User Date
Paul SpainOctober 14, 2025

Need for Speed High Stakes Downloads

Yellowstone Park (Virtual Road Fix)

Yellowstone Park (Virtual Road Fix)
AuthorsLunarade, pete9516
Added On October 5, 2025
Views 1,535
Downloads 77
Version High Stakes
Original Track Kindiak Park
Favorited 1 times
Average Rating
9/10 - 1 votes
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File updated on: October 22, 2025

Additional Screenshots

Description

This has been laying around on my hard drive for too long now. Only needed to do some last fixes & improvements like the very sharp left turn after the bear statue where there were some very thin track polygons overlapping and causing corrupt collisions on the right side (cliff guardrail) and making a proper video wall thanks to AJ's files & tutorial. Other than that, i've remade the virtual road (AI lines, speeds, polygon neighbours, etc.)

Much thanks again to all the authors from the tools & files that i've used:

- Jonath's Track Fix Tool (not released)

- T3ED (Denis Auroux, Hoo, Lasse Kärkkäinen aka Nappe1, Vitaly Kootin aka Necromancer, JimDiabolo)

- Tutorial about creating slide & vidwall files (including .xcf templates) (AJ_Lethal)

- Open Office Calc (for calculating the speed files and saving into necessary format for T3ED to reimport again)


If you find any bugs, please leave a comment and let me know!

pete9516


PS: Sometimes, the opponents do crash at certain areas. This is because i've made the AI racing line in a way, that when an opponent drives alone, he's going to use the best possible way. When several opponents drive next to each other, they often switch lanes and try to avoid the other opponents. Then something like this can happen. Also depends on the difficulty and/or if "madland" cheat is used or not.

PPS: In version 1.2 i've tried to mostly fix those locations, though it will now happen instead that some traffic cars might drive those lanes, too. But in my oppinion, this is way better than before. Having way better opponents is far more important than traffic using the right lanes. Though i also dislike it that the traffic now drives in a silly matter sometimes.

Changelog

  • Version 1.2 uploaded October 22, 2025

    pete9516 uploaded a new version. The new file is 7.01 MB.

    - Complete scenery fix, might not be perfect, but does the job
    - Fixed some AI behaviour changing lanes where there's no space to drive anymore (this fix results into traffic sometimes driving offroad)
    - Improved night version, also fixed scenery there
    - This is most probably the final version, since i can't imagine of anything else to fix
  • Version 1.1 uploaded October 8, 2025

    pete9516 uploaded a new version. The new file is 6.63 MB.

    - Fixed light objects' position of the 2nd house in forward direction. Thanks to EvoX for the headsup
  • Initial version uploaded October 5, 2025

    Lunarade,pete9516 uploaded initial version. The original file is 0 B.

Visitor Comments

  • EvoX - 2 months ago
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    Liked
    Wow interesting, I need 2 try)
    Reply
    • pete9516 - 2 months ago
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      EvoX2 months ago
      Liked
      It's just a proper functioning version of the original one. I've played a little with the Shadow Ray Tracer from T3ED to give the lamp losts a little more light at night
      Reply
  • EvoX - 2 months ago
    User Date
    pete95162 months ago
    Liked
    Second house in forward direction: smoke a bit shifted in relation to the chimney (guess I may fix it). Other than that, wow. I can't finish 1st. But I don give up) Upd: finally won!)
    Reply
    edited by EvoX 2 months ago
    • pete9516 - 2 months ago
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      EvoX2 months ago
      Liked
      Ah wow. I totally did not see that. Thanks for the headsup. Will bring an update
      Reply
  • EvoX - 2 months ago
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    JimDiabolo2 months ago
    Liked
    Now the smoke is in the correct place) Video soon
    Reply
  • Cooya! - 2 months ago
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    EvoX2 months ago
    pete95162 months ago
    Liked

    Wow... Thank you sooo much for fixing up all these old tracks. Although I never liked Yellowstone Park very much because of the almost unaltered routing and the missing  texture boarders between road and gras and the cut off trees in the background, it is always nice to have some variety in our track selection, that actually works. :thumbsup:

    PS: All three houses are still completely messed up with open walls and the lit (raytracing) polygon  stiking out of the walls. And you can see some messed up trees on your second screenshot...would be nice to have all these reworked tracks fixed visually, too ;)

    Reply
    • pete9516 - 2 months ago
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      EvoX2 months ago
      Cooya!2 months ago
      Liked
      You are totally right about what you say, but to quote Freak-DS here: "Making a dash is like building another car". It is the very same for fixing a track's scenery entirely. I've put much more work into Dolphin Coaster's scenery than into actually making it drivable without bugs. This especially counts for screwed up sections where specific track authors decided to make 110° turns where T3ED then squishes all polygons into the inner apex. Lone fixing such a section for example in Snowy Adonf takes more than 30 minutes. Now imagine doing this in 1 track where 7 turns are affected. Oftentimes, even more. Then fix the virtual road, which is nowadays only a single click with Jonath's tool, but still gotta make good AI lines and speed files. It's all very much work. Fixing 1 or 2 trees is not much work, but fixing the scenery of such an old track mod is really like fixing another track up. So i gotta see how i manage my time. My main goal is to make a track drivable and have a good challenge against AI, but i also like the scenery to be good. Oftentimes, you also have to fix the tr.ini's. You have to make compromises when you want to fix a whole tracklist for a modpack. Oh and the trackshape of this track is not comparable with Kindiak Park's one. If i'd take the speed files of this Yellowstone Park and put them into Kindiak Park, AI would crash into every single corner. So the track shape and racing lines are definitely very different from Kindiak Park. Especially talking about the 100° turn after the tunnel near the railway station at the end
      Reply
      edited by pete9516 2 months ago
    • EvoX - 2 months ago
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      Liked
      I guess if we start fixing too much, we will shift from the author's style and concept to smth third, and who knows whether it will be right or not
      Reply
    • Cooya! - 2 months ago
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      EvoX2 months ago
      Liked
      Yes... You are absolutely right about the hard work it takes to fix a track technically AND visually.. But fixing just some obvious bugs like flying objects, "butchered" trees or houses, etc that are disturbing at first sight isn't too much work and always worth the work as it makes tracks feel much more polished. ;)
      Reply
    • pete9516 - 2 months ago
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      EvoX2 months ago
      Liked
      Nah man i'm sticking right to the original author's mind. I don't change anything really. Only fixing up stuff. The X section in Town&Country for example: I had to add some elevations because the author just made the whole section flat and blocks would crash each other, so i had to "modify" the track shape there for example
      Reply
    • pete9516 - 2 months ago
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      EvoX2 months ago
      Liked

      Yeah there's always the ones who go for the optics and the ones who goes for the more technical stuff. I'm more of a VR fixing guy but i like to do both. But it's always hard to hit that 100%. When i've finished a track technically, i don't take much time to drive 5km/h and check every single corner for beauty. Because this is just what costs much time and is by far not as important as a well functioning track. But if people comment and mention it, i'll take care of it. I've just had a 2nd look at that house with the wrong position of smoke. It looks alright when you pass it at 200+km/h but when you take it under a magnifying glass you'll see that the vertices aren't connected

      Reply
    • EvoX - 2 months ago
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      pete95162 months ago
      Liked

      I get yo point Cooya too. Things you're talking about were still done by Lunarade. We dunno whether he considered his work perfect or not. The thing is, EA themselves made a bunch of serious mistakes hard to ignore. I.e. upside down fur trees in Rocky and Summit. So it depends. All that is a very interesting conversation. One might not notice smth and u do. For instance, you don't like my skies, but I've seen even more psychedelic ones for real... and so on and so 4th. I also doubt we can ever come to smth fairly realistic in the HS case, cause this game is very specific.

      Reply
    • EvoX - 2 months ago
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      Liked
      Pete, suppose cops stopped you near there. Then it becomes hard to ignore) so, we have to see for real.
      Reply
    • pete9516 - 1 month ago
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      EvoX1 month ago
      Liked
      By the way, fixing a complete scenery of a track like this or Snowy Adonf takes up much, much more time than fixing the virtual road.
      Reply
  • EvoX - 2 months ago
    User Date
    pete95162 months ago
    Liked
    I hafta agree in places with da Cooya,  but as far as I remember those perverted trees were already on Lunarade's version, wonder how he achieved that) Hey and the track is still much tuffer with more turns and elevations. I don't feel like it's unaltered, it's pretty much different. And it's a pity for me I don't find the campfire anymore, but I don't remember whether it was on the source version or not...
    Reply
    edited by EvoX 2 months ago
  • EvoX - 2 months ago
    User Date
    pete95162 months ago
    Liked
    By the way, the 2nd house really looks like it had to undergo a brutal hurricane or smth. Nice observation. 
    Reply
    edited by EvoX 2 months ago
    • pete9516 - 2 months ago
      User Date
      EvoX2 months ago
      Liked

      :laughcry:Yes it does. I've already fixed the scenery. Though i was finding myself into fixing those silly driving mistakes by the opponents when they want to drive through the walls. It's a very hard, almost impossible fix. I'm still figuring out how i should do it. But actually, it's not further more improvable.. Just need to do some final test runs

      Reply
    • EvoX - 2 months ago
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      Liked
      I f.. killed 2 hours trying to fix the biggest house but the complex relief together with total twisting of points gave no serious result. Then wanted to delete old and copy new houses, but it was too late at nite. Hope to see what you did, must be better
      Reply
    • pete9516 - 2 months ago
      User Date
      EvoX2 months ago
      Liked
      Oh i'm sorry to hear that. But as soon as Cooya complained about the scenery, it was meant to be clear that i fix it. Fixing the house which had to go through a brutal hurricane, was actually the most annoying part. It was quite complicated, because i wanted the chimney to be more "normal"
      Reply
    • EvoX - 2 months ago
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      Liked

      For real. I wonder why it has double walls... )) maybe because it's cold in Canada, hehe

      Reply
      edited by EvoX 2 months ago
  • EvoX - 2 months ago
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    Liked
    Will u Pete upload the fixed version with normal houses?)
    Reply
    • pete9516 - 2 months ago
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      EvoX2 months ago
      Liked
      I'm about to dew dat, but i'll add an alternative track slide for improving my GIMP skillz, too. Didn't get around to it yet
      Reply
    • EvoX - 1 month ago
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      pete95161 month ago
      Liked
      Yeaaaah another upd8!)
      Reply
    • Herms - 1 month ago
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      pete95161 month ago
      Liked
      The new track slides are legit. Look very professional
      Reply
    • pete9516 - 1 month ago
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      MADMAN_nfs1 month ago
      Herms1 month ago
      Liked
      Yeah they make something outta this track. Luckily, i've finally found myself pretty comfortable with AJ's tutorial+files, so there's gonna be some more in the future when i fix a track
      Reply
  • EvoX - 1 month ago
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    Liked
    Cool. No more twisted houses👍
    Reply

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