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Need for Speed High Stakes Downloads

Autocross

Autocross
AuthorDrSpeed
Added On April 19, 2024
Views 998
Downloads 45
Version High Stakes
Original Track Hometown
Favorited 0 times
Average Rating
9.8/10 - 4 votes
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Additional Screenshots

Description

Hidden bonus track from NFS Hot Pursuit on PS1. Autocross take place in a groove in the middle of a dense forest. The track features a series of large and challenging jumps with tricky corners following straight after.

Features:

  • Rear mirror can be on with no issues (low poly models doesn't look that good tho)
  • New replay cameras
  • Fog regions
  • Fast load time
  • Challenging AI

Have fun!

Visitor Comments

  • EvoX - 13 days ago
    User Date
    noise13 days ago
    DrSpeed13 days ago
    Liked
    Looks like Schwarzwald from nfspu had a nuclear strike or something) very cool track btw. I forgot the ps version had smth like that👍
    Reply
    edited by EvoX 13 days ago
  • dandresden - 13 days ago
    User Date
    EvoX13 days ago
    pete951613 days ago
    DrSpeed13 days ago
    Liked

    A L R I I I G H T ! ! !

    That's what we waiting for!!!

    NFS4 Super Car's rally

    (good thing we have SUV or Off Road mods too before in case we would play NFS Off Road)

    Reply
  • noise - 13 days ago
    User Date
    DrSpeed13 days ago
    pete951612 days ago
    Liked

    "a groove in the middle of a dense forest.", .....now that's hidden indeed DrBonus. Great job digging these PS1 tracks up.

    Reply
  • NESCAFE - 12 days ago
    User Date
    DrSpeed12 days ago
    Liked
    Great job again man!:) Going to try that
    Reply
  • pete9516 - 12 days ago
    User Date
    DrSpeed12 days ago
    Liked
    Your skills in creating cars AND tracks are insane. Did you have to delete virtual road points or add ones? How does the track fit into some else track's virtual road? How do you do that?
    Reply
    • DrSpeed - 12 days ago
      User Date
      dandresden8 days ago
      Liked

      Thank you very much!

      I delete them, since the track I'm basing it on is usually longer. I export the virtual road to change the X, Y and Z coordinates with LibreOffice Calc. I'm getting the exact coordinates with 3D Studio Max (yes, this is another tedious process). Then I simply import it back in T3ED.


      Reply
    • pete9516 - 12 days ago
      User Date
      Liked
      Wow. There is no way to get an exact position in T3ED, that's right. Because one has to set the virtual road points right in the middle way of a slice. So no points to select. Damn. But how do you delete/add virtual road points? 
      Reply
    • DrSpeed - 12 days ago
      User Date
      EvoX9 days ago
      Liked

      Do you mean deleting a single entry in the block data itself? So one block have 7 entries instead of usual 8? That's more complicated, it involves HEX editing and deleting a chunk in the FRD file itself.

      Reply
    • pete9516 - 9 days ago
      User Date
      EvoX9 days ago
      Liked
      So if i've understood it correctly, you're saying that your tracks have too much virtual road points?
      Reply
    • DrSpeed - 9 days ago
      User Date
      Liked

      Yes, on this track for example, the last block is 7 polygons long instead of 8. So I had to remove 1 virtual road point manually (don't know if T3ED have a function that does that).

      Reply
    • pete9516 - 9 days ago
      User Date
      Liked
      Well, it seems that with the new version you can delete whole blocks with their virtual road points together.. I just tried to extract the virtual road into an office calc table and manually delete the virtual road points there and reimport it then, though the import failes then. So i think it's not possible to add/remove virtual road points
      Reply
    • JimDiabolo - 8 days ago
      User Date
      pete95168 days ago
      DrSpeed8 days ago
      Liked
      Removing  single VRoad Points never worked, T3ED crashed in older versions.
      Reply
    • pete9516 - 8 days ago
      User Date
      Liked

      Oh i'm getting this just right now: So you don't move the virtual road points in T3ED at all?

      Reply
    • DrSpeed - 8 days ago
      User Date
      pete95168 days ago
      Liked

      I used to, but it was smoother to write down the correct coordinates and import instead. Rather than to find and move each point manually. :P

      Reply
  • JimDiabolo - 7 days ago
    User Date
    DrSpeed7 days ago
    pete95166 days ago
    Liked

    Visually I like your other conversions better, but if the original is like that you should do it that way too. Winning is really a challenge, really well done.:thumbsup:

    Reply

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