacks and the textures actually used when the game loads.
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Post by N/A on Jun 16, 2017 2:47:10 GMT
To me looks like the circle turning spot (idk what it calls in English) changed to a simple turn road Roundabout (driving round "about" a traffic island) Common in Europe, relatively new and rather fun thing in the Americas.
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Post by N/A on Apr 12, 2017 19:01:34 GMT
**2 chains of same-user multiposting** Uhh, dunno if you noticed... but making multiple posts in a row is kind of a big no-no in forum etiquette, as the edit button is an available tool to utilize. The main exception is if you have a very large document you need to properly split up. (Cause it goes over the character limit allowed per post.)
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Post by N/A on Mar 3, 2017 18:58:28 GMT
If you want to put the time to learn the formats, then do it. If you want to partner up with someone else on the internet then do it. (As there are a few sites on the internet that specialize in PS2 modding) If you say, ah, it's too hard and give up, then it's a dead end for you anyways.. (btw, for me I'm looking at HP2 PS2 formats, so it's more or less the same as MW formats on the PS2) But I'm spinning my wheels since PC formats always abstracted away hardware optimizations.
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Post by N/A on Mar 2, 2017 4:13:01 GMT
Dudes we have Good news and Bad news. Good news we have police cars models from ps2 demo Bad news we need someone who can convert cars. Here is link of extracted files from ps2 demo mega.nz/#!0BomXL4R!bHsWazd-dw29z7PuYFPG_daH5VsURlImGW6O4oIi_Uc Bad news is I don't know how to interpret the 3d data for each triangle strip. And I don't have a complete understanding of the PS2 specific TM2 format. Extra bad news (for me anyways) is I found the driver/cop character files, but I haven't even touched them yet, as I still don't have a hardware level understanding of how the files are stored..
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Post by N/A on Feb 20, 2017 16:39:41 GMT
What the hell. Right, maybe it's just a placeholder, but could this have some connection with the cancelled BB game ?? I don't know why, it was the first thing that came in my mind. Well, all the way to the game's shutdown, the game took a Shift name internally for some weird reason. If you kept the updater logs, and followed the xml links, the root folder for some reason is Shift CD or something like that. Could be that it forked off Shift 1 code, or whatever. But keep in mind back then EA BB still had the keys to the NFS series. Also... I saw that bootloader image too in AT1, mentioned it and moved on. Since I wanted to make a universal EA Blackbox chunk parser before continuing. (Currently stuck in refactoring hell)
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Post by N/A on Feb 20, 2017 16:25:05 GMT
A tram (also known as tramcar; and in North America known as streetcar, trolley or trolley car) trolly / tram are the same thing :V Pretty much this... (<-- points to Wikipedia article.) A cable car on the other hand is something different. It uses the cable underground for propulsion. So it's what you see on the hilly portions of San Francisco. Though they do have a streetcar system using PCC streetcars. ========================= Wanted to say it looks like a PCC streetcar based on the shape of the body and windows, even though it looks horribly UV mapped. (ie, wrong side of the street) As I read those were the most common streetcar in North America for over half a centenary ago. ========================= Also, the streetcar system close to where I live scrapped all PCC streetcars except for 2 in the 1990s. Those 2 are kept for 2 for charter and summer revenue service. So... XD Also interesting is the mix of a CLRV livery on PCC streetcars.
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Post by N/A on Jan 28, 2017 22:36:27 GMT
do you eve google? it's one of the promotional images for The Run. and it's findings, not foundings. thread lock, when? Google even allows reverse image searches. So it should be no excuse.... Posting something without checking stuff is like...jumping to conclusions and Shooting yourself in the foot. (to use a cliche)
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Post by N/A on Jan 23, 2017 20:12:22 GMT
Look up EAGL on wiki, and you'll probably know why there's a Cayenne...
NFS -> EAGL -> James Bond games using EAGL -> James Bond IGCD listings -> -> James Bond Everything or nothing -> Cayenne.
There's also a Cayenne in Shox (which lists EAC tools in the credits) and NFS:Top Speed.
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Post by N/A on Dec 19, 2016 20:16:47 GMT
i just noticed that i used other alien language to tranlate ? == 重试 == Retry Maybe == try downloading/updating client data again. Google translate has the handwriting option, so as long as you write the characters with the right strokes, the algorithm should pick up on what character you want.... Though I used a mouse to write the characters. (no tablet, too lazy) Btw, Mainland China, Tecent, QQ, Wechat, 99% sure it's Simplified Chinese. (which derived from Traditional Chinese, but simplified in a different way compared to how Japanese simplified the same characters) add-on: Or if you're lazy, plug in OCR software to extract the characters for you from the screenshot, and plug the string output to a machine translating software. add-on2: So .. NFS: Rivals = original. NFS: Edge = Nexon Korean MMO NFS: Online = Tencent Chinese MMO It's probably done that way for political reasons... (w.r.t. Tencent's version anyways)
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Post by N/A on Nov 19, 2016 0:57:58 GMT
Maybe that Feature for only u and u2 games it isnt What @a beta infernus said... NFS:W has 1 texture bundle leftover that is still there. (Along with a wii reference in commented lines, lol) Also, I th... hey just had a thought. Wasn't the free-roam camera just a debug function but exposed for players to use? Considering it's very similar to the rotate-around-the-car-cam.
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Post by N/A on Nov 13, 2016 1:32:38 GMT
**snip** # free the cameras this is the debug world camera from the beta versions in the final game ;v Is it possible to do that on Underground 2 and possibly 1? It's a dumb question, but would like to know if you can take pictures of it in the NFSU1 and Undeground 2 threads. Might as well include Hot Pursuit 2... (I hope..)
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Post by N/A on Jun 16, 2016 22:46:02 GMT
texed has a habit of shortening names... Or reading file names at the wrong offsets...
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Post by N/A on May 2, 2016 18:34:56 GMT
I just checked zzdata with nfs-texed but the thing is format is unknown Go through NFSU360's posts on NFSCars, you'll see he stopped work on it a decade ago. (He got stuck on the swizzling part) Unpack it with Quickbms (you'll know the script to use when you find it), shove the extracted files into a PC Most Wanted directory, use the ps2 executable to identify find the file names, and correlate with file contents. Makes things much easier. At the decompressed and level, image stream in the tpks are stored in different OS-specific file formats: PC .tpks store image data stream in a DDS-derived format. (1 stream, stores colour for pixel in a stream roughly) PS2 .tpks store image data stream in TIM-derived format. (2 sections, CLUT, and palette) Outside of the 2... and I can't help much. The PS2 version of MW is probably going to be less messy than the PS2 version of HP2. Hp2 maps multiple palettes for different images to the same image CLUT. (kinda smart in my opinion) HP2 also uses textures with height != 2^n
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Post by N/A on Apr 19, 2016 3:12:50 GMT
High stakes textures are maxed out at 256x256 for the PC version. (Even if you shove a 512x512 texture into car.viv, the game uses a downsampled 256x256 texture in-game) Modern patch for NFS4 by VEG allows 512x512 or more detailed textures Or that... There's been so much love for NFS3 (Cry for speed, and Veg+rejzor patch) that I've forgotten about the NFS4 side of things... I can't wait to port the Ford Racing 3 Ford Indigo into NFS4, and swap the pilot driver for a retextured Porsche Unleashed race suit driver.
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Post by N/A on Apr 18, 2016 2:20:58 GMT
Come on, get back on topic. There has to be something odd about HS for the PC though, since it does have alot of leftovers from HP. The PC version of Porsche Unleashed is even more awkward. (Guess they ported PSX High Stakes to PC...) The intro movie logo uses the High Stakes .exe NFS logo/icon. 3 textures are stored in EA's PSX format (PSH), on the PC version... instead of the PC standard .fsh format. Tuning.csv references drivable cars and tracks from the PSX version, but editing car multipliers only adjusts the spawn rate of traffic cars... zzzxeng.viv zzzymus.viv Initially I thought Tuning.csv was a High Stakes leftover, and unused, like all the vssver.scc version control files, but while cleaning my add-ons folder I found a mod I previously downloaded off some NFS site. (Original site is long gone, or probably rebranded), did a file comparison, and found only the car multiplier was changed. (and ran NFS5 just for good measure) High stakes textures are maxed out at 256x256 for the PC version. (Even if you shove a 512x512 texture into car.viv, the game uses a downsampled 256x256 texture in-game) Starting with Porsche Unleashed, 512x512 car textures are used. (as evidenced by community made carparts editor tool) And driver animation/immersion improved. (<blink>Blinkers!</blink>)
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Post by N/A on Apr 12, 2016 17:46:38 GMT
emgeo_sasuage & emgeo_pretzel Ahh, Octoberfest. XD (knocking those pretzel stands and flying pretzels everywhere.) racefx_mrkr_... are the markers we can see while driving around in freeroam. I don't know what "explore" is or does, but "purs" is for TE and "race" is for races. However modifying the parent node is not enough to get, for instance, a different color of the pillars. Treasure hunt gems ring a bell? (Ironically those translucent textures are edited by shaders, from what I infer ripping the gems)
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Post by N/A on Jan 17, 2016 17:29:52 GMT
SVON? In my opinion, just looking at the pic, looks like it's a horizontal mirrored & cut uv mapping of remove. And can't help but notice that the text is only on the green channel... I would recommend try clipping the camera through the red glow square to determine if the "remove" text is on the glow or the hotel sign.
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