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Neighborhood Drive
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Description
A completely redesigned track for NFS High Stakes! Neighborhood Drive sounds like an easygoing track, but it is anything but that (if you are racing). With very slight elevations, many unexpected twists and turns, "distractions" and a tricky divided highway, I give this track an EXPERT rating.
This track features MANY details and cool features:
-Functioning traffic lights.
-Animated birds and objects.
-Functioning divided highway.
-type 6 concrete barriers, tables, chairs, some trees, etc.
-Gas station.
-Everything that you see on the road can be collided with. You can create some serious "Cost to State".
-Smart AI bots.
-Cool replay angles.
-Separate night version.
-Custom weather and night time.
-Rearview mirror (F7) can be safely used. No CTD!
-Many textures from various nfs games as well as photographed/scratch made by me.
-Custom loading screen and Vidwall.
And much, much more! I leave it to you to explore and discover them!
Programs used:
-T3ED Version 4.3.0 (393) & 4.4.0 (432) (JimDiabolo)
-FSHTool 1.2 & 1.23 (Denis Auroux)
-FRD-TOOL v2.2 (GAMMARAY)
-NFS 4 Replay Camera Editor (Nappe1)
-Corel PHOTOPAINT x5 (Corel Corp.)
-MS Paint (Microsoft)
-Tgatool2 (Martin Wright)
-TGA Maker 1.0 (Josh Klint)
-NFS Wizard v0.5.0.79 (Jesper Juul-Mortenson)
-Notepad++ v8.3.3 (Don Ho)
Installation:
1. Locate your NFS4 folder and go to DATA/TRACKS/COUNTRY
2. Make a backup of the files found in the COUNTRY folder.
3. Extract ALL the contents found in this folder containing this readme file.
4. Make a backup of the T14.qfs file found in DATA\FEART\VIDWALL and install the included T14.qfs there.
5. Make a backup of the T14_00.qfs found in DATA/FEART/SLIDES and install the included T14_00.qfs there.
Installation is complete!
Alternatively, if you use the "NFS HS Mixer" application simply "import new track".
For more details, tips, issues and legal stuff, see the "Neighborhood Drive FINAL" text file.
I hope all of you have as much fun driving on this track as I did creating it! As always, feel free to leave your feedback below!
Changelog
-
Version FINAL
uploaded February 23, 2025
Zalcus20 uploaded a new version. The new file is 14.91 MB.
-Hall effect and disable weather effects added for the tunnel area, parking lot building, and gas station.
-"Low clearance" sign added to the tunnel entrances.
-Adjusted the horizon for better blending with the track.
-Eliminated or reduced z-buffering issues on some areas of the track.
-Improved AI driving line for the divided road. They will no longer try to blindly overtake you and crash into the obstacles.
-Better hitbox for the yellow barrier type 6 objects.
-Optimized visibility draw distance. This may result in slightly better performance. -
Version 1.2
uploaded September 6, 2022
Zalcus20 uploaded a new version. The new file is 15.85 MB.
-Slightly improved AI driving lines for forward and backward directions. (Thanks to Pomfrit for advice)
-More fog effects and environmental improvements.
-Grocery store and "Konopa Bank" are no longer empty. (Thanks to AJ_Lethal for advice)
-Slight improvements for the ray tracing and texture alphas in the night version.
-Low resolution track texture files have been added for those who are unable to load the track with the regular texture files. Simply rename "tr0(lo-rez).qfs" and "trn0(lo-rez).qfs" to "tr0.qfs" and "trn0.qfs" if you get problems.
See "Version 1.2 ReadMe.txt" for more info. -
Version 1.1
uploaded July 24, 2022
Zalcus20 uploaded a new version. The new file is 9.54 MB.
-Reduced all textures containing an alpha from 128x128 to 64x64 so that "non Veg patch" users can load the track and not get kicked back to the main menu or desktop. This was done for both Tr0.qfs and Trn0.qfs. Quality loss is minimal.
Special thanks to noise for running tests on this! -
Initial version
uploaded July 18, 2022
Zalcus20 uploaded initial version. The original file is 0 B.
Visitor Comments
Hey Zalcus, congratulations on this release! I I just did a few test laps and you were right that the track is tougher than it looks, the offroad sections being pretty unforgiving, and the town part is a challenge as well with all the trees, light posts and traffic lights that you have to carefully weave through if you want to keep up the speed.
It's just as much fun to cruise around though, and appreciate all the attention to detail this track has, from the changing traffic lights and neon signs, to the moveable objects (I didn't even realize at first that you could run down the traffic light poles and some of the trees as well). And on top of that the overall atmosphere is just great, even on the open road parts. You can really see where all the hard work went, a quality product.

Thanks, everyone!
@Remko: There are still many more features to discover on the track. Keep exploring!
BTW, this is not the final release version. I plan to do a few more things before I move on to the next project (whatever that will be). Expect to see an update at some point.
Well, I did find the place where you hid your name, it was hard to miss
Great to hear there will be an update at one point, but so far itβs already excellent.
There is really everything in it that is currently possible with self-made NFS4 tracks. And that on a completely new course, where the opponents are also moving fast. Simply implemented perfectly.
Ai....don't work for me. Imported the track with "NFS HS Mixer", and tried racing with 1 EA car but loading stops and brings me back to playercarmenu.
I don't use VEG patch.
With VEG patch (and annoying black bars on the sides) it works, but slow graphics.
It's a beautifull track.
Seems like your .ini settings are not quite good. As far as i can remember you can actually set any resolution in the game with the Modern Patch and you can even race any high poly grid on any high poly track with ultra high settings if you set OwnHeapLimitMb=512 in the nfs4.ini
The comp. I use for NFS4 has: RAM=512MB, VRAM=128MB , and WindowsXP, I think that's to weak.
I try my notebook, smaller but more powerfull.
I try fiddeling with .ini settings thnx.
This is because the polygon limit is reached and instead of game crash sometimes the game will force you back to the main menu. The problem with slow loading bar while loading the track is just vertical synchronisation. If you use nGlide, turn Vertical Synchronisation ON. This way it is turned off. (Blame nGlide developer :D) If you set it "Off" it is actually turned on which you can even feel in your input. It has a massive delay AND the loading of a track is ridiculously long so when using nGlide 2.01 (or such) be sure to turn it on in the nGlide Config program to make it be off in Need for Speed.
EDIT: Same is for the trash.ini with Modern Patch. Make sure to set NGLIDE_VSYNC from 0 to 1
NGLIDE_VSYNC=0
NGLIDE_VSYNC=1
Oh wow... Thank you Pete! What you wrote sounds totally legitimate. My game is crashing back to the main menu because I use AJ_Lethals traffic pack with much higher poly count compared to the original traffic cars. Indeed it must be the polygon limit causing the crashes. And as I am using nGlide as the renderer of choice: I really had no idea that the Vsync setting are the wrong way round with this program. Thank you sooo much for teaching me. the loading times and the input delay are really sooooo much better with setting it to "on".
I'm always glad to be able to help someone. Thank you for your response, this proves that it's not my system's or any settings on my machine but it's indeed the nGlide config program. I didn't know the Traffic Pack from AJ is so high poly :D Maybe this new track from Zalcus20 is highpoly instead
EDIT: But when you say it has much more polys compared to the original traffic it's likely that it could be both the "problem"
"Neighborhood Drive" only ran with nGlide driver, two opponets and traffic on my system. I played around with some setting, with dgvoodoo it doesn't ran at all here.
Interestingly, "opengl1" actually works with full grid or traffic on. Unfortunately, the resolution is limited to 1024x768.
This could be an exciting competition: who has the best setting for "Neighborhood Drive"
Update:
I'm now using the opengl3 driver. I can drive "Neighborhood Drive" with full grid, or traffic on, and stable fps close to 60.
In game I can only select 1024x768 but it goes to full screen 1920x1200 anyway. I remembered I tried it sometime ago but gave it up, due to the missing fog support. But the solution is very easy, just add "FogSupport=1" to "thrash.ini".
Here is clip with 4 opponents and traffic on.
https://www.youtube.com/watch?v=ERVi7iwfCx4
Update:
OpenGL drivers can be found here : https://www.nfsaddons.com/forums//index.php?topic=2448.0
Very nice video, JimDiabolo. You have some awesome racing/defensive driving skills!


I would like to try that "opengl3" setup, but I can't find the "nfs5_pu_patch_1.06" using google search. It also seems to be removed from the internet archive site.
Any idea where I can get it from?
This is astounding track. Congrats.
I captured a short videoclip at the very first try of driving on it.
ND high - YouTube
Great this helped me also (even with my "classic" comp)
The nightversion is very good. I prefer it with headlights vertex.
I also noticed that the houses are occupied. Near the tunnel there are 2 buildings were the lights switch on and off.
The cars in the showroom is also a nice feature.
Still need to check the replays.
Cool replays also.
The trees have white lines around the tops, is this meant that way?
For all those who are experiencing problems getting the track to load: try loading the track with this downsized tr0.qfs file from my dropbox link: https://www.dropbox.com/s/j9s4izco2tugnwf/tr0.qfs?dl=0
Test this with only daytime.
I suspect the issue could be the result of having many large (128x128) textures. In this modified file, many textures have been reduced to 64x64. Please backup the original tr0.qfs before proceeding. Let me know if this helps
That works Zalcus, with the new tr0.qfs I can race with traffic (old comp. without VEG Patch).
Also think the textures haven't sufferd from 64x64.
The traffic on the divided highway choose wrong drivelines (right trough the trafficlights)
Most addontracks have this problem, funny that on such a great track I start complaining about trees and traffic. Ahh.. you get such positive respons, you can handle it.
Thanks for testing it. Looks like my suspicions are confirmed: The texture files are too big.
I'm going to make an update that hopefully removes the loading problem completely but still looks good.
I want everyone (whether they have Veg's Patch installed or not) to be able to run Neighborhood Drive with ease.
And yeah. I gave up on the AI traffic. They do so many silly things, lol.
looks great
I just gotta say, it's awesome that the HS community is still active and helping each other troubleshoot here. Great to see!
And awesome track, btw. Definitely my new favorite and testing track
I really hope the folks from the Retro Racing Point (Discord) will be able to use this track for multiplayer.
I had no idea that my large texture files were causing so much loading issues with most people.
I play nfs with an egpu GTX 970, which means I never encountered these problems on my own. So, I thought I could focus more on the texture quality which led to large 128x128 textures. :P
This is how my nfs4.ini file is setup:
[NFS4]
Language=english
NoMovies=1
ThrashDriver=opengl3_jd
SingleProcAffinity=0
OwnHeapLimitMb=512
NoErrorReporting=1
Variant=0
In my NVIDIA control panel:
-turn off Threaded Optimization
-turn off Image Sharpening
-Anisotropic filtering 16x
-Antialiasing set to Override and 16x
-Triple buffering off
-Vertical sync off
With this setup, the worst thing that I can encounter is lag (which happens when there are very high poly cars/tracks.
Nice update on Neighborhood Drive!
Hey pal, I've finally tested it
I should say it's a pro track. Loads fine with me. Loading time approx. 30 sec. Very tough opponents. U need some NFSU2 skills to go round the corners
From the technical side, it's a big step forward! A lamp post fell on my Mazda and the roof was deformed haha. And a nice 90s feeling
It's just a pity we all were little $6ckers back in the 90s and could not help EA with such a track! Just joking... Did you model it after some US location? Cheers.
Glad you like it, and thanks for the feedback.
The track, specifically "Brooks Rd" is loosely based off a road I use to travel a lot on in NY. The texture for the grass, tree, and sky are actual photos of that real life area!
Hello bud yup) hey winter finally got to me hard! An I setup my old PC in my cold room!) Bud, so I was able to test out your great track.
I really think you, Worked your fingers to the bloody bones! π On it if Course.
It's just there isn't any Stop signs to, at them sharp corners as I seen last night )).
So it hard to know what way turn ! Big deal I know maybe I add a few them, some day on the two different streets s meet up at. Bud )
I been having a tuff winter this weekend ok! Nothing new you know. (
, I'm able drive your track on high res using oh, Veg patch but I'm only getting like 35-40 fos second. Is all I just use say 2&3 other cars
I had traffic on, that worked real good I never seen any traffic cars have any Fumbles or anything,was great now!
You did so great on the details all all! Man It memorizing, me lolz! When I drive at night time I loved the Replays man bud)
I seen your name written as bush's or something, like that on A" setting for replay. Mode
I never had the track an game get real choppy at all ..yet in your track
Well I said alot rite?! )
I had go to darn good library to make this post bud!
Cause I'm out Isp on phone big Hassel this week an all.
Yes! I love your bush's man pal, an all. WS so great then phone poles an lines, great stuff!)
I feel in that deep hole water pool went to fast on that Corner! ;)) Just so fun to drive on.
So now I have to make 1? ,Or 2? Short cuts on there for my own personal use Broh!
) Yup I hope to find a good spot for it. Unless you locked the Mesh an I can't get it open,never know now days?
Well just wanted say! Very cool track!!! Indeed I use Projectected head lights at night some times Car shading off at day time but at night time have car shading on looks best. Oh your birds flying by is real cool! They fly fast it seems lol I never extracted your your Qfs file or wanted to hmm. Owell, I'm not really up for editing any longer.
I have to many Restrictions, going on in my small personal,life bud..ok well I need get back home now to play HS! Hehaa yeah ;)
I gotta go now really great works! friend you really grew up on this great. Ok thanks for cheering me up this weekend for a Neibor hood drive!! Man ttul good day to. Happy new year to Zalcus
Nice, you were able to finally drive around the Neighborhood, lol. Thanks!
Feel free to do your thing and add shortcuts. The Tr file is not locked. This is something I want to do, but seeing that Neighborhood Drive is very demanding on some systems, I change my mind. Don't know what those extra polies will do.After all these years I have to say this is probably the best track ever created for this game... It is amazingly realistic and full of different objects. You get the closest feeling to driving in the US countryside although I have never been there. And it's pretty hard, of course
The AI level is really challenging. Dreaming of creating something similar some day...)
Thanks, man.
I updated this track a bit. Visibility was adjusted so the track could run smoother, less lagging. Also, improved the ai racers significantly on the divided highway. (They hold their line better). Only reason I didn't upload it yet is I'm still figuring out how to get rid of those weird white lines around some of the trees.
The "white lines" around some trees are in fact no white lines but a transparency problem of the textures. The game has difficulties to interpret the borders of transparent pixels of the alpha channel with textures that have a blurred border due to a higher bitrate than 8. It's somehow a Z-buffer flickering making the texture of an object close behind the tree transparent, too. It can hardly be avoided but you have three options to minimize this effect:
1) A skymap that is darker at the bottom (behind the trees) so the transparent line around the trees shining through appears dark and not white (What is indeed not white but the color of the sky shining trough).
2) Changing the Bitrate of one of the conflicting textures from 32bit with alpha channel( 8D) to lower 16 bit (either 6D or 7E.. you have to test this out) In that case one texture will have a sharp border around the alpha channel and will look pixelated but it can remove the effect (read Fangio's track design tutorial pt2 for information about bitrates of textures)
3) The best and most effective way to get rid of those lines is easily to set the conflicting poligons further apart from each other.
In the parts of the track where single trees are standing in front of a wall of trees/bushes you simply have to move the "wall" about a car length or two further to the back of the track boarders. This way the Z-buffer does not conflict that much and it should look much cleaner.
@Cooya! and @EvoX: Thanks for the detailed possibilites and suggestions. For now I will leave the z-buffering issue as it is for now, as I may have to reconstruct that area of the track. For now I will release an updated version that adds hall effects for the tunnels, a small fix for ai on the divided road and a few other small fixes.
Stay tuned!
Ok I'm dloading this, let's see what you have improved...
Nice that you have made another update. It looks even better now. The opponents drive really well. The only thing I can think of to improve are animated tetures for the birds.
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