Wreckfest

Wreckfest

NFS 4 Raceway Tracks
Showing 1-10 of 11 entries
< 1  2 >
Update: 29 Apr, 2023 @ 4:06am

Strips now 35% darker/ #decal added

Update: 30 Dec, 2022 @ 7:15am

Preview cameras on all tracks.
The _alt tracks are now just the basic track and the rain/snow object in a new .scne instead of carbon copies of everything with 1 more object.
Snow/Rain now #illuminated while #texture_animation#saw which I brute force attempted on DKR (desert suns) and effect first works just fine in that order.

*Rain might now be too luminous, almost *definitive*
*Dark version of RT3 will have to wait, not sure I want to bake the entire map just to make driving experience diminish either. Difficult to have light in a game without second light sources.

Update: 7 Aug, 2022 @ 6:06am

GT3 is now 2x textures, new route and proper texture assignment.
AI now drives the tunnel in the perfect racing line 99.99999% of the time, bless illegal shortcut over illegal shortcut over non-driven main route.
Arrows pointing towards tunnel now destructable, better than lacking collision or being hard as rock.

-new forest around the big tunnel entrace might need some tweaking, outer ring is just insanely big.
-Alternate version might take too long, better upload the bare version now before I break both. Not sure if reflective illuminations and dark weather look well, or if a baked map with high passive lighting will look good at all. I'll test both and it'll obliterate the Blender file so yeah.

Update: 6 Aug, 2022 @ 6:30am

GT1 now uses scrolling rain, bit denser but better looking.
GT2 now x2 textures, destructables and new route with alternates. Working pit lane, proxy checkpoints huh.
Arrows, and signs, now FULLY rotated when driving backwards. Snow no longer stops below one of the arrowed ground, and no stops under the bridges.

Update: 5 Aug, 2022 @ 10:22am

GT1 now 2x textures, all destructables and proper horizon and decoration.
(All off the road signs are rotated, in addition to the arrows going the other way, on the reverse route to fit the race better)
Rain on the alternates is just copied over, not sure if I can replace it using effects yet seems tedious, nor if I ever be able to do a nighttime version of GT3 (spoilers). Hard work.

Update: 15 Jan, 2022 @ 6:37am

GT2 no longer has a broken Porsche laying around because he's repaired and almost ready to drive like it should. Right now he's more of wet cardboard that stalls at 90kmh.
GT3 sign indicators on the sides no longer have collision so Redbeard (or other big cars) don't get stuck on it. Also 2 less 1 pixel overlapping textures I noticed testing the lap.

Update: 1 Dec, 2021 @ 10:13pm

All 3 now are disk space optimized, Raceway 2 received it's alternate: Snow! Might be a bit too much snow right now but removing dots is easier than placing them. That and give them custom weather, to hide the obvious snow boxes floating up above (or add more snow boxes to mask snow boxes but I can't really tell if FPS is affacted already the map has just not enough complexity on it's own.

Update: 29 Nov, 2021 @ 1:51pm

GT1 received it's alternate, RAIN, in Wreckfest? Rain? Sure... Hopefully not that frame extensive I tried to not put more rain than neccessary.
2 floor triangles added, they were missing for some reason (well they are always missing from the conversion I add them manually missed 2 of them from what was it 94), 1 arrowed barricade UV was flipped, adjusted

Update: 29 Nov, 2021 @ 11:35am

No more reflective ground, AI routes should not skip over sand and foliage when it's faster to do so, GT1's "short"cut now works properly in backwards. GT2 is now fully merged to reduce the ground piercing gaps to a minimum. All tracks now use Tarmac 1's weather instead of nothing which would take any weather from the last selected weather. Not anymore the trees will no longer stick out like a sore thumb being way too bright.
Oh and I made strips have no collision, not sure why I gave them asphalt behavior when they were floating slightly above asphalt itself could've just removed collision before. GT2 was my second map beginner's mistakes. Noticed it was merged into the object which was always a bad sign.
Not sure I like the thumbnail it still looks... weird.

Update: 20 Nov, 2021 @ 8:41am

All bunkers are not #offroadsand which might just be a copy of #default as far as driving on it is concerned. Might swap back.
Leaves are now twosided for shadow reasons, so is the GT2 tunnel entrance forgot that one.
The small tunnel of GT3 had one side of the road stripes stuck in a wall, moved them out so they're not glitching in and out of the wall.
GT3 world hole filled up, added some unused texture clutter around there.
For the time being all tracks now use the weather of Tarmac1.