Wreckfest

Wreckfest

Diddy Kong Racing Track Pack
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Update: 19 Dec, 2022 @ 7:58am

Frosty Village
Thumbnail now includes all tracks (except Trixtops but that one was sort of special)

*Skyboxes stay square for now it's quite difficult to do a spherical one even with Qbit or Blender rendering square parts
(Qbit probably needs a 16k square texture I think to be less stretched around the important parts, Blender renders with loss and 90° camera with square lense still doesn't give fully seamless transitions)
*Texture conflict with NSR textures for "track/textures/mountain.tga" and "track/textures/tree2.tga", probably gonna have to reimport and rename the folder to "nsrtextures" and "dkrtextures"

Update: 7 Dec, 2022 @ 8:50am

Reverting doesn't update thumbnail it seems

Update: 7 Dec, 2022 @ 8:49am

Update: 6 Dec, 2022 @ 6:37pm

Update: 6 Dec, 2022 @ 6:37pm

Update: 29 Nov, 2022 @ 6:14am

Snowball Valley (SM3)

*thumbnail not updated

Update: 27 Nov, 2022 @ 10:17am

SM2: CP3 now not preventing Alt2 from being illegal
DD5: removed leftover subscenes from SM1's creation

Update: 25 Nov, 2022 @ 6:01am

DD2 Alt1 now illegal so you're not forced onto the route once you miss it once. With CP it locks you to an alt route.
Added no reset sectors on Alt1 so you don't get stuck in a creepy screen where you're reset every game tick (or AI draining fps when they get reset on it).

*I also added skyboxes to all of the races from the original (they affact weather alot quite annoying), the snow maps seem to have the same skybox though. Also no actual snow it's so much effort for a petty hinderance.
**DD5 currently has the clutter of SM1 above the map packed into the _base

Update: 25 Nov, 2022 @ 2:17am

Trixie's Moutain Challange, make sure to have it on 1 lap
Revised the entire folder structure, renamed events like the NFS maps, moved textures into a common folder (like half the LR1 maps), smoothed inclines (both snow maps and Trixie's boss map fully remeshed and smoothed entirely), objects like balloons or bananas. (Ninjaripper can dump textures from an emulator who would have guessed)
All maps now use Road&Trueroad so grip should be consistent (although snow isn't really consistant but the general grip counts). Walrus Cove now uses a copypaste Deathloop looping. Reverse route uses rotated looping. Trees now have pixeley fake shadows and are all subscened correctly. Textures now all 2x scaled (not sure it fits the game but some textures do look better).

DD2 Corner 1 looks washed out because I didn't clamp the x and y axis. It looks fine for a desert though, molten roads.

Update: 3 Feb, 2022 @ 12:21pm

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