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Old 28 September 09, 06:28   #101
vn88holden
 
Join Date: Oct 2008
Default edit replay

gday fellas can someone help me out to edit replay i just want to have track side cameras please or point me in the right bff file and wat to do thanks in advance
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Old 28 September 09, 07:08   #102
beep
 
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Quote:
Originally Posted by matt2380 View Post
"More Wheel rotation available" - beep

This is very exciting I think it makes a big difference for realism and immersion.

I like the hands, but am happy to lose them (and entire driver animation) in order to get wheel animation to match my logitech wheel animation. Just to clarify, does your mod remove the animation lag??
Yes! It makes a big difference for realism and immersion for me to
I haven't tried it with my wheel but as soon as I do I'll let you know how it works with my DFP.
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Old 28 September 09, 07:23   #103
beep
 
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Quote:
Originally Posted by RMi Release Group View Post
audi_tt.cdp : hmmmmmmm

<prop name="Hand offset" data="0.00250228;0.000405212;0.095807" />
Does it determine how many degrees arms are rotating?
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Old 28 September 09, 09:02   #104
Luis Branco
 
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Yesterday I noticed that are also files related with wipers animation in Shift.
Check "car".bff and/or "car-cockpit".bff files (I don't remember which), and search in animation folders.
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Old 28 September 09, 10:08   #105
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Omg what a great engine, It has everything xD

By 1 month we'll have 40 cars on track and pitstops
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Old 28 September 09, 11:29   #106
Holger
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Originally Posted by f0xx View Post
Omg what a great engine, It has everything xD

By 1 month we'll have 40 cars on track and pitstops
and then this freakn Game is killed !

Some less Corrections ok..but a total Rape is defnetly the End of this Game.
This Game isnt a SimulationsRacinggame with LeagueCharacter.
This Games MainPhilophie is like "SpeedDating"..
-Go to Lobby-Choose a Car-Press Accelrate - and go for Gold.

Its a great FunGame with highly "Simness".
Let it what it is..sort out the graphical Wheel Unsyncronisation, better tweak to SwitchOff the Wheel and Arms, lets hope for an Ati-Fix and all is fine..

"Schnaps is Schnaps and Bier is Bier"
In this Sense
Holger
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Old 28 September 09, 11:59   #107
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Hehehe I was making an irony but in a positive way hmm
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Old 28 September 09, 12:09   #108
Holger
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Originally Posted by f0xx View Post
Hehehe I was making an irony but in a positive way hmm
i know fox..my Post goes not against yours..it was a general Meaning around the Begin of that "Monstermodding" wich is the Elexier of each Modder, wherever they are....
I hope they didnt forget to play, to race, to have fun...
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Old 28 September 09, 12:24   #109
iounas
 
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Is it even possible to add more cars?
I would like to see more tracks.. Is that possible

At least it has Nordschleife and Spa my 2 favorites
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Old 28 September 09, 15:31   #110
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more tracks would be awesome. I'm missing Monza and Kyalami .
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Old 28 September 09, 16:13   #111
aaltomar
 
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Quote:
Originally Posted by vn88holden View Post
gday fellas can someone help me out to edit replay i just want to have track side cameras please or point me in the right bff file and wat to do thanks in advance
I think you can find them in the "BOOTPERSISTENT.bff" file in "cameras" folder.

Not very simple to get a hold of though, there are two files localcams and cameraconfig, quite a lot data.

For example:localcams.xml
Code:
<class name="CTrackCameraMan" base="BPersistent">
        <prop name="Trackside Cams" type="Fct" />
        <prop name="Splines" type="Fct" />
        <prop name="Areas" type="Fct" />
    </class>

* * *
<data class="CTrackCameraMan" id="0x258B1D0">
        <prop name="Name" data="TrackCameraMan" />
        <prop name="Trackside Cams" elements="59">
            <funcpropdata>
                <data class="CTrackingCamData" id="0x11184E28">
                    <prop name="Name" data="LocCam_FrontRight_T01" />
                    <prop name="Name" data="LocCam_FrontRight_T01" />
                    <prop name="Pos" data="-2.60969;1.72977;-4.91932" />
                    <prop name="QuatOri" data="0.932161;0.0573643;0.295011;-0.201874" />
                    <prop name="FOV" data="0.610865" />
                    <prop name="Type" data="1" />
                    <prop name="NearZ" data="0.1" />
                    <prop name="FarZ" data="750" />
                    <prop name="Target" data="2" />
                    <prop name="TargetOffset" data="0;0;0" />
                    <prop name="LookAt" data="6" />
                    <prop name="LookAtOffset" data="0;0.5;0" />
                    <prop name="ProximityShakeFrequency" data="12" />
                    <prop name="ProximityShakeMagnitude" data="0" />
                    <prop name="ProximityShakeMinDistance" data="4" />
                    <prop name="ProximityShakeMaxDistance" data="20" />
                    <prop name="ProximityShakeMinSpeed" data="20" />
                    <prop name="ProximityShakeMaxSpeed" data="40" />
                    <prop name="ShakeMagnitude" data="2" />
                    <prop name="ShakeMagnitudeMin" data="0" />
                    <prop name="ShakeFrequency" data="15" />
                    <prop name="ShakeFrequencyMin" data="0" />
                    <prop name="ShakeScreenVelocity" data="15" />
                    <prop name="ShakeScreenVelocityMin" data="0" />
                    <prop name="SoundEffect" data="" />
                    <prop name="LODDistanceMultiplier" data="1" />
                    <prop name="OverridedBy" data="" />
                    <prop name="UserDataName" data="" />
                    <prop name="UserDataValue" data="0" />
                    <prop name="ActiveAreas" elements="0">
                        <funcpropdata />
                    </prop>
                    <prop name="MovementRate" data="0" />
                    <prop name="TrackingRate" data="0" />
                    <prop name="SplineID" data="-1" />
                    <prop name="TargetSplineID" data="-1" />
                    <prop name="bAutoZoom" data="false" />
                    <prop name="bStaticDirection" data="true" />
                    <prop name="SplineChaseDir" data="0" />
                    <prop name="TargetSplineChaseDir" data="0" />
                    <prop name="TrackingLag" data="0" />
                    <prop name="TrackingLagSmoothening" data="0.8" />
                    <prop name="TrackingErrorFrequency" data="2" />
                    <prop name="TrackingErrorCorrectionSpeed" data="1" />
                    <prop name="TrackingErrorMagnitude" data="0" />
                    <prop name="SplinesRatio" data="1" />
                    <prop name="bSyncSplines" data="false" />
                    <prop name="OnSplineEndReached" data="0" />
                    <prop name="OnTargetSplineEndReached" data="0" />
                </data>
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Old 28 September 09, 17:21   #112
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Oh my.... please someone do a ALL RACETRACK TV option!!! I hate the camera effect like in a music video clip with camera jumping all the way and cutting every few seconds... we need a fix to get TV camera during ALL the replay!
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Old 28 September 09, 17:46   #113
ocram
 
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Quote:
Originally Posted by Dude27 View Post
Oh my.... please someone do a ALL RACETRACK TV option!!! I hate the camera effect like in a music video clip with camera jumping all the way and cutting every few seconds... we need a fix to get TV camera during ALL the replay!
Yes, that would be nice. But I fear that some, maybe all tracks, have some segments where no camera is defined on the side of the track. You can swap the cam during replay with + and - on the numpad.

@aaltomar
Are these values global or do we have to disable the shaking for each track?
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Old 28 September 09, 17:51   #114
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@Ocram: you're right, it would be mission impossible to code them if they are not there in the first place somewhere in the code... yes, you can swap them, but not for the TV track cam which are part of the "full replay" mode (which change frantically from racetrack TV cam to dynamic (stupid) cam on the car).
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Old 28 September 09, 17:59   #115
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I don't know if these files have already been posted.

http://forum.racedepartment.com/down...-effects-1708/
http://forum.racedepartment.com/down...el-chang-1706/

The first file it reduces or it eliminates entirely the effect speed, the second should modify the level of grip instead but I am not certain of it.
I have not tried them yet but I will do soon.

Someone there from some impression?
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Old 28 September 09, 18:34   #116
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tried the no blur in cockpit... and adopted!!
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Old 28 September 09, 18:41   #117
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Luis...your files can no longer be downloaded .
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Old 28 September 09, 19:02   #118
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Hi, Unpacker/Repacker, A good explanation of where to put/ and to how use these tools would be nice, I'm trying the unpacker and can't get it to work right. thanks...
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Old 28 September 09, 19:03   #119
aaltomar
 
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Quote:
Originally Posted by ocram View Post
@aaltomar
Are these values global or do we have to disable the shaking for each track?
No idea really. The cams used per track are always the same switching always at the same part of the track. So I would wager that we would at least edit some of the cameras to remove the worst shakes. But I guess changing all the cams to track side (TV style) will take a lot more work, since you need to change each cam individually per track to another type.

I can somewhat tolerate the switching of views or rather if the changes would not be always static at the same place. Many of the best bits in the Ring are not seen by the current cameras. In one of the biggest jump scenes the cam zooms in to the side of the car, you can only wonder why the tires seem to bounce oddly not realizing the car was momentarily airborne...

But the "shaky" cam that judders rapidly back of forth really annoys, almost causes headaches. The cam names can give clues and at worst just manually change all "shake" references to zero on all cameras if nothing else helps

Code:
<prop name="ProximityShakeFrequency" data="12" />
                    <prop name="ProximityShakeMagnitude" data="0" />
                    <prop name="ProximityShakeMinDistance" data="4" />
                    <prop name="ProximityShakeMaxDistance" data="20" />
                    <prop name="ProximityShakeMinSpeed" data="20" />
                    <prop name="ProximityShakeMaxSpeed" data="40" />
                    <prop name="ShakeMagnitude" data="2" />
                    <prop name="ShakeMagnitudeMin" data="0" />
                    <prop name="ShakeFrequency" data="15" />
                    <prop name="ShakeFrequencyMin" data="0" />
                    <prop name="ShakeScreenVelocity" data="15" />
                    <prop name="ShakeScreenVelocityMin" data="0" />
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Old 28 September 09, 19:07   #120
aaltomar
 
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Quote:
Originally Posted by zkarz View Post
Hi, Unpacker/Repacker, A good explanation of where to put/ and to how use these tools would be nice, I'm trying the unpacker and can't get it to work right. thanks...
The unpacker is easy to use, just double click the quickbms.exe it opens a window where you need to browse to the folder where you saved the script file (nfsshift.bms) after selecting the file, the window asks you to find the .bff file you want to unpack (again just browse to game folder where the pak files are). After doing that the GUI asks where you want to unpack the files (browse where ever you want the unpacker to dump them). That's it.

I haven't used the re-packer yet, so can't comment on that.
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Old 28 September 09, 19:09   #121
logos
 
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Quote:
Originally Posted by japamd View Post
Repacker looks to be working fine now.
Hi japamd,
I'm trying to repack some .bff files, but unfortunately getting the following exception error in a result:
Code:
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.FileStream.SeekCore(Int64 offset, SeekOrigin origin)
   at System.IO.FileStream.Seek(Int64 offset, SeekOrigin origin)
   at BFF.BFF.getFileList()
   at BFF.BFF.Build()
   at Repack.Program.Main(String[] args)
This happens with all versions of the repacker (from v0.2 to v0.5) on three different OS-es - Win XP x86, Win Vista x64 and Win 7 x64.

I've debugged the v0.4 (since this is the last one with source code) with Visual C#, and seems it throws an exception when trying to read the file structure from the original .bff file in BFF.getFileList().

Will post some code snippets and the results I get with PHYSICSBOOTFLOW.bff from the demo, after debugging:
Code:
   byte[] buff = new byte[4];
   FileStream head = new FileStream(_files.OriginalArchive, FileMode.Open);
   head.Seek(0x118, SeekOrigin.Begin);
   head.Read(buff, 0, 4);
   int itsize = BitConverter.ToInt32(buff, 0);
After debugging: itsize = 0x000007e0

Code:
    for (int x = 0; x < itsize / 42; x++)
    {
        head.Seek(offset + x * 16, SeekOrigin.Begin);
        head.Read(buff, 0, 4);
        int nameoffset = BitConverter.ToInt32(buff, 0);

        head.Seek(nameoffset, SeekOrigin.Begin);
        head.Read(namelen, 0, 1);
        .
        .
        .
After the first iteration: nameoffset = 0x05e1d340, which is the problem here, since it tries to seek and read data after the end of the file.
The "Read" doesn't throw an exception here, but in the second iteration, nameoffset is negative and the "Seek" throws an exception.

Hope this will help you to find the bug.

I've attached the PHYSICSBOOTFLOW.bff file from the demo. Quickbms unpacks it without problem.
Attached Files
File Type: zip PHYSICSBOOTFLOW.zip (120.1 KB, 11 views)

Last edited by logos; 29 September 09 at 17:34.
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Old 28 September 09, 19:26   #122
shakaku
 
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Check this out, it seems repacking is obsolete

http://sommergemuese.klee.in/2009/09...packer-zocken/

In comments is the correction for shift folder naming in bat file that is provided, you have to add "".

On my machine it also reduces loading times for cars in menu and game startup.
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Old 28 September 09, 19:36   #123
ocram
 
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Quote:
Originally Posted by Dude27 View Post
@Ocram: you're right, it would be mission impossible to code them if they are not there in the first place somewhere in the code... yes, you can swap them, but not for the TV track cam which are part of the "full replay" mode (which change frantically from racetrack TV cam to dynamic (stupid) cam on the car).
Well, it wouldnt be impossible if the cam files are in the same way editable as in GTR2. I have edited several cam files in GTR2. There is an old, slightly buggy, program for editing the cam files.
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Old 28 September 09, 19:52   #124
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Quote:
Originally Posted by shakaku View Post
Check this out, it seems repacking is obsolete
Yeah, this is the -loose option RMi mentioned on the previous page. Rather than using the packed files, the game loads the individual files.
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Old 28 September 09, 22:15   #125
.fabioss.
 
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Quote:
Originally Posted by Dude27 View Post
tried the no blur in cockpit... and adopted!!
I think that among "reduced" and "disable" this last is the most realistic solution, important however that the feeling of speed is not notched.

For how much does it concern the file that modifies the grip someone has tried him? I would have need to know what file (they are different of it), or better what percentage, is more realistic.
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Old 28 September 09, 23:59   #126
vn88holden
 
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well i have disabled some of them enoying cameras attached to car in replay but the problem is on certain tracks where say it shows the front right tyre then above by that time thats a farely big gap for trackcam to fill so unless we can manage swaping cameras around thats how i done it but i have only done it on certain tracks that dont show that many views in a section, and on a side not i have come across <prop name="Race Length (Laps)" data="6" /> so now i can do 6 laps in career i also tried this one but it has not done any thing yet,
<prop name="Qualifying Session" data="true" />
<prop name="Pull Over When Race Is Over" data="true
<prop name="Return to pits to complete mission" data="true" />
they r in the file nissions witch is to do with career and single races if anyone can do somting with them that would be good.
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Old 29 September 09, 10:01   #127
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http://www.nogripracing.com/details.php?filenr=22721
no more splotches on your car during the race, it stay clean, you still have the dirt and scratches from accident
WARNING: Only if you use the unpacked game

Last edited by SETH Alpine; 29 September 09 at 14:00.
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Old 29 September 09, 11:28   #128
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Does anyone tried replacing the Shift physics and tyres files with others from GTR2 or Rfactor?
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Old 29 September 09, 12:16   #129
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anyone done any high-res skins yet?
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Old 29 September 09, 16:32   #130
.fabioss.
 
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Quote:
Originally Posted by .fabioss. View Post
I think that among "reduced" and "disable" this last is the most realistic solution, important however that the feeling of speed is not notched.
Which is the most realistic solution? "reduced" or "disable"?

Quote:
Originally Posted by .fabioss. View Post
For how much does it concern the file that modifies the grip someone has tried him? I would have need to know what file (they are different of it), or better what percentage, is more realistic.
There is also this other file ( http://trackswork.extra.hu/files/NFS...akfiles_V2.zip ) that modifies in way more deepened the grip but I has read that the result on the 4WD cars is not so good as that on the FWD cars and RWD cars. In substance it should not be complete to 100%.

Has someone tried him?
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Old 29 September 09, 18:46   #131
RMi Release Group
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SHIFT is/was the Ferrari game...

EXPORTER>
<Tool name="Blimey! Animation Viewer Version 0, 4, 4, 0" date="Tue Aug 14 18:02:06 2007" source="B:\Dev\Ferrari.srcdata\Animation\AI\AIGrou p.BAV" />


another clue as to what the "working title" was...

<Tool name="3dsMax exporter v0.350" date="Mon Mar 10 03:40:29 2008" source="F:\DEV\Art\TheRace\characters\Pedestrians_ male\pedestrian_male.max" />

with all the "gecko" references we will assume this is it...
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Old 29 September 09, 19:12   #132
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Quote:
EDIT: Updated to version 4.00 date:2/10/2009

TWEAKS:

v4.00 Type 1: Has increased impact damage resistence for steering to avoid steering damage while scraping car against track rails and soft AI car impacts. Slightly more engine damage threshold for balance.

v4.00 Type 2: Has even more increased impact damage resistence for steering to avoid steering damage while scrping car against track rails and soft AI car impacts. Slightly more engine damage threshold for balance.


"Old Version": Old version mod folder contains previous version 2.00 and v3.00 which has more sensitive damage threshold for steering making soft impacts and grinding against sidetrack rails damage the cars steering.
Made a mod for Shift (realism and physics v4.00). Requires full game and latest patch (v1.1). Running it with demo or unpatched version might cause problems.

What it does?

Enables...

1)Gearbox damage, tyres can blow, engine can blow/damage, tire fall off

2)Front/rear aero affection, 'sharp object' damage on car (impact)

3)360Hz physics tick rate

4)Tweaked damage values to be more realistic and make the driver value carefull driving


Mod is for both methods to use mods in Shift, "-loose" method and by replacing orignal archive files. Loose files and archive included use one of them. Readme included.

http://www.megaupload.com/?d=KEJNEXDH

Last edited by YodaStar; 2 October 09 at 14:42.
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Old 29 September 09, 19:32   #133
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Nice work.

I have to repack it...what program should I use?

This works with the original copy of the game right? (since I've read some mods didn't).
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Old 29 September 09, 20:03   #134
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Use this repacker about two thirds down the page by "Japamd".

http://forum.xentax.com/viewtopic.ph...&sd=a&start=15


Also I have original retail Shift patched to v1.1. Mods work flawless on my end.
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Old 29 September 09, 20:34   #135
RMi Release Group
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anyone interested, there is TONS of Ferrari content

F:\NfS-SHIFT-mod\vehicles\ferrari_california

files there, just no meshes!

F:\NfS-SHIFT-mod\vehicles\physics\gearbox

LOL?
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Old 29 September 09, 20:54   #136
RMi Release Group
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file extention info for vehicles...

Vehicles
--------


cars.lod - generic LOD
vehiclelist.lst - master vehicle file
vehicleinformation.xml - class definitions


F:\NfS-SHIFT-mod\vehicles\shelby_terlingua

.csd = audio info
.aud = audio file

.cdp = driver anim data
.cdv = driver positioning
.cgp = damage /
.cpt = cockpit info

.crd = car/veh

.vhf = cas/gen

.rcf = livery


.meb = mesh
.bmt = material?


Physics
-------

F:\NfS-SHIFT-mod\vehicles\physics\vehicles

.vdf = vehicle descriptor file ( points to physics components )
F:\NfS-SHIFT-mod\vehicles\physics\chassis

.cdf = hdc/hdv
.edf = engine
.gdf = gearbox
.sdf = suspension
.tbf = turbo
.hdt = tires

.udf = upgrades


F:\NfS-SHIFT-mod\vehicles\physics\statistics
*.xml = display data


Tracks
-------


tracklist.lst - track master list

.trd = track gdb
tracks.lod = TSO level of detail

Last edited by RMi Release Group; 30 September 09 at 03:36.
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Old 29 September 09, 22:06   #137
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Yodastar, what difference do you feel with 360Hz physics tick rate?
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Old 29 September 09, 22:22   #138
.fabioss.
 
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Quote:
Originally Posted by YodaStar View Post
Made a mod for Shift (realism and physics v2.00). Requires full game and latest patch (v1.1). Running it with demo or unpatched version might cause problems.

What it does?

Enables...

1)Gearbox damage, tyres can blow, engine can blow/damage, tire fall off

2)Front/rear aero affection, 'sharp object' damage on car (impact)

3)360Hz physics tick rate

4)Tweaked damage values to be more realistic and make the driver value carefull driving


Mod is for both methods to use mods in Shift, "-loose" method and by replacing orignal archive files. Loose files and archive included use one of them. Readme included.

http://www.megaupload.com/?d=RXKBT8AX
Of that mod I had spoken before already some posts of it:

Quote:
Originally Posted by .fabioss. View Post
There is also this other file ( http://trackswork.extra.hu/files/NFS...akfiles_V2.zip ) that modifies in way more deepened the grip but I has read that the result on the 4WD cars is not so good as that on the FWD cars and RWD cars. In substance it should not be complete to 100%.

Has someone tried him?
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Old 29 September 09, 22:31   #139
Arachnus
 
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Default Help for ATI´s and low FPS

Updated:

Beta version 0.1

I´ve made a tweak to the unpacked version of Shift!

It removes:

Crowd
Planes
helicopters
Balloons
Flags
Some mechanics around the track!

I´m still working on it, need to find the file that control the "flashes of the camera´s with the crowd"
Disabled the mechanics and people around the car at the beggining of each race! Now just the grid girls remains there to "wish you good luck"

Here´s the link:

http://www.sendspace.com/file/sukt2w

be welcome!

and let know any problems ok!

Last edited by Arachnus; 30 September 09 at 16:00.
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Old 29 September 09, 22:32   #140
scca1981
 
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Cool will try it out The crowd/flags were my main things wanted removed. Has to give a little boost FPS wise.
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Old 29 September 09, 22:41   #141
f0xx
 
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Originally Posted by YodaStar View Post
Use this repacker about two thirds down the page by "Japamd".

http://forum.xentax.com/viewtopic.ph...&sd=a&start=15


Also I have original retail Shift patched to v1.1. Mods work flawless on my end.
Thanks.

Hmm guess I did the wrong question.
I didn't unpack the game so I only overwrite the file "PHYSICSBOOTFLOW"? What about the Vehicles? (sry about the noob questions).

Last edited by f0xx; 29 September 09 at 22:54.
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Old 29 September 09, 22:42   #142
YodaStar
 
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Originally Posted by matt2380 View Post
Yodastar, what difference do you feel with 360Hz physics tick rate?
At fast speeds it feels slightly smoother as for reactions to driving surface. Tiny difference but still. 360-400Hz is recommended value for racing games of a more simtype. This to be able to calculate contact between obejcts and road when doing 50-100m/sec.

For example if physics was 60Hz and you do 60m/sec with your car it would be 1 physics contact solver action per 1m. 180Hz which is default is then physics check per 0.33m at 60m/sec.
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Old 29 September 09, 22:43   #143
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Originally Posted by scca1981 View Post
Cool will try it out The crowd/flags were my main things wanted removed. Has to give a little boost FPS wise.
Ok, let me know any problem with it OK!
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Old 29 September 09, 22:48   #144
Holger
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Originally Posted by YodaStar View Post
Made a mod for Shift (realism and physics v2.00). Requires full game and latest patch (v1.1). Running it with demo or unpatched version might cause problems.

What it does?

Enables...

1)Gearbox damage, tyres can blow, engine can blow/damage, tire fall off

2)Front/rear aero affection, 'sharp object' damage on car (impact)

3)360Hz physics tick rate

4)Tweaked damage values to be more realistic and make the driver value carefull driving


Mod is for both methods to use mods in Shift, "-loose" method and by replacing orignal archive files. Loose files and archive included use one of them. Readme included.

http://www.megaupload.com/?d=RXKBT8AX
What about Online Racing ?

Missmatches or anything else ?
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Old 29 September 09, 22:49   #145
YodaStar
 
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Originally Posted by .fabioss. View Post
Of that mod I had spoken before already some posts of it:
It is not the same. My mod only tweaks physics tick rate, enables damage and tweaked damage thresholds for more realism. His mode AFAIK does not change damage thresholds and changes other stuff not specified by him like joint strenght and more that should be left alone at default.
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Old 29 September 09, 22:50   #146
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Originally Posted by Holger View Post
What about Online Racing ?

Missmatches or anything else ?
I haven't tested it online however the physics tick rate might create problems in online environment.
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Old 29 September 09, 23:07   #147
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I haven't tested it online however the physics tick rate might create problems in online environment.
wat is your mod like i mean the handling of the cars mainly the rear wheel drive cars
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Old 29 September 09, 23:08   #148
.fabioss.
 
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Originally Posted by YodaStar View Post
It is not the same. My mod only tweaks physics tick rate, enables damage and tweaked damage thresholds for more realism. His mode AFAIK does not change damage thresholds and changes other stuff not specified by him like joint strenght and more that should be left alone at default.
He, reported before me to the post that I have inserted and that is that with that patch the cars 4WD have a behavior improved in inferior proportion in comparison to how much they have done on the cars FWD and RWD. I don't know if I have made the idea.

However you try the patch, even I am wrong me.
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Old 29 September 09, 23:20   #149
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Originally Posted by .fabioss. View Post
He, reported before me to the post that I have inserted and that is that with that patch the cars 4WD have a behavior improved in inferior proportion in comparison to how much they have done on the cars FWD and RWD. I don't know if I have made the idea.

However you try the patch, even I am wrong me.
i got yours but havnt tried it yet just asking witch is better i mean u really cant go that wrong with awd as long as u have done the handling for rear wheel drive they seem to be the worst to drive sorry they r the worst to drive lol they r like driving a greasy sausage around the freaken corner.
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Old 29 September 09, 23:24   #150
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Video for my 'Damage and physcs' mod!

http://www.youtube.com/watch?v=TuLZtSYheBM
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