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Hometown HD Textures some geometry fix
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Description
I am pleased to present to your attention my own full retexture of the Hometown track.
I know that this is not the first mod of this kind. But my goal was not just to make new textures of better quality, but also to preserve the original color palette and depth so that the Hometown track would not turn into the yellow NFS Most Wanted. With exactly the same atmosphere as I remember it from my childhood.
All textures were created by myself. Textures from my own projects were used as references, as well as several purchased textures on stocks, which were adjusted in palette as close as possible to the original ones. DreamAI was used to improve two building textures in town. In addition, the geometry of trackside objects around the track was partially changed. Mostly to hide gaps and holes in the geometry, ugly polygon joining, etc. Several flying trees were fixed and several pine trees was used to cover strong texture distortions on the bridges. The geometry and collisions of the road has not been changed.
Mirrored version included. 8-bit textures left unchanged.
I also created new sky reflections in sky.qfs.
This mod requires Modern Patch and large texture support enabled.
In my case mod only works on dx8 render. dgVoodoo and nGlide throw an error when starting the game. If anyone understands why this happened, please explain to me and I will be happy to fix it.
Software used: T3ED_Dev4.4.0.432 and fshtool_noprompt.exe
Visitor Comments
Amazing. Truly amazing. About your DGVoodoo and nGlide problem: You need to increase the VRAM or "Onboard RAM" of the emulated graphics card. This is not possible in nGlide though. Other than that, there's a setting in the nfs3.ini: "OwnHeapLimitMb" If it's set to 16, 32 or 64 or whatever small values, set it to 512 and see if the crash still persists
Thanks for the comment. I tried to configure the dgVoodoo wrapper giving it more memory. And also increase the heap limit to 512MB. It did not help. Perhaps this problem occurs because the tree textures are too large. 512x512.
Thanks. Yes, I plan to retexture all 8 tracks. But it won't be fast, as I can only devote a few hours a week to this.
Great texture work. Colors and shapes are totally accurate.
Structures, especially in the town, as well as roads and vegetation look amazing!
Is it completely AI generated or how big of a share was photoshop really?
To improve compatibility you need to reduze the file size - by reducing resolution or using 8bit formats (like "7B" & "78" with FSH tool) for textures.
I think 512 pixel textures cause more problems than benefit. Probably wont notice much of a difference between 256 and 512 textures ingame.
Thanks. Glad you liked it.
AI was only used for two textures of buildings in the city. Everything else I did myself using my own textures, which I have accumulated enough during my career. But some of the textures I bought or downloaded from stocks. For example, I used this free texture of fallen leaves: https://www.manytextures.com/texture/50/leaves-forest-ground/
You can easily recognize parts of this texture on many textures from this mod.
In the next version I will try to prepare a Readme with credits for all the textures used, which require it in the licenses. I'm a 3d artist so it's not difficult for me to create 170 textures in editor (I don't use Photoshop, preferring open source). I still have the original files with all the layers, so can share them if needed. And also use them for other tracks. For example for Country Woods.
Regarding the texture sizes. I used 512x512 only for trees. All other textures are no larger than 256x256 for road and nearby objects and 128x128 for more distant ones. Later I will try to use other 7x formats for some of them. Thanks for the advice!
I gave this a test today. To make them run in my nGlide config, I downscaled the 512x bitmaps to 256x, and then because that wasn't enough, also downscaled fences and signs to 128x.
EDIT: okay this only worked for solo runs, I need to downscale more to get fullgrids.
Thanks for the research.
I guess I'll just stick with dx8 compatibility without trying to support nGlide.
I like that in dx8 mode the game is picked up nicely by various dx8 2 dx9 wrappers (and Reshade), as well as dx8 2 GL. And it works great on my Raspberry Pi 400 in Wine with the dx8toGL wrapper. Given that in dx8 mode the game has much less video memory limitations, I'll just focus on dx8.
But I don't mind if someone modifies my mod to support other renderers.
Very nice new textures that fit perfectly. Are there any plans for an NFS4 version?
Thanks! No, I'm not planning to do anything for NFS4. After I finish all the tracks for NFS3, I plan on doing mods for NFS5 PC.
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