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Nfsfan83 - Nassau track projct

Started by nfsfan83, Jan 03, 2021, 9:57 AM

Remko

I wouldn't mind testing it a bit, I have some time these days, thankfully.
Also, you know if you upload a file to the database here, you can update it afterwards, it's a new feature on NFSAddons.

EvoX

Oh that was epic! 🚀So big and bright. Interesting track shape. I will need a road map for it😁keep up the good work!
I said hello, tough guy.

Cooya!

A very nice idea to release an alpha version for testing. I wouldn´t mind a little testdrive, too ;)
But be aware: Some people call it "nit-picking" what I do :P

nfsfan83

#93
Guys Nassau alpha version is upload to nfsaddons and waiting for accept by moderator... already aprove it :D so quick

https://www.nfsaddons.com/downloads/nfshs/tracks/5670/nassau-alpha-version.html

I have problem with:

1. Sky box - I can't set nice earthcolor, skycolor is 12,127,224 and it is nice but If i use earthcolor this: 107,227,248 like tropical water, sometimes you can see in track ground holes (with this color)

I you have any idea how to set (Tr values) or have better sky textures just write it!!!

2. In alpha version I don't use global object becase... they can be visable from begin... funny stuff nothing more see only hotel


Remko

Hey NFsfan83, sorry it took me a while to come up with some feedback.
I've enjoyed doing a few test runs on Nassau, it impressed me again with the number of buildings and the great color and texture quality, I could tell that you had fun building this city. Especially impressive was seeing the power water slide, and of course the underwater tunnel works brilliantly, driving through it at speed gives a cool feeling of depth.  :D

A few thoughts I had (please don't take these as criticism, I am not a track maker myself):

 
You mentioned the skybox being visible through openings in the streets and pavements, there are a lot of small holes in the surface, and I suppose that could be partly fixed with a different background color... in some areas the holes are pretty big, and I would recommend to add a few more road/grass surfaces to fill them. Of course ignore my comment if you were going to fix these anyway.

The same way with the water textures in the sea/bay areas:
   
The water texture looks great, but I hope you will fill in the holes here, especially at the start/finish area... at first I thought the start area felt a little empty on the left side, but maybe that will be solved if you can finish the sea textures there.


This is the only 'bug' I found, hope you can see on the map where it is. A sharp pointy 'beach' surface is poking upwards through the fence here.
Other than that, I found no bugs - I mean, no holes in the road you can fall though, that kind of thing. Of course, sometimes the car gets stuck in the fence, but I understand it would be an incredible amount of work to 'fix' all those fences, so I can live with that.

 
This not a complaint, but I just thought this pier looked like there would be something interesting to see here at the end, and I was a little disappointed I could not drive through the barrier to find out. It looked... inviting, if you know what I mean.  ;)

Those are my first thoughts, they are just opinions, of course, you don't have to agree.  ;)

WiLL

Hi there Remko I wanted let you know, is if you opened, this track up in T3ed. if you have a mouse wheel on your, mouse? just find that, location of that point Poly an push the Point mode button on top. Use your mouse wheel to zoom in, by rolling it up an down, best you can on that, Point poly sticking up )
Just click on that put your red '+' on that, drag in down slowly, to it's about level with the bottom railing bud. Make sure nothing else is sticking out that area.
Use Track view to help you also. You can also put your mouse pointer, inside track view, to move track around 360 degrees, becarful also.  It's that simple, then click save button on upper left side. I'm not able do this anymore, cause my life is to F.. up ( an from my housing.
So, I wanted say I liked your pics, an cool opinions, an all. Well done. On that happy editing fixing that bud 😎😏 🧐 😴
Let's have a better day...?

Remko

Thanks for the detailed instructions, WiLL.  ;) I've rarely opened T3ed myself, but I might just try this out, maybe it'll get me into track modding after all this time, heh.

I just mentioned it here because Nfsfan83 asked for feedback, and with a track of this scale i thought it was an easy thing to overlook.  ;)

nfsfan83

#97
Remko thanks for finding these bugs. I already fix it. I still fix some bugs but Your vigilant eyes will be very helpful...

I still working on better sky...

Original from Asphalt 6 is this in attachment.



AJ_Lethal

In addition to what Remko highlighted, I suggest to fix the AI lines in some corners, since the AI vehicles can be caught it the aformentioned fence holes and get stuck or even flip out lol





Also, I suggest to split the roadblock-esque barriers into 3 separate objects, convert them into extra objects, set their crosstype to 4  and set their collide effect to 2 (except for the middle one, that should be 1 since it's solid). Don't forget to change the refpoint of those to Z=Bottom as well.






Quote from: nfsfan83 on Mar 24, 2021,  5:51 AM
Remko thanks for finding these bugs. I already fix it. I still fix some bugs but Your vigilant eyes will be very helpful...

I still working on better sky...

Original from Asphalt 6 is this in attachment.




Your best bet is to make the skybox mirrored in the ini file and make the bitmap strip loop around itself, like this


nfsfan83

#99
AJ_Lethal If you want and have time to make things, what you write, I add you like author of this track ( I write something like this: track will be improved, corrected and completed fixed by AJ_Lethal )

But wait on days I send new version to NfsAddons

I want also make loading screens in NFS2 SE style:

https://needforspeed.fandom.com/de/wiki/Need_for_Speed_II/Strecken

Sky I fixed by myself :)