Wreckfest

Wreckfest

NFS HP/HS Map Pack
Showing 41-50 of 73 entries
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Update: 19 Dec, 2021 @ 10:53am

Dunham Road, the unportable map, mod communities always got their aces it seems. Thanks to https://steamhost.cn/steamcommunity_com/profiles/76561197971965300/ that somehow fixed this map. Some things are missing, phone booths little warning whatever you call it to warn road splits and some houses got weird UV but that was in the original so no big deal if I missed 1 or 2 diagonal bricks. Note the maps are ordered by the name of the folder, so UK (the new one) is the last map which is just not right! I'll add numbers based on how it's in High Stakes so it's less weird next update. First map I realized it's order is way off.

Oh and the fences on that map are fake everything's invisible walls fence edges poke out everywhere.

Update: 8 Dec, 2021 @ 12:23pm

Aquatica is now space efficient, Empire now has working animated flipbooks turns out I forgot linking color to alpha of the _c5. Now I know at least.

Update: 7 Dec, 2021 @ 8:43pm

Added a couple of Aquatica props to hide obvious holes I missed, added a single triangle I found driving a weird route removed illuminated from an alternate light that looked weird and I only removed one side of it. The large lake shouldn't give obvious quad generation errors it's all triangles now. Aquatica ship added in the distance, might have to add these to subscenes later to conserve space it is alot of buildings and they're good assets to have lying around to import.

Update: 7 Dec, 2021 @ 7:59pm

Atlantica, weirdly enough not much fixing had to be done, the wooden shortcut had to be , cut, no pun intended because of strict shortcut mechanics, if you were to use the last shortcut you couldn't use that next shortcut and vice versa, rather cut that than combine 2 of them that were already 2 to begin with and still lose one.
Expanded EA Canada a bit, not sure I would want to redo the entire thing from GMaps just for the pun it is being included in the original, gotta say it is a close representation if the race track was on a football field.

Update: 5 Dec, 2021 @ 2:26pm

Rocky Pass got bit less world holes, but not the Summit section I might want to do an "open route" as soon as it looks half decent, stitched them together a bit more, added the Summit lift and lodge. Still lots of holes to fill, moutain crests to create.

Update: 3 Dec, 2021 @ 3:11pm

Rocky Pass now got invisible walls and fences with proper collision direction, not sure why half of them weren't right I have the face direction on 24/7 and missed them. Filled a couple of holes but probably created more from adding Summit to it with changed summer textures. Lots of it still missing not sure I like the extended city might be too much of a change. For some reason the Backwards version can play the alternate route just fine for some reason just ignore the wrong way sign. Would be a nice feature without that wrong way sign. Nevertheless the alternate's not finished obviously have to lay the stripes manually where I had to realign the Summit route have to properly smooth the road tried to keep the Z layer consistant but it's messy to move around 1/10 a map so it's not above another. At least it's not Hometown under Country Woods. I'll make an alternate "Open Route" version of the map and perhaps the both alternates linked and when I get a second merging map done I'll seperate them to an "Abridged" map pack of these games. You know custom maps from other people based on this game's version (there are a dozen or more good ones that would really profit from a port), mixing of these alternate routes and broken but fun prototypes. Not now though not even remotely done this one

Update: 3 Dec, 2021 @ 7:22am

Empire City: These transparent textures are again breaking, but only 2 of the 3 on this map. Sorry for these washed out signs might have to redo them. Lavafall and Chopper rotor blades are just textures, for now maybe I get an idea why it breaks sometimes. AI routes should work for now, maybe make the first shortcut smaller by like factor 10 but then the minimap wouldn't look as good. Fences are a lie they're all invisible walls I saw a couple gaps and just extended up the road, otherwise there's currently no protective walls. Lamp posts and trees are stumps the ones on hills have collision around the lamp, not sure I like the gameplay comprimise for making sense maybe I make them destructable later. Don't take the one shortcut with the jump honestly I just wanted it to show up on the minimap. It is possible for C class but not D class of course special vehicles AI can't drive through there but it's not perfect. If they even have the chance to drive up there I've only seen a single AI car get onto there and he made the jump so for the time being I see it as a success.
Some textures may overlap this map's teeming with them might have missed some driving through it a couple of times.

Oh and I added Rocky and Empire to the thumbnail, even if it's barely readable and already an amalgamation of routes. Consistancy, right...

Update: 1 Dec, 2021 @ 11:19am

Rocky Pass, but I only fixed the glaring holes in the track itself not the terrain. I can't hide it with haze like Summit either so for now it stays ugly. And this time I'll not fix it in just 5 hours it'll take an entire fill of the map center and that takes time. I couldn't decide if the bushes and tiny trees would have collision or not so I made them destructable for now, they seem to like to glitch under the car sorry about that. Not bad to port this map in an entire day certainly improved since my first one (which was Summit coincidentally it took forever mostly from my own lack of knowledge of Blender) Currently there is white stripes inside of the rocks around the entire rock face, the original hides it better I'll remove it later. AI route is editor improved but testing them driving around, as before, is unreliable with 24 drivers and lacking patience driving after them. I think only Landstrasse and Summit are not made for AI to take offroad shortcuts, do those soon.

Update: 30 Nov, 2021 @ 11:28am

Country Woods and Landstrasse no longer shiny and reflective, various things country now has improved AI but of course at least from the editor speaking, a donut rotates two flags wave animations aren't that hard turns out. Both maps are now merged and optimized for disk space usage. It's easier to modify so it's default from now on. Change the others after I've added a couple new maps it's tiresome.

Update: 30 Nov, 2021 @ 6:01am

Hometown and Celtic Ruins received it's shine free lotion, stay away with that polish! Also made both routes share the map file, half the memory cost not that it would matter given one is still a floppy disc large.
Lighting on Hills was messy, had to manually double the non road to have the game forcefully do it right.
Hometown recieved a bit more twosided textures forgot like 3 in the town, several textures UV scale has been reduced to get rid of the overlapping half pixel of smoothing.