Author Topic: Mod Development Screenshots  (Read 187141 times)

Purple44

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When done you can simply drag them out of TVTP. If you remind me after release I can pack the scne files and textures for you in one zip file as well :)

Dragging track files from your Very TrackPack folder not problem.  :)


Thanks End for letting me add these fun modifications to the derby Fig8 track to my Fig8 mod!   :D :D
Flatout Joint, where the mods were.

i5 2500 i7 8700, 16GB, Nvidia 660 960 1060 6GB, Win 10 64bit, DFGT Wheel

sam223

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Productive weekend, now gotta map and texture it.


Dell U2515H 25",  i5-4690k @4.0ghz, 16gb ram, MSI GTX 1060 6GB, 120/500gb SSD, 1tb HHD, win 7, G25/Logitech pad

Online Bangers:Wreckfest - https://goo.gl/AjDHU2

Zebulon55

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When done you can simply drag them out of TVTP. If you remind me after release I can pack the scne files and textures for you in one zip file as well :)

Dragging track files from your Very TrackPack folder not problem.  :)


Thanks End for letting me add these fun modifications to the derby Fig8 track to my Fig8 mod!   :D :D

That swinging pick/hammer is very similar to what I was originally thinking of for the cops & robbers arena. (What eventually became the two big tossers). LOL
Dell Inspiron 17 7720 with Nvidia GT650 graphics. Keyboard control.

Lame, I know.

The Very End

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Here is a driver POV (points of view) of the Derby Banked Eight Lethal layout. Probably going to release this little fun thing tonight at some point. Just a heads up, yes - the arrows at one of the ramp points the wrong way and you will spawn under ramp sometimes. Good thing is that you can simply drive to the end of it and you will be put at the road again. I cannot create new AI paths to prevent this, as whatever I do I get coordinates error on export(you have to place the AI lines at certain world x/y/z coordinates), hence why we have to use the AI paths from original fig 8. Hopefully you lot won't reset too much ;) 
« Last Edit: May 16, 2018, 10:14:59 AM by The Very End »

Purple44

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I came across this trying set up an A to B test track. For the details go here:

Wip - Wreckfest A to B track test
Flatout Joint, where the mods were.

i5 2500 i7 8700, 16GB, Nvidia 660 960 1060 6GB, Win 10 64bit, DFGT Wheel

Purple44

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I got A to B type track working. Here the video:  :D



Details here:
Wip - Wreckfest A to B track test
Flatout Joint, where the mods were.

i5 2500 i7 8700, 16GB, Nvidia 660 960 1060 6GB, Win 10 64bit, DFGT Wheel

sam223

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Escort is pretty much finished so started building something a little different


Dell U2515H 25",  i5-4690k @4.0ghz, 16gb ram, MSI GTX 1060 6GB, 120/500gb SSD, 1tb HHD, win 7, G25/Logitech pad

Online Bangers:Wreckfest - https://goo.gl/AjDHU2

The Very End

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Looks great Sam, well done!
Meanwhile I am working on this thing, as an request. Please note those pink grandstands is bound to be fixed (aswell as recuced grass in that area).

Daystar

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More ovals yay!

The Very End

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Yeah people keep asking for them, and there just is so long time I can ignore them ;p Nah, good fun doing requests altho what I create is never entierly accurate to the real world, it's just looks like it. Forgot to mention that track is based on the Orange Speedway (1957) layout.

Daystar

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Yeah people keep asking for them, and there just is so long time I can ignore them ;p Nah, good fun doing requests altho what I create is never entierly accurate to the real world, it's just looks like it. Forgot to mention that track is based on the Orange Speedway (1957) layout.


Get back to studying school work!! :-X Haha just kidding man. and yeah it's an Oval,.. seen so many out there as well. but your attention to detail is awesome! like I said in the past, Bugbear should hire you!
Great stuff none the less Tor  :D Cheers

The Very End

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Allways apreciate such nice words, thanks :)
As requestes, destructible fences. Not perfect (hitbox is a bit ... imperfect, and so on), but poles and "ropes" detaches and flies about with enough force applied to it. Not so much weight when they are first moved, meaning it should not cause too much issues at MP with un-synced object locations.



« Last Edit: May 30, 2018, 11:59:42 AM by The Very End »

Purple44

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Zeb suggested I use the flying banner from End's Red Pike Race 2017 to make 3 Jump Ramps Fig8 track a little more dangerous. These flying signs move up and down. Also don't hit the propellers or your car going to go flying across the track map!!

Can you make the jump between the 2 signs moving up and down?



You may land your car on top of sign and get struck there untill another car come along and knocks you off.

Flatout Joint, where the mods were.

i5 2500 i7 8700, 16GB, Nvidia 660 960 1060 6GB, Win 10 64bit, DFGT Wheel

The Very End

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While we wait for the release, I though it would be good to start overhauling the old tracks. This to be a rewamp of Arendal Triangel. Scenery has changed to a local racetrack located between a beach and in the shadow of a hill.


TheEngiGuy

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Very eyecandy!