NFS3/HS Tracks Overview

This help page describes the basic concepts involved in the structure of a NFS3/HS track. For technical information on the NFS3/HS file formats, please refer to the pages on NFS3 Track File Formats and NFSHS Track File Formats.

Track structure

NFS3/HS tracks are subdivided into track blocks (ca. 200-300 of them), each of which consists of track vertices, polygons, objects and virtual road data. The corresponding data are mostly stored in a file with extension .FRD, and for NFS3, with a companion file with .COL extension.

Vertices

These are the points which make up the track. They can belong either to the main track structure, or to a "polygon/extra/global object" (see below).

Polygons

A track block consists of three series of polygons, corresponding to various resolutions (the low and medium resolutions are only used to save computing time when the car is still far away). To every polygon corresponds a texture, and the high-resolution series of polygons is also associated with virtual road information.

Objects

There are several types of objects:

Virtual Road

The virtual road is all the information used by NFS3/HS in order to compute the behavior of the various cars (player, police, opponents or traffic). This includes, in particular, a sequence of "virtual nodes" stored either in the associated .COL file (for NFS3) or in the .FRD itself (for NFSHS); virtual forward and normal vectors associated to every high resolution track polygon; etc...

Textures

The track textures are stored in a companion file with .QFS extension.