Wreckfest

Wreckfest

NFS HP/HS Map Pack
Showing 11-20 of 73 entries
< 1  2  3  4 ... 8 >
Update: 13 Aug, 2022 @ 2:01am

Hills is now fully redone, all the world holes still need filling but with #twosided on everything they're quite hard to find.

Aquatica now uses Atlantica's combined section, all unnecessary textures scrubbed. Stairs and improved AI routing on the waterfront.

-Hill pieces of Aquatica still use the old grass's color, only like 4 other noticable textures need redoing
-Blimp is now part of the base kit so it now flies in Aquatica aswell
-Combined sections don't have consistent road strips on both sides when one is driven, probably need some dummy dupicates and 2 transition pieces manually made of merged segments and road strips (right now road strips are part of their segments so they'd be duplicate on the shared segment)

Update: 11 Aug, 2022 @ 8:47am

France now has 2x scaled & accurate texture assignments and road signs with destructable lamps and stand roofs.

Atlantica:Panorama and Atlantic 2x scaled for sharpness,bit more remade textures, more road transitions (dark to none, grass to none, grass to dark) and refined the transitions. More water and functioning super shortcut. Aquatica Entrace and Exit integrated. Inviswalls are now #concrete_barrier.

-Road color/texture might still need some minor tweaking
-Shortcuts 4 and 5 (the wooden floor ones near the ocean) might need to be crossed to overlap so AI doesn't take one after another trying to do a 180°
-I'll do the screenshots once Aquatica is fully linked to the Atlantica textures and can be merged seemlessly.

Update: 5 Aug, 2022 @ 3:23am

Germany now has 2x textures, improved surroundings, road signs and slightly adjusted AI routing. New conversions with actual matching texture numbers are quite easy to process.

-AI still has trouble with the first shortcut location but I have no idea how to tweak it they just don't want to drive it well. 24 drive it better than a single one, could be loss of traction related either 24 cars share a straight line and crash or a single car loses traction and takes the turn too fast. Hard to circumvent.

Update: 3 Aug, 2022 @ 9:18am

Summit now has 2x textures, proper street signs and mostly new surroundings.
Sunny weather for testing stays for now, didn't make the mountains that detailed but it's not that bad even without fog.

-the lifts going up and down don't fit into the bottom building, gotta figure out how to make it bigger perhaps paste it behind the treeline or something, for now they're rigid

Update: 2 Aug, 2022 @ 10:30am

Coastal now has x2 scaled resolution, 100% accurately assigned textures and a bit of AI improvement
Lap 0 don't drive around the dolphins, not sure how I can prevent it other than putting fences there but that wouldn't look well. Just don't do it, any other lap is fine though.
Street signs! Over 100 of em, took a while.

Update: 1 Aug, 2022 @ 7:58pm

Coastal(Dolphin Cove) now has functioning Alt route 1 (alternate finish line)
Terrain visuals are now seamless while terrain collision is sharp edged and invisible, ocean is now optimized. I'll redo the map anyway with 100% accurate textures and 2x scaled textures but for now it's more of a bug fix.

Update: 30 May, 2022 @ 2:04pm

UK now 2x textures, signs, all decoration around and skybox. I think the phone booth shouldn't be solid but I've had to add glass to them manually and if I subscene them might just have them destructable.
Snowy now has Summit's skybox rather than the odd purple Mystic Peaks one.

Update: 29 May, 2022 @ 9:08am

Rocky Pass is now almost fully complete. Reimported from the new fixed materials and Summit readded to the middle, with slight changes to the routing near the city. Of course not playable the alternate version but I'd rather use the Summit map as template than try to hide it fully try to hide the connections when filling world holes. I'll fill the one below the tunnel (you barely see it) when I add a snow variant folder for this map. Summit will probably be reimported and the changed sections just overriding this one. Might need culling of some roads if the fps suffers when every hole in the middle is filled up.
*rockypas_baseMTN is the skybox move or rename it in data/track/rockypas to disable it to improve fps without it it was suprisingly fine (given that technically 1.5 full maps are loaded at once they're not that resource intensive thankfully)
It has 8 alternate routes (7 illegal for modding purposes but they're really helping AI most of all) the minimap not showing them not sure if I should do this it does pretty up the map but it removes the straightness of routes quite a bit. Safe is currently 4 blocks wide and goes right up to the walls not sure if it matters that much as long as the green one is futher in should only be noticable when they're clashing and cornering so probably fine.
Quite a few seams are gaping most could be fixed if I was to copy the entire map and have one with edge split 0° have collision and one invisible without edge split serve as visual variant. One disadvantage is the double face count (currently Park uses this it had seams everywhere) but materials could be refined (half road half grass pieces could actually be split material for the game) but if I still fix the map updating both at the same time is just annoying and I haven't touched the Summit road at all.

Update: 23 May, 2022 @ 2:11pm

Snowy Ridge now has 2x textures, signs and proper world holes filled. Might just use the new converted .lwo files rather than continuing on the old .blend files the invalid material to texture thing is quite bothersome to tweak around. Doesn't take longer and I have to open every texture file anyway to scale 2x so Wreckfest doesn't smooth the entire texture away.

*If it's too laggy rename or move snowy_basemtn.scne in the data/track/snowy folder I think it affacts frames a bit. It is just off the map decoration to hide the abyss below.

-Still uses default Tarmac1 lighting didn't seem to bad besides the blinding bloom on snow but it's not terrible, AI route might need slight tweaking later.
-Currently uses the NFS2SE Mystic Peaks horizon mountains, gotta swap it for the NFS3 Summit one later the one from NFS4 is too short (4 pictures for day 4 for night wouldn't loop well unless it's a gigantic octagon and I doubt it'll look well)
-Avalanche isn't falling I might wanna set up a rig of a thin square triggering some falling debris, and the ground debris has barely any weight for driving experience
-First map to have _n on trees to get the depth without comprimising the pixels, it's basic scale x2 Cubic and just automatic normal texture applied. The texture looks fine not sure if it's even visible ingame though.

Kindiak: No longer has numbered weather (why Tarmac1 weather is all over the place the numbers I don't know.) and one has more passive lighting.

Update: 18 May, 2022 @ 10:36am

Kindiak Park now has 2x textures, window reflections, squeaking asphalt, revised outside map decorations (started from scratch), signs and 2 trains.
-Trains are probably too slow right now but halfing animation again they started going irregular I'll reanimate later it was done using a path so it should be easier now that I know how to do that. To remove them for, various reasons, rename or move park_trains.scne in the data/track/park folder one intersects a route and it obliterates AI
-Bear can be knocked over, but it's a bit too light right now needs tweaking
-Some Park weather may need more passive lighting, tweaked them a bit (they're all Tarmac1 weathers still numbered when I tweaked them actually will be gone next release) but some still have weird shadows.