Need for Speed Projects

Neighborhood Drive

Neighborhood Drive

A completely new track for NFS High Stakes! I've been working on it since September 2021.

This track will have the standard NFSHS features (animated objects, texture, working rearview mirror, type 6 objects, etc). It will replace the Country Woods track.


Completed so far:


- All buildings added.
- Track shape.
- Slight track elevations.
- Functioning Divided highway.
- Rearview mirror can be used without CTD.
- Good view distance.
- Pursuit mode works fine.
- AI traffic and Racers can drive around the track forward and backward without getting stuck.
- Mirrored textures
- Streetlamps and signs
-New ini files.
-Light glows
-Raytracing.

This project has been completed and is available for download!
Download now!

Additional Screenshots


Changelog

Update #12 - 21 days ago

Project complete. 1st version available for download soon.

Update #11 - 1 month ago

-Replay angles.........DONE
-Final bug/glitch check.............DONE (some issues can't be corrected, but it's not gamebreaking). Workarounds have been implemented.


Just a few minor tweaks left before the initial upload!

Update #10 - 1 month ago

Completed:
-Shadow raytracing for Day and Night.
-Separate files for Day and Night (Tr.FRD and TRN.FRD).
-All Light glows defined and added.
-Tr.ini; TrW.ini; TrN.ini; and TrNW.ini are all complete.
-Custom loading screen created.
-Custom environment settings and chrome textures for all times of day and night.
-Track proportions checked and look correct. (I used the nfs policeman in the "Busted" screenshot as a reference).

Things left to do:
-Create replay angles
-Final test for bugs/glitches (if there are any I missed).

Update #9 - 2 months ago

-First creation of complex animations. For example, expect to see birds flapping their wings and flying across the sky on some parts of the track.
-99.9% of props added. Mostly flowers, bushes, and parked cars.
-Some nfs3 memorabillia in the form of a luxury car lot added. (Can you recognize the cars presented in the corresponding screenshot?)
-Cemetery added. (Sorry guys, I don't know what else to do for that last segment of the track. They were all nfs fans though :p )

Things to do:
-Experiment with ray tracing values.
-Add light sources and smoke where needed.
-Edit replay cameras. This should be a lot easier since JimDiabolo implemented the Tr.cam with T3ed in his most recent update.
-Create weather and night ini files.
-Create a loading screen.

Update #8 - 5 months ago

-Hit & fall signs added.
-Animated traffic lights added.
-Street lamps and posts added.

NOTE: All of these can be collided with

-AI driving lines complete for both directions.

Currently adding more props (shopping carts, flowers, vending machine, boxes, etc)

Update #7 - 6 months ago

-Completed adding all the buildings for the divided highway section of the track! A fire station, parking complex, a warehouse and some other amenities have been added!

-Changed the grass textures to sidewalk textures for the divided highway section.

Now, it's hopefully going to be a little easier. I'm currently adding road signs, lamp posts, light sources, smoke sources among other props. This process should go a lot faster than the buildings.

Update #6 - 7 months ago

-Down-sized textures in tr0.qfs file to improve load times and performance. (i.e. 256x256 textures were all resized to 128x128. This saves a lot of VRAM.)
-Cleaned up some textures for a slightly better look.
-Added more buildings, including a gas station.
-Completed adding buildings on one side of the divided highway. Now to do it all over again for the opposite side. ;)

NOTES
-More building textures needed, of course. Gonna have to start snapping photos. :/

-AI traffic is still driving on the outer sidewalk along the divided highway sometimes. Still trying to see if this can be improved. :(

-After adding all buildings (I believe this is the longest part of the project), I will begin adding secondary objects like street lamps, traffic lights and other props. I Also have some ideas for creating animations. Alternate routes are also planned but I will release a beta version before attempting to add multiple roads. NFSHS fans have waited long enough already. =)

-I am positive that after adding all buildings, things will speed up a bit with this project and soon the beta can be released for testing. I would like to thank everyone for being patient so far. :D

As always, if you have any recommendations or suggestions for "Neighborhood Drive", feel free to share them! Constructive criticism is always welcomed!

Update #5 - 7 months ago

Updated the screenshots.

Update #4 - 8 months ago

-Improved the divided highway a bit. AI traffic and cops no longer drive over the outermost sidewalks. Although occasionally, they will drive on the center median and crash into the trees. o_O

-Successfully acquired more building textures from NFS Most Wanted, NFS Carbon, and NFS Undercover. Might look into NFSHP2010 and Rivals if I need more. Will resort to taking photos if I get desperate. :D

-Currently populating the divided highway section of the track with residential and commercial buildings.

(Screenshots will be uploaded later because I can't run the game at a higher resolution at the moment.)

Update #3 - 8 months ago

-Replaced sky with a photo real texture.
-Slightly down-scaled the "twin apartment" buildings and changed their textures.
-More houses added.

Update #2 - 8 months ago

-Track boundary is now sealed/closed using "treewall" technique. No more seeing outside the track mesh (see added screenshots).
-Currently adding houses, buildings, etc.

NOTES:
-Need more building textures. Maybe NFS Undercover and NFS Most Wanted texture bundles will help me with that. Probably will replace sky.qfs with photoreal texture at some point.

-Track looks a lot better with shading, but that will be done last, after all objects and mesh are added and complete (This ensures accuracy with objects that cast shadows).

-Overall progession is looking good. No serious setbacks so far. :)

Update #1 - 8 months ago

-More objects added.
-Track has been tested and works well in d3d, dgvoodoo, and nglide mode. (Works best in d3d mode)

Visitor Comments

  • Geminiyo - 8 months ago
    User Date
    WiLL8 months ago
    Liked
    The screenshots. Does the `shading` was applied to the meshes ? It looks it doesnt eh.
    Reply
    • Zalcus20 - 8 months ago
      User Date
      WiLL8 months ago
      Liked
      Shading has not been applied yet. That will be done last, after the track mesh is complete. 
      Reply
  • WiLL - 8 months ago
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    Liked

    I wish you the best Bud on all of this! I have to ask you how do you do this stuff like you said?

    "treewall" technique. No more seeing outside the track mesh.

    What picture are you really meaning? If you can tell me.  Good job. β˜ΊοΈπŸŽ„β›„πŸŽ€

    Reply
    • Zalcus20 - 8 months ago
      User Date
      WiLL8 months ago
      Liked

      Thanks, WiLL!

      "Treewall" or "tree wall" is basically what it is: a wall made of tree textures. Screenshots 20-22 (last three screens) demonstrate how it's usually used.  It's the fastest way to create a visual boundary on a track.  Much better than crashing into invisible walls.   :P   Looks better, too. ;)

      Reply
      edited by Zalcus20 8 months ago
  • JimDiabolo - 8 months ago
    User Date
    MADMAN_nfs8 months ago
    Zalcus208 months ago
    WiLL8 months ago
    pete95167 months ago
    Liked

    Cool! Pictures 16 and 17 appear to be from a unique part of the track., with type 6 objects I guess.

    Will there be street lamps by the houses?

    Reply
    edited by JimDiabolo 8 months ago
    • Zalcus20 - 8 months ago
      User Date
      WiLL8 months ago
      pete95167 months ago
      Liked

      Thanks, JimDiabolo!

      Yes, those orange and gray concrete blocks are type 6 objects.  The physics work so well that they make good barricades! I set a weight where it's heavy enough to keep the cops and traffic cars from falling off the edge easily, but light enough where you can still push them off the edge of the road into the water.

      There are going to be animated traffic lights, street lamps, stop signs all of which can be collided with/knocked over.  I just hope I don't hit the limit with the extra objects.  Gotta keep making backups. :) 


      Stay tuned for another update due this weekend!

      Reply
  • WiLL - 8 months ago
    User Date
    JimDiabolo8 months ago
    Zalcus208 months ago
    Liked

    Fascinating.!. Bro thanks for lmk. 

    Have a restful weekend,stay warmer to!  Oh so you had so holes between the trees on that wall? I get it know. Some Transparency. Np  πŸ§”πŸ˜ΈπŸŽ„πŸŽ€πŸŽ‡πŸ˜Ž 

    Reply
  • Paul Spain - 8 months ago
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    pete95168 months ago
    Zalcus207 months ago
    WiLL7 months ago
    Liked

    This looks great :).

    Reply
  • EvoX - 7 months ago
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    Zalcus207 months ago
    WiLL7 months ago
    pete95167 months ago
    Liked
    It loox terrific, make ur way on the highwayπŸ‘
    Reply
  • Remko - 7 months ago
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    WiLL7 months ago
    Zalcus207 months ago
    JimDiabolo7 months ago
    Liked

    Man, watching this progress is exciting, I love the new trees and especially the gas station.  :thumbsup:

    Reply
  • WiLL - 7 months ago
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    Zalcus207 months ago
    Liked

    This looks pretty Damn good Zalcus20  I'm proud of you an all intense Works what track you use on did say Cwoods? 

    I don't have a Hdmi on my TV for a monitor,to use, by my old PC so I haven't been on it at all. :( Few months. Now.

    But, maybe you shouldn't post a Beta, so soon? It's your decision anyway. Really looks cool! Bud cya happy new year! Too cheers ⏳ 😎 🌝😴

    Reply
  • EvoX - 7 months ago
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    Liked
    I hope it will be ready on our Xmas day (here it is 6th of January))
    Reply
  • bug110 - 7 months ago
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    Zalcus207 months ago
    pete95167 months ago
    JimDiabolo7 months ago
    Liked
    this looks very good, t3ed is a very complicated program
    Reply
    • Zalcus20 - 7 months ago
      User Date
      bug1107 months ago
      pete95167 months ago
      WiLL7 months ago
      JimDiabolo7 months ago
      Liked

      Thanks!  I like the challenge that T3ed presents.  Although it's been a while since the last update,  I'm still working like crazy on this project, trying to add the buildings, which is taking a bit longer than expected.

      I'm not giving up that easily, lol. :thumbsup:

      Reply
  • noise - 7 months ago
    User Date
    WiLL7 months ago
    Zalcus206 months ago
    Liked
    Good news Zalcus, looking forward to it.
    Reply
  • Remko - 6 months ago
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    Zalcus206 months ago
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    Man, you're building a complete city here... can't wait to see it detailed with lights, road signs, etc. Do you plan to add traffic lights too?
    Reply
    • Zalcus20 - 6 months ago
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      Remko6 months ago
      Liked

      Lol, sort of.  The "city" segment of the track is the second largest part of the track. Most of the track is a twisting road having slight elevations with a lot of tall grass, bushes and trees. I know that sounds rather bland atm. I do plan to add some more "props" to make it look a little better.

      And yes, I do plan to add animated traffic lights (found a way how to do it) although the ai traffic will not obey them. So it will be more "eye-candy" than anything else.

      My only concern right now is the tr0.qfs file. It has gotten quite  large(over 300 textures). I should be able to squeeze in a few more as long as the resolutions are 128x128 or smaller. Then again, nfsfan83's "New York City"  track texture files are far larger than mine... 

      Reply
    • Paul Spain - 6 months ago
      User Date
      Remko6 months ago
      Liked
      Remko: All cities don't have traffic lights, Mine only has 3 in the entire city but we do have STOP signs and some with flashing red lights too and some places just have a flashing red light.
      Reply
  • noise - 6 months ago
    User Date
    Paul Spain6 months ago
    Zalcus205 months ago
    Liked

    Oversized jackets, powersuits & wide pants and ..... large tracktextures ;), that's fashion in 1983. What else can you expect of nfsfan83.

    Reply
  • Remko - 5 months ago
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    Zalcus205 months ago
    Liked

    Oh wow... you actually made the traffic lights change color. :clap:

     And those 'bump-able' shopping carts look hilarious. Great work. 

    Reply
  • Remko - 2 months ago
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    Zalcus202 months ago
    JimDiabolo2 months ago
    Liked

    Aw yeah, another update. I like the color that the new bushes and flowers bring to the town. I suppose the parked cars are 'solid' objects, but they probably can't be moved, right?

    If you still have room for props, I was thinking a few flagpoles would look neat on the car dealerships - perhaps the shopping parking lot too.

    And (no offense intended) I think that the trunks of the trees in the middle of the road (like the ones near the traffic light) look a bit bright, doesn't really look like the bark of a tree if I'm honest.

    Sorry for the unasked advice, but it feels that your close to finishing it, so... Looking forward to the next phase. :thumbsup:

    Reply
    edited by Remko 2 months ago
    • Zalcus20 - 2 months ago
      User Date
      Remko2 months ago
      Liked

      No need to be sorry, I am always looking for advice.  :thumbsup:  I agree with you that the bark should be darker.  That's an easy fix.  Plus that's a great suggestion about the flagpoles on the car dealerships. Maybe I could use NFSIII car logos for more memorabilia. It's worth a try. :cool:

      I want to make all the cars type 6, but it will be more than NFS can handle :hmm:. Only the cars at the NFS3 luxury car lot can be pushed around. The rest are solid, immovable objects, but it's better than driving straight through them.

      Thanks for the ideas, Remko!

      Reply
    • Zalcus20 - 1 month ago
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      Remko1 month ago
      Liked

      I had to put off adding the flagpoles for now. Couldn't find plausible  textures and a good placement. 

      I do still plan to add them in, though.  Maybe after the first release of this track. ;)

      Reply
    • Remko - 1 month ago
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      Liked
      I understand, it's not essential, and the track and scenery are full of detail already. Thanks for the night shots, the tunnel and separate light 'pools' from the street lights look so sharp, all the extra effort is appreciated.
      Reply
  • JimDiabolo - 2 months ago
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    Zalcus202 months ago
    Liked

    Wow, there are so many details to see. I think the birds are animated objects?

    Nice idea to put shopping carts in the parking lot, probably as "type 6" objects?

     I think the colors/brightness will change a bit more when shadows are added.
    Have you already took a look at the night version? I got problems with the view range on "Atlantica Revisited".

    Reply
    • Zalcus20 - 2 months ago
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      EvoX1 month ago
      Liked

      Yes! The birds are animated.  Also, the carts are "type 6" objects. That area has parked cars and trucks (crosstype 4 objects) now.  Forgot to include that in the screens.


      You are encountering visibility problems  when driving "Atlantica Revisited" at night?  You might have to create a copy of your "TR.FRD" file, rename it as "TRN.FRD"  and readjust the visibility so it shows properly at night.  I get more "pop-in" objects when playing "Neighborhood Drive" in night mode.


      If you still get problems, you could try creating horizon image (sky.qfs) that blends everything on the track together, so it's less noticeable.  That's how I corrected visibility problems on "Redrock Outback" with night driving with weather!  ;)

      Reply
      edited by Zalcus20 2 months ago
    • JimDiabolo - 2 months ago
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      Liked

      >I get more "pop-in" objects when playing "Neighborhood Drive" in night mode.<  Yes, that is exactly what I see. There must be an internal render limit, which is smaller on night tracks. Too bad Veg stopped his modern patch work, he may could have changed it.

      Reply
  • noise - 2 months ago
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    Zalcus202 months ago
    Liked
    Going through the screenshots is allready fun. I like the working trafficlights. The Gumbert Apollo most likely ignored them after he  hit a chopping cart at the grocery store. I hope the track runs smoothly, there's allready enough to see i.m.o.
    Reply
    • Zalcus20 - 2 months ago
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      Liked

      The carts can be pushed around. :thumbsup:  It's hard to show this in a frozen screenshot. :smirk:

      There are currently over 700 textures in use on this track.  The tr0.qfs file is not as big as nfsfan83's city tracks, though. If you could run his city tracks, you most likely will be able to run this one.  

      I would recommend Veg's Patch as all tests were performed with it.  With that said, it runs fine on a computer of mine without a dedicated GPU. ;)

      Reply
  • bug110 - 2 months ago
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    Zalcus202 months ago
    Liked

    WOW

    this looks awesome man :D
    Reply
  • EvoX - 1 month ago
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    Liked
    Now it looks like an open world trackπŸ‘
    Reply
    • JimDiabolo - 1 month ago
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      EvoX1 month ago
      pete95161 month ago
      Zalcus201 month ago
      Liked

      I hope not, because HS doesn't do well with such tracks.

      Reply
  • JimDiabolo - 1 month ago
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    EvoX1 month ago
    Remko1 month ago
    Liked

    The lights on the night version look great. That must have been a lot of work.

    Reply
    • Zalcus20 - 1 month ago
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      Paul Spain1 month ago
      Liked
      It was a lot of work, but didn't take as long as I thought it would.
      Reply
  • noise - 1 month ago
    User Date
    Zalcus201 month ago
    Paul Spain1 month ago
    Liked

    Nice loadingscreen. Neighborhood drive comes alive :thumbsup:

    Reply

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