Need for Speed High Stakes Showroom

LRF Modding's Jaguar XJR 100 vs Acura TL Type-S

Jaguar XJR 100 vs Acura TL Type-S

2002 Jaguar XJR 100

vs

2002 Acura TL Type-S


Cars made by Ryuji Kainoh & XJ220


Additional Screenshots

Visitor Comments

  • EvoX - 11 months ago
    User Date
    LRF11 months ago
    Stifen_DY11 months ago
    Liked
    Oh looks like my and Will's version of Lost Canyons♥️
    Reply
    • LRF - 11 months ago
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      EvoX11 months ago
      Stifen_DY11 months ago
      Liked
      It IS!
      Reply
    • pete9516 - 11 months ago
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      EvoX11 months ago
      Stifen_DY11 months ago
      Liked
      Canyon City?
      Reply
    • EvoX - 11 months ago
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      pete951611 months ago
      Liked
      Yep:) I will probably update it btw
      Reply
    • pete9516 - 11 months ago
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      EvoX11 months ago
      Liked
      I'm excited. What would the changes be? Poly VRoad recalculation?
      Reply
    • EvoX - 11 months ago
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      Liked
      Main thing I will smoothen the road as the pit near the tunnel is way too deep(
      Reply
    • pete9516 - 11 months ago
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      EvoX11 months ago
      Liked

      I'd like you to use this as a base for your new Update. You will notice the difference when you drive the track. I didn't change anything to the track nor track shape. Plz have a look

      https://drive.google.com/file/d/1pcKGDo0CbrtQgwIxBKD9jR2cMxBQ_T8t/view?usp=sharing

      Reply
    • EvoX - 11 months ago
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      pete951611 months ago
      Liked
      Oh) that's interesting. I will check it up, thanks!
      Reply
    • EvoX - 11 months ago
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      pete951611 months ago
      Liked
      Wow u fixed the burnout traces on the asphalt, they no more rise above the road surface in places! Thank you so much! I always wanted to do that but had no idea how to.
      Reply
      edited by EvoX 11 months ago
    • pete9516 - 11 months ago
      User Date
      EvoX11 months ago
      Liked
      If you make any changes to the virtual road or the track mesh, go to "Whole track" tab, select "Clear all..." and recalculate Poly VRoads to "2 (New mode)" in future releases
      Reply
      edited by pete9516 11 months ago
    • pete9516 - 11 months ago
      User Date
      EvoX11 months ago
      Liked
      Not only that, but the drive over behaviour of the road is nice and smooth just like on EA tracks, how it should be :D Because this also evaluates the actual pitch of a road and it's mostly wrong on edited tracks without recalculating Polygon Virtual Road
      Reply
    • EvoX - 11 months ago
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      Liked
      Yes really! I will be looking forward to your Mediterraneo version, too :)
      Reply

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