Wreckfest

Wreckfest

NFS HP/HS Map Pack
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Update: 16 May, 2022 @ 5:50am

Empire now uses still the NFS4 map but with mostly NFS3 textures, with (most) window reflections, some upscaled it's messy probably some conflict zones I missed.
Custom weather, although it's just changed Tarmac 1 with more passive lighting and one with less sun strengh/less sky blur. Still needs work but the weather page is like 1/4 of what cars have custom settings and it takes restart to apply changes for that one too it's terrible to find the right setting and there's automatic undo key you gotta remember the number or copy the file prematurely truly primitive program.
Tr02b road is now part of empire, sort of just copied it over from the original file, created road with grass edges (a simple paste job printed over the road texture it's not even the same pixel density) but inaccessable (Photo Mode only for now skybox will get made non round and adjusted so it's not city over ocean where there's suppose to be ocean only later)
Route is AI adjusted a bit but not perfect. Alt routes that aren't on the main route are hidden for consistancy (I'll change that to the others if I get to them.)

-Summit has it's textures back I did copy over new textures but nfs3 summit has identical textures if worse and I accidentally deleted both. They're back they must've been gone for since country...

Update: 2 May, 2022 @ 8:14am

Atlantica: A train made it over seems not original but the textures were present so why not. Weird glitch out in the ocean fixed
Aquatica: Textures from Atlantica applied, couple added should be pretty much of equal quality now. Glass around the tunnel although with custom texture.
Grass, Moai, Wood and misc. stuff still missing but I think it's pretty solid now.
New World Select menu picture (about time haven't done that since I got the PS versions)

Update: 1 May, 2022 @ 5:36pm

Aquatica: Trains move, strobe lights jiggle, Underwater Explore Vehicle added, but it doesn't do scary turns it just wiggles a bit. Underwater tunnel's less illuminated.
Atlantica: Almost every texture has been manually upscaled, Dolphins AI upscaled, Boat rotates a bit (might be too scary probably revert to static). Blimp (I've never seen before) added to the sky. 0050 is now a normal texture, probably needs tweaking up close it doesn't look like a bump.
Both: Ocean fps optimized and culled, the reason I opened the maps. Road strips are now the original's width at least the HS ones.
*Any tips on bad textures are appreciate I am new to this texture making thing I tried to have adapted style mistakes always happen then. Still have all the .xcf of all the textures except the letters A and C but I can pick the textures out no problem*
Thanks to Schnoobler [🇦🇺] for making 0015 (bit out of scale but alright) I pretty much used his texture for all the concrete noises.

Once all the textures are done I might aswell convert them back to be compatible with the original game it is still being played and modded.
-Sorry if the specular glass reflection is distracting I usually despise them but I was learning to texture _s on my own for later glass usage. Glass I've seen act weirdly already has less reflection.
-might have used too much Cubism from Gimp but it does mix textures and remove straight pixels without looking washed out.

Update: 28 Apr, 2022 @ 12:55am

Country Woods now uses the Ps1 version, the roads certainly look worse might need to overwrite with the old one. Like Hometown no road strips yet they're hard to import here.
1/4 of the overused trees are the HS version of that tree, the flag is from the HS version and the Hometown plane crashlanded somewhere. Hometown transition of the second connection overwritten.

-to generate the different season for each I may need a new file structure that both use the same texture folder even though I'd ruin one map's original it would cut textures required in half basically. Then you could just rename say the summer version and name the winter one to the texture folder used.

Update: 8 Apr, 2022 @ 5:34pm

Hometown now uses the Ps1 version, finally got the hand on optimized map creation actual side terrain and horizons with smooth framerate. The wide road has 2 alt routes on each side of the start line, they still crash eachother with 24 cars but at least they don't form a conga line anymore.
The plane for now uses a custom texture the original are just way too low resolution and there's 10 of them the connection points of the faces would look afwul otherwise, 1200 frame animation gotta investigate how to actually route a path using blender it is pretty crude right now.
I think I'll add the generic custom weathers to Tarmac1 weather not sure yet though.

Update: 5 Apr, 2022 @ 11:08am

Lost Canyons & Redrock Ridge weather improved the sun now shines where it should be, both now use #asphalt not #asphaltdusty and the asphalt squeaks
Lost Canyons textures are now converted without Cubic Interpolation, the cave no longer has invalid off looking bright walls.
Some collision mashup with one object fixed on both versions, it was previously only fixed on one map. Fixed the starting area cliff houses some were sideways.
Still needs a bit of work fixing these awful lines AI take and of course a way to combine both routes but that would require actual route changes so probably not in this mod. I named the Acapulco map folder "Abridged" for something.

Update: 30 Mar, 2022 @ 1:44pm

Lost Canyons now uses the HP PS1 version, hopefully with acceptable framerate. Both variants now have their own paths added so in case I merge them sometime I can just add them there.
I didn't disable Cubic Interpolation for the Lost Canyons version might have to redo all the textures there, the Redrock ones are redone (again) no Interpolation and no black outlines they should be all optimal.
For now the Raceway tracks are grayed out because you know they're on the other mod, should have been that from the start.

Update: 9 Feb, 2022 @ 8:17am

Redrock Ridge now uses the Hot Pursuit version (specifically the PS1 variant) some textures especially on the ground have a weird black outline when looked upon a t a flat angle and reducing the UV seems to not fix this I may have to expand the textures from 15x15/31x31/63x63 to 1 pixel down and right scaling doesn't help the texture at all.
Thanks to Schnoobler#8845 on the Classic Need For Speed Discord for making a new Rusty Springs sign not sure if it fits but it does look quite nice.
Also thanks again to https://steamhost.cn/steamcommunity_com/profiles/76561197971965300/ Goschi for converting the frd2lwo converter to work on .trk files for the Nfs 4, 3 and 2 aswell. I still have to make all the Nfs 2 ones they're fine the lack of texture shuffling the original converter did improved texture transfer speed to a fraction and mistakes to a minimum. Wish I had that before.

Note that Lost Canyons also now uses the new sky (that I still need to make round visually somehow) I may use that sky for most of them maybe tinted differently based on location they're big textures for not much result but they are nice. For the time being I'm using skyboxes to cover up world holes, at least till I get Lost Canyons from the PS version and use both maps to make myself a picture if they work together (they really do not road based but at least the rocks that don't collide with the main road I can use)

The sun is still wrong, gotta copy it from somewhere. The AI seems to be quite bad not sure why might have to adjust the line.

Update: 6 Feb, 2022 @ 4:25pm

Scorpio-7(TR06b) didn't think it could be done but that's all of them. Of course I gotta do a victory lap on all of them adding all the minor things I missed.
First skybox I'm proud of gotta say. The road is illuminated for gameplay reason I found it rather cumbersome to see the pillars with normal shadows. If the jellies get annoying I can make all of them move a bit less I already made em slower they were flyin')

Of course I forgot the thumbnail I'll do it now and it'll be there next update... gotta figure out how to fill that limited space hmm.

Update: 6 Feb, 2022 @ 8:20am

Caverns(TR06A), not pretty looking yet I'll definitly return but right now I'm not fond of caves only Minecraft ones and they're not really compatible for ideas except for maybe vines and moss etc.
Maybe I add geodes, crystals, stalagmites and such but I couldn't get a full picture to what was provided.