Wreckfest

Wreckfest

NFS1SE Map Pack
Showing 1-7 of 7 entries
Update: 7 Mar, 2024 @ 4:59pm

Rusty Springs now uses rustysprings skybox not a missing texture of "burnsienna"

Update: 5 Mar, 2024 @ 4:20am

Burnt Sienna & Vertigo Ridge
Every map now uses a custom skybox with brighter passive lighting, to benefit and detriment, Horizon (MTN) culled to support these
(Burnt Sienna requires some massive manual filler to have the skybox work right but for raw map with functional routing it's acceptable.
Transtropolis destructables now functioning, iron cast pots no longer billboards

*perhaps too many billboards on Vertigo Ridge
*Burnt Sienna cave heavily modified to not have flying props, not sure it was originally intended to be like that but for seamless realistic appearance move and stretch was preferred to deletion
*Burnt Sienna Mineshaft beams were never reachable originally, and destructable in the original game if they were. Invisible walls around the inside face of the remeshed sections seemed the less gameplay obstructive and destruction of them would look weird with them partially or fully submerged in walls
*Burnt Sienna shrubbery was kept without collisions, seemed apropriate you were never able to reach them and twig trees look more like cutter anyway, only cacti have stump collision
*2 Variants of Rusty Springs (Oasis and Lunar) considered but not high on priority

**a flying cacti right in front of the Burnt Sienna stable sign (actually most of them are but only slightly which is hardly visible with #xtree disabling their shadow)
**One mirrowed sign on Vertigo Ridge

Update: 3 Mar, 2024 @ 4:24am

Transtropolis
(various changed such as subscened equeal sized light poles with included collision, fence where the invisible wall around the first half the track was placed, trees turned to #billboard)
(AI adjusted for both variants but static props not flipped it'll look weird in reverse)
Tree collision now not facing the wrong way sucking in instead of repelling cars (only reason I really had to update it quickly)

*Transtropolis horizon might be way too close/ forgot the couple of destructable flipbook arrow signs
*not sure if the Auturn Valley flags is suppose to have on it's backside, the text on the back is always mirrowed, can't even have it one side orange one side blue since the text is identical

Update: 2 Mar, 2024 @ 1:46pm

Auturn Valley
New Preview pictures that show more track in comprimise of sideways text (now even in a nice grid workshop preview like the other NFS maps they're so simple yet information filled)
Preview Cameras
Forced Reverse versions of all maps (Not AI adjusted for now)
Preview Cameras

*Lost Vegas is one dirty blend file you do get better the more you do of em

**Tree collision used in Auturn Valley inverted collision

Update: 10 May, 2023 @ 4:41am

Destructable signs on Lost Vegas were col=1 vis=0 instead

*AI routes still default, probably terrible on the first jump on Lost Vegas and the last turn on Sunny Springs
*Reverse routes require alternated default props more than they already are so no for now
*No Result Camaras

Update: 10 May, 2023 @ 4:31am

Lost Vegas: 2 sections of the right highway split smoothed with Bezier Curve. Walls and decor added everywhere where necessary. Subscene buildings (+ 3 buildings I couldn't use in Crystal City +1 "Building" from Atlantica)

Rusty Springs: Road now smoothed (same as DKR, modifier 0.3 30 repeats), Subscene Cacti + Skybox (selectable besides the 6 default Tarmac 1 weathers), Alt routes for AI driving behavior (functional now thanks to myself)

Update: 7 May, 2022 @ 5:14am

Finally found out what crashes nfs1 and nfs2 maps which is a bit of a comprimise mostly forcefully disabled automatic grid generation. Proving Grounds and Mystic Peaks might be done today if this was the only snag the game had crashing on load. Might also apply on Multiplex Figure O Rev I had the same problem there, this game.