Wreckfest

Wreckfest

Nitro Stunt Racing Track Pack
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Update: 25 Sep, 2023 @ 4:05am

NSRPROMO LOD fixed
MULTIPLEXLOOP alt route odds adjusted, cp9/10 removed so it doesn't push cp1 back behind grid position 1
JUMPITUP gameplay ramp supports adjusted to be actually functional.

**twistediron_mtn1.scne is not optimized, I never bothered actually optimizing it since the near-grass was optimized so the MTN split I originally made, saw clipping, renamed and forgot I never actually optimized it to begin with. You don't see the missing mountains it's not obvious

Update: 2 May, 2023 @ 9:24am

Texture location change from data/track/textures to data/art/textures to fit recent day texture location (they should update the example mod some day).
Textures now named NSR_xxxx_c.tga to get rid of any mod conflicts.
Specular added to all windows, Normals added to all trees.
Startlights now destructable and subscenes.
#decal added on all the overlaying textures (spray, tire marks, glass tint etc.)
Trees now consistantly #xtree.
Result screen cameras.
Redrun: Off-track now mostly #resetplayer
Eagle's Peak: Corner 2 can now be cut, alt route adjusted to abuse this.
Jump It Up (FWD) Big jump + (REV) First jump: ramp rounded with inviswall to reduce car nose dip. Removable by renaming/moving data/track/jumpitup/jumpitup_baseXXXgameplay.scne

*nsrpromo LOD2 invalid texture
*multiplexloop works by a hair, when imported the dent of 7.6° in one of the straight segments is necessary for the game to not freeze at 50% loading upon game start. Hope this is reliable through updates It would break if the dent was lifted by a few pixels
*alt route priority of multiplexloop incorrect, they'll drive 3/4 half the time, 1/2 quarter and 1/4 at 1 to 8 factor should be calculated 25% for each
*multiplexloop starting position 1 starts -1 lap since wrong finish line location

Update: 4 Nov, 2022 @ 12:36am

Eagle's Peak & Twisted Iron (Fwd)
Every map is now scaled to ROAD and TRUEROAD rather than ROAD and NOTROAD causing reliable grip on all surfaces.
Jump It Up: less reflective textures on REV, didn't have all of them linked
Multiplex: better looking escalators

-UV error from Blender's Solidify on the bottom of the spiral, only fixed 3 of 5 it seems
-Preview picture is before I added subscenes
-2 hot air baloons pop in and out sometimes on Eagle's Peak from their animation being too far away
-Eagle's Peak has no optimized terrain, it's actually already quite at least fine enough.
-Twisted Iron FWD "MTN" is already renamed to MTN1 because it's not optimized yet and borders the render distance anyway, for performance It'll be updated once the map can be driven by at least most decent cars not just the box-shape ones.
-The arrows on Twisted Iron are not optimal for this game, should be obvious though
-Texture conflict with DKR textures for "track/textures/mountain.tga" and "track/textures/tree2.tga", probably gonna have to reimport and rename the folder to "nsrtextures" and "dkrtextures"
-Loopings blimp flies backwards (actually it was done since a big circle would make it pop in and out alot, it just looks weird flying backwards)

Update: 5 Jun, 2022 @ 3:48am

Hot Rusk Rev CP system is now functioning rather than only completing a lap every 2 laps at CP4
Invisible floor helper around corner 2 is now less obvious.
Multiplex concrete wall near the start is no longer the low LOD and high LOD versions overlapping (Most LOD is deleted how Wreckfest does it is unreliable on range based on settings so using it is just 5 times the work with little effect on most settings. (Low settings disables LOD3 and LOD4 so say I was gonna put them there (there are only 1/2 on the maps) and low settings (where it would be needed) ignores them. On the other hand if I put it at LOD1 and LOD2 on high settings the road keeps swapping between high and low under the car so I'd had to put a collision model over the map which cancels out the frame improvement. Sadly too tedious to be worth it)
*Remind me to check Hot Rusk FWD once I overwrite the route and it breaks because of the REV changes, using partial CPs isn't reliable perhaps

Update: 21 May, 2022 @ 11:02am

Jump It Up Fwd now has proper Grid layout had to import the couple faces again and the original grid to match it up.

Hotrusk Rev CP1 is now in front of all the grid so about half don't start a lap ahead.
One bridge was moved up for driving experience and GRS trees had their flying half pixel of ground removed above the trees.

Update: 25 Apr, 2022 @ 10:52am

Loopings+Rev (Forward Variant) Don't use AI on it I tried every way Wreckfest can do routes they never make it.
Nsrsignnsr no longer has an arrow, mainbuilding and tower are split and have collision, warning signs now have yellow strobe.
Redrun Inviswall patched up a bit and it resets now, you can still drive offroad and glitch through the fence like in the original given you do try to fly on the big jump
Hotrusk mainbuildingtower moved to the actual spot (I split it because of that), HotRuskRev/RedrunRev has a new thumbnail, warning2 now has collision

-GRS for Loopings is ocean, better have it consistant and have MTN and GRS on every map if applicable, Multiplex as an example has no MTNs just GRS all around.
-Weather overall seems to wash out the textures somewhat may need a custom desaturated one

Update: 20 Apr, 2022 @ 1:20am

Multiplex (w/o 800m upside down jump and tunnel)
+ Multiplex Figure O edit, because you know it's already almost a loop.

-Bugs below still apply
-Some Multiplex trees far off in the distance still fly around, if I ever get to moving them might aswell make them subscenes too. MTN is terrain and GRS is far off trees, it has no actual mountains just a sphere of terrain.
-Multiplex Figure O in Rev (not included) crashes the game at 100% loading, broken route hopefully, forward works but I'm not sure why.

Update: 15 Apr, 2022 @ 10:30am

Thumbnail's now Red Run, keep in mind that's the loading screen picture of it loading in NSR not imgame although if I cared about custom weather it would look almost identical.
Hot Rusk REV
-Corner 2 has been smoothed slightly and an invisible support road added on the quarterpipe how could you have an object protruding from a ridable wall dropping you off it, in addition to the entrance of it having 2 hard corners. Sort of liked the forward route in REV but ah well with the supports now it's not that annoying to use the walls now, just remember that the shortcuts from the FWD aren't usable in the REV version for some reason I guess they did the REV version after and noticed you could skip some road.
Should now not crash with AI that now happened randomly and got fixed by moving a CP off a shortcut and the CPs to the routes instead of the main scne file. If it still happens in the REV version (for anyone besides me) I have to make alternate CPs right now they're identical (as most maps they work in reverse most of the time as long as they're not restrictive the inverse CPs you can skip sometimes)

-Inviswalls on Red Run aren't the greatest might have to do them manually, sorry for the camera restrictions on all of them they're made for the original game where you could fly out of the map itself.
-nsrsignnsn still has the #xref visible I believe hardly noticable pink arrow
-Hotrusk Rev still has the FWD thumbnail
-Warnings use blue Gyro right now not orange Gyro as ingame blanked out on that one

Update: 14 Apr, 2022 @ 6:45am

Red Run, the c1 and c5 ground detail might need to be painted onto the texture using #blend later
now every map has MTN and GRS to be renamed in case of fps issues
Hot Rusk now has optimized AI route and invisible alt routes.
most objects are now in an independant folder so I can use them for all maps, except 4 map specific ones I don't want to place 200 tree subscenes again but it's a tree that is just used on one map so it's fine. Textures for Loopings is still included quite a messy folder.

Env picture is now the beta background of the loading screen, and bit larger too

-Steam thumbnail didn't change didn't confirm the overwrite...

Update: 10 Apr, 2022 @ 6:30pm

Hot Rusk (Forward Variant) Reverse has a block added so it's at least moderately drivable. Only took 9 hours in one go.
No more #speedup on both maps felt like it was slowing cars down and only slightly speeding C classes up. Sorry buses and mowers...
(seemed the new map is harder with #speedup and even slower maybe and I don't want to do it per map basis maybe I put a #speedup on the starting grid only, later)

*Mountains was moved closer, it was outside of the render distance now it's 0.6 scaled and just dragged closer. you see all of them with no clipping and the frames are acceptable.

-geant (the tire) on Hotrusk has it'S LOD reversed, it's more detailed far away oops