Wreckfest

Wreckfest

NFS4 Custom Maps (30+1)
Showing 11-20 of 24 entries
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Update: 17 Mar, 2024 @ 11:24am

Green Valley Peaks (raw) (by Lasse Kärkkäinen (original 2006) & KillRide (Update 2020)
Monza now with subscene signs and Invis now part of _base

Update: 14 Mar, 2024 @ 9:41am

Speedpark MTN no longer pierces the tunnel & Rainbow actually visible

Update: 14 Mar, 2024 @ 4:44am

Puntarenas Speedpark (by AJ_Lethal)
Bugs below rectified, but still no custom signs on Monza

Update: 12 Mar, 2024 @ 10:28am

Thunder Mountain (by AccadaccA (base map), Nite/JimDiabolo/UnBtable (update) & KillRide (night version (deprecated as mentioned in Description))
San José Speed Complex (by AJ_Lethal)
Monza (by Evo X)
AI adjustment on Tarbaca HS Raceway and all the maps above
No more Nbhooddrive inverted grass and birbs no longer are merged and one no longer flies at airplane speeds

*Monza had to have most of it's textures adjusted since it looked quite mismatched collage painting absurd (text on GT1 ramp added, uniform grass, actual brown roads with heaps of alternates for transition pieces), signs had to be culled since they were redicilously deformed will be replaced with subscened ones next update
*first actual custom weathers, still mostly crm they are the easiest to convert for it's rather simple origin also being low poly mesh maps
*Maps were sorted by maker, started with 20 and went upward in 5 numbers starting from the bottom 05 after, resulting in a seemingly random assortment since there's only 2 makers who made multiple (15lakediabolo/17track8 and 40tarbacarway/41sanjosespco) I might encounter more than 5 per maker it might shuffle a bit too
*since the raceway arrows are included in the fwd/rev files split from the main map the merged visual map might look off with split mesh arrows but there's no real workaround unless I copy every sign and all barriaces in that version too
*some race maps still include slight bumps on the grass sides before and after curves of like 0.4m randomly I'm uncertain it's intentional or an oversight of road tilt I smoothed them where necessary but just found one more
*FWD and REV differences other than arrows (excluding Tarbaca) on race tracks currenty not implemented, signs are twisted in odd shapes making simply rotating them feel off

**one arrow barricade on Monza inverted vertically
**Monza uses Thundmtn weather, originally uses same texture so it should be fine but it does use a weather file not named for it
**Most signs are probably #pbr (default grip, dusty) when it should be non-dusty #concrete
**Monza has all routes made invisible not just all the alt routes, kind of missed that one

Update: 8 Mar, 2024 @ 11:56am

Rally (by Beniamino Calchera (base map) & pete9516 (AI extension&update)
Tarbaca HS Raceway (by AJ_Lethal)

*finally 1gb of folder size
*Since it's Rally it's suppose to be rough, but having it be both diverse in height, width and with sharp turns in seemingly random intervals turning spike jumps into hills and at least trying to have AI drive through them properly. It's not perfect unfortuately.
*Tarbaca is very close to Raceway 2 but I was going to make an exception to racetracks since it's quite hard to add have them feel unique

Update: 23 Feb, 2024 @ 2:04pm

Dolphin Valley (raw)
(raw=no attempt to visually fill up the scene to make the map realistic, roughly 40% of the map had to be smoothed for driving to be fun everywhere so I did that alright)

Tropical Cove: Forest Shine transparency now copied from NFS4 Coastal
Billboards now work, name was too long they're now called billb but it shouldn't matter

*since the 2 latest maps have almost identical textures some might be incorrect on the newest map I'll check for 100% later
*Billboards currently no collision, for the AI and my sanity filling up 12 of 135 broken segments was difficult enough
*For now no destructables, I have them but for now fixing another map that doesn't change the names of the sightseeing spots is annoying enough
*Main route through the top part of the cliffs was not optimized for REV driving AI
*Dolphin Valley uses Tropical Cove's sea and rainbow, might not be accurate horizon

Update: 21 Feb, 2024 @ 7:58am

Tropical Cove

Track8:Now with destructables, slight mesh smoothing right next to REV grid for FWD lap 2 and on
Norwegen: Glass once again transparent, split from frame for consistancy
Nbhood Drive: Animated cars now proper normals/part of _base instead, Birbs now actually got animate property.
LV Raceway: Preview Camera

*the sign of Tropical Cove was taken by the modder from another mod map (with all it's textures) I'll probably do that one next aswell
*no AI refining, but the terrain itself was smoothed using Shrinkwrap on 4 different locations since the terrain was way too rough on 3 locations and a hill with a turn right after which just isn't fun, REV can't really be fixed AI-wise since it's right after the start line with a slight jump followed by a tunnel unless I shackle the red route
*signs probably are copied over 1:1 from Coastal since they don't make that much semse, might want to make my own then place them in sensible locations (with renaming the town/lighthouse/waterfall locations)

**Filler below the start/buildings set to invisible ingame
**Some dark grass textures might still need +2 Exposure

Update: 14 Feb, 2024 @ 1:56am

Track 8 (with alternate "safe" variant)

**forgot the destructables ^^
**Picture of nbhooddrive outdated since road ending stubs were extended
**some flipped grass on said extended road sections
**Norwegen's main building window seems to have lost it's transparency trigger

Update: 13 Feb, 2024 @ 7:24am

Neighborhood Drive: AI route adjusted, unused route endings extended, transparent glass priority somewhat justified, flying birbs
Lake Diabolo no longer has houses that suck cars in
Now a dot on the LV Raceway preview where the start line is.

**Still no preview camera on neighborhooddrive
**norw and nbhd don't have nfs4 prefix in event name

Update: 12 Feb, 2024 @ 6:40am

Neighborhood Drive
New Preview pictures, made uniform and driving direction given a universal large red arrow

*Lake Diabolo church probably wrong texture assignment, transparent windows no reflections, windows with backside face currently not transparent
*Neighborhood Drive birds not animated yet, cars now "destructable" (they're heavy, more like moveable rather than statics), various building faces turned to a proper angle and normals fixed all over the place
*Neighborhood Drive AI route not tested for crashing hotspots, forest probably unfixable unless grid is seperated by alot

**Of course 2 of the screenshots have bugs in them, priority problem with transparent windows and side-turned windows
**No camera preview cubes
**1.5 houses collision facing inwards at Lake Diabolo
**No start line dot on LV Raceway must have overwritten it with the arrow