Wreckfest

Wreckfest

NFS2SE Map Pack
Showing 1-3 of 3 entries
Update: 6 Mar, 2024 @ 1:43pm

Lost Resort (raw)
Preview Camera on Mediterrano

* seperate Acapulco mod removed from Workshop due to deprecation, didn't have the original files anyhow to pull features from and it'd be inapropriate to just take things for improvement (spectators for example) and the map was not enough modified for it to be moved to the NFS Custom Maps unfortunately
*Lost Resort lamps are copypaste subscenes from the bottom lamps which are bigger but not rotated, many textures modified and adjusted and split up itself for material property seperation

**Lost Resort Alt5 (over last dune just before start) probably not recommended to be driven in REV variant but set to 5% for AI, it is adjusted but certainly slower and risky
**Preview pictures were placeholders all this time but they did grew on me, but sideways buildings or a route too tiny to be visible are hard pills to swallow
**Cave wooden supports probably too dangerous for realistic driving physics but kept untouched for now
**No animated plane on Lost Resort

Update: 2 Mar, 2024 @ 6:44am

Mediterrano (raw)
Mystic Peaks (raw)
AI routes adjusted for risky sections everywhere (but not 100% extended red route yet)
No more nocol props on Monolithic
Outback rope now not just a sliver high uv
Animated stuff everywhere
Screenshots added to even the graphically unfinished ones

*for gameplay reasons the Mystic Peaks gravel and crystal gravel roads are #concrete material Only snow #gravelpacked remains
*dark regions in the road is the remanent of the game seeing thin flying roads as too thin to fully black out that entire road segment, at least 3 walls are required back to back for full dark area creation and some roads have only partially overlapping faces creating dark spots
*Mediterrano has one default weather removed as the fog minimum distance creates bad looking thick fog with hard cull distance and the 330m road disparity from lowest to highest forces the road to be more than half below neutral making deep fog into a mess. Pulling it higher breaks the automatic grid line placement spawning cars below the ground instead.

**Monolith has one _c5 not linked and one bleeds in it's natural green background color, the puddles on coast don't have 100% green background specular
**Mediterrano no preview camera
**some textures on Mystic Peaks not twosided even though I did that pretty much last, concerning

Update: 29 Feb, 2024 @ 8:03am

Proving Grounds
Outback
Pacific Spirit (WIP)
North Country (WIP)
Monolithic Studios (WIP)

*Proving Grounds has no horizon mountain texture rather it's mountains merged with the skybox and both are way too dark to be usable
*Monolithic currently doesn't have 1/2 pixel reduction on the main track body (stays this way till the map is complete, doing it multiple times while adding pieces to the track itself is such a hassle)
*AI is probably not gonna like some of the bump corners
*Screenshots from now on might be kind of terrible looking (smoothing starting just before the camera even on Ultra graphics) from an underpowered graphics card to prevent PC crashes
*Road strips not part of the import files, manually added centered around vertices and shrinkwrap is probably the closest it can be to not clipping around

**Small World select picture got deleted while modifying the big and cleaning up the folder
**Split seam gaps everywhere from both split models and the original mesh overlapping rather than merging most corners/segment pieces not having uniform vertices connections
**animated objects on some maps currently missing or stationary
**the #speedup textures of Monolith Reverse are placeholders, better than being invisible but just copypasting a half opaque arrow seemed to be way too opaque
**flipbooks can not be illuminated, might want to turn the flames into a bit-string and animate it that way using scrolling texture