Need for Speed Projects

Neighborhood Drive

Neighborhood Drive
A completely new track for NFS High Stakes! It is currently 3 months in the making. There are currently a lot of things left to do but I'm confident I will be able to complete and release it.



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.





Things to do:

- Add more buildings, houses, trees, flowers, etc.

- Create a good AI driving line for backward direction.

- Add raytracing.

- Improve some textures, especially the grass and tree textures. Also create mirrored textures.

-Add hit and fall signs.

-Add light glows.

-Create replay angles.

-New ini files.





Completed so far:

- 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 without getting stuck.


Any suggestions or requests for this project? Let me know in the comments!

Additional Screenshots


Changelog

Update #6 - 24 days 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 - 1 month ago

Updated the screenshots.

Update #4 - 1 month 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 - 1 month ago

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

Update #2 - 1 month 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 - 2 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 - 2 months ago
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    WiLL1 month ago
    Liked
    The screenshots. Does the `shading` was applied to the meshes ? It looks it doesnt eh.
    Reply
    • Zalcus20 - 2 months ago
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      WiLL1 month ago
      Liked
      Shading has not been applied yet. That will be done last, after the track mesh is complete. 
      Reply
  • WiLL - 1 month 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 - 1 month ago
      User Date
      WiLL1 month 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 1 month ago
  • JimDiabolo - 1 month ago
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    MADMAN_nfs1 month ago
    Zalcus201 month ago
    WiLL1 month ago
    pete95163 days 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 1 month ago
    • Zalcus20 - 1 month ago
      User Date
      WiLL1 month ago
      pete95163 days 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 - 1 month ago
    User Date
    JimDiabolo1 month ago
    Zalcus201 month 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 - 1 month ago
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    pete95161 month ago
    Zalcus201 month ago
    WiLL24 days ago
    Liked

    This looks great :).

    Reply
  • EvoX - 1 month ago
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    Zalcus2024 days ago
    WiLL24 days ago
    pete95163 days ago
    Liked
    It loox terrific, make ur way on the highwayπŸ‘
    Reply
  • Remko - 24 days ago
    User Date
    WiLL24 days ago
    Zalcus203 days ago
    JimDiabolo3 days ago
    Liked

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

    Reply
  • WiLL - 24 days ago
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    Zalcus203 days ago
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    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 - 23 days ago
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    Liked
    I hope it will be ready on our Xmas day (here it is 6th of January))
    Reply
  • bug110 - 3 days ago
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    Zalcus203 days ago
    pete95163 days ago
    JimDiabolo3 days ago
    Liked
    this looks very good, t3ed is a very complicated program
    Reply
    • Zalcus20 - 3 days ago
      User Date
      bug1103 days ago
      pete95163 days ago
      WiLL3 days ago
      JimDiabolo3 days 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 - 3 days ago
    User Date
    WiLL3 days ago
    Liked
    Good news Zalcus, looking forward to it.
    Reply

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