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Wreckfest => Modding => Mod Share => Topic started by: The Very End on September 16, 2016, 03:51:15 PM

Title: The Very TrackPack released!
Post by: The Very End on September 16, 2016, 03:51:15 PM
Introduction
A (sizeable) collection of tracks created for Wreckfest. Features both fictional and real tracks, in all shapes and sizes. From reasonable racing courses to mental skijumps and falling comets - this pack contains something for everyone. The pack has been worked on for about 2 years now, but I intend to continue developing this mod and my skills further, to deliver new experiences and revitalized the first creations. Ps: This weather mod is highly recommended to use together with this mod, just remember to keep it activated below TVTP in the modlist; https://steamcommunity.com/sharedfiles/filedetails/?id=877356003&tscn=1531894461.


Want to support me and my work?
(https://s33.postimg.cc/kve3b2q67/Untitled-1.png) (https://www.paypal.me/theveryend2) <-- clickable
As with all your kind words, support, feedback, critism (good and bad), as well as ideas - thank you! Your interest in this project is the greatest reward in it self, but as an student with limited resources - extra support allways helps.
Supporters are also added to the support list (if you want to change name or not be visible, let me know and I'll sort it out).


The tracks
The tracks are divided into cathegories, based on their shape and purpose. Clicking one of these brings you to all the tracks given this category. The complete tracklist can be seen below the picture.
(https://s33.postimg.cc/p8h87oqzz/Untitled.png)

1: Kristiansand Raceway - 4 layouts including night versions
2: Crash Alley
3: Simstox Showdown - Request and model from Stuard Cowi (and mostly the credits)
4: Arendal Triangle - 4 layouts including night versions
5: Dune Race
6: Elevated Eight
7: Konsmo Raceway - 5 variants, see release notes for info
8: Bugbear Island / Bugbear Island Reverse
9: Richwood Oval
10: Emmen Raceway - Two variants, one green layout, one barren layout
11: Michigan Speedway
12: Bristol Motor Speedway
13: Woodhill Raceway
14: Hillside Raceway
15: Valley Of The Damned (....)
16: Rugland Motorbane
17: Greenlake Valley
18: Wimbledon Greyhound Stadium - 3 layouts
19: Wimbledon Greyhound Stadium Derby
20: Pit Race - A track inspired by a track with same name from the legendary game Carmageddon (1997)
21: Ringwood - Track original created by Stuart Cowi, ported and updated by me (The Very End)
22: Eagles Nest - Remember high suspension!
23: Chalk Canyon 2017
24: Hurtfull Five
25: Talledega Superspeedway
26: King's Lynn Raceway
27: Bridge To Nowhere
28: Red Pike Arena 2017
29: Red Pike Race 2017
30: Lupines Hill (Lydden Hill)
31: Nevada Freight Depot - Range of layouts, check them out!
32: Nevada Freight Depot Derby - Two layouts
33: Rock Bottom Derby
34: Rock Bottom Race
35: The Slow, the Fast and the Stupid (SFS)
36: Pine Hills Raceway - Two layouts
37: Black Sails Valley - 4 layouts including night versions
38: Aremark Motorbane - 4 layouts including night versions
39: Redwood Ring Oval
40: Redwood Ring Rallycross
41: Derby Banked Eight - 5 layouts
42: Orange Speedway (1957 layout) - 6 layouts including night versions
43: Sca Ultimate Raceway / Sca Fig. Eight + snow configs
44: Dune Race - various layouts including night racing
45: Dakar s01 / s02 / s03 - maybe more in the future


Credits
* Stuart Cowi (Madcowi Productions) for Lydden Hill and Simstox trackmodells, certain assets, models and tips, thank you!
* Sam Gibson for the great texture help on King's Lynn Raceway. Always appreciated!
* STRmods for digging up and fixing old BB assets (foliage) which is used in the snow tracks.
* Harmalarm for the DD2 track models, with I have used as base to further develop on into Wreckfest.


Supporters
The following people has been kind enough and supported me through Paypal donations. A special thanks to the following:

* EJsNRocket
* Grab Them By the Pussy (2 donations!)
* Dean Gillett
* SRV

Download: http://steamcommunity.com/sharedfiles/filedetails/?id=764432700 (http://steamcommunity.com/sharedfiles/filedetails/?id=764432700)
Title: Re: Track Pack (most stupid name ever?) released!
Post by: Daystar on September 16, 2016, 05:57:48 PM
LOL I just cannot get enough of Red Pike Arena 2!!! it is so much fun avoiding the moving bars, but most enlightening of all, is watching the poor AI get wasted in the middle area! great job you did on your 2 new tracks. now back to testing the beautiful Kristiansand Raceway!  8)
Title: Re: Track Pack (most stupid name ever?) released!
Post by: Purple44 on September 16, 2016, 09:00:42 PM
"Track Pack The End" ?
Title: Re: Track Pack (most stupid name ever?) released!
Post by: Finsku on September 17, 2016, 12:11:54 PM
"The Very Track Pack" aka "TVTP"
Title: Re: Track Pack (most stupid name ever?) released!
Post by: The Very End on September 17, 2016, 01:11:13 PM
Lol :D Maybe someone should start a vote to see which name to use :P
Title: Re: Track Pack (most stupid name ever?) released!
Post by: t3MP . 3ROr on September 17, 2016, 07:43:47 PM
"The very track pack to the end"

And love hit-boxes  :)
Title: Re: Track Pack (most stupid name ever?) released!
Post by: Orbotnive T on September 17, 2016, 08:32:15 PM
Love that track by the way played a few times last night. Really good you have the knack looking forward to more. As for criticism, none on the layout. I'd like a few more things on the side to run into is all. Tyres, billboards, breakable stuff :)

As for the name I say - The Very TrackPack

Edit: Aha, lol Finsku had the same idea I never saw that :D
Title: Re: Track Pack (most stupid name ever?) released!
Post by: The Very End on September 18, 2016, 07:42:51 PM
Version 0.2 added:

* Added Crash Alley
* Fixed track selection image for Kristiansand Raceway

Pic:
(https://s9.postimg.org/578l4ldij/crashalley.jpg) (https://postimg.org/image/578l4ldij/)
Video:
http://youtu.be/OfKybo1Kwh8 (http://youtu.be/OfKybo1Kwh8)
Title: Re: The Very TrackPack released!
Post by: The Very End on September 20, 2016, 09:19:47 PM
Version 0.3 released:

* Simstox Showdown added. Track model is from Stuart Cowi (Madcowie Productions), with minor modifications from my side to get it working within Wreckfest
Screenshot:
(http://s21.postimg.org/xm0phwa6b/simstoxshowdown2.jpg) (http://postimg.org/image/xm0phwa6b/)
Video:
http://youtu.be/LnmmG_rjn3s (http://youtu.be/LnmmG_rjn3s)
Title: Re: The Very TrackPack released!
Post by: Finsku on September 20, 2016, 10:32:00 PM
You are like a machine! So many tracks in a short time, teach me sensei!
Great work like always
Title: Re: The Very TrackPack released!
Post by: The Very End on September 20, 2016, 10:47:12 PM
Wish I had more time actually, but so much school and work :C The last track was a quicky, about three or four hours of work. Usually it takes much more.

As for the normal tracks, all you need is a line and the path deform tool to create interesting stuff :)
Title: Re: The Very TrackPack released!
Post by: The Very End on September 23, 2016, 12:20:13 PM
Version 0.4 released:

* Arendal Triangle added. A new feature for this track is that it has an opening camera AND 3 trackside cameras!

Picture:
(http://s12.postimg.org/856x8lz2x/764432700_preview_arendaltriangle.jpg) (http://postimg.org/image/856x8lz2x/)
Video (it has an intro camera too!):
http://www.youtube.com/watch?v=yhdGvxvexuo (http://www.youtube.com/watch?v=yhdGvxvexuo)
Title: Re: The Very TrackPack released!
Post by: sam223 on September 23, 2016, 03:09:54 PM
Looks good, would prefer a tighter/smaller version though
Title: Re: The Very TrackPack released!
Post by: The Very End on September 23, 2016, 03:17:59 PM
Wuuuuuuuuuuut! Laptimes are about 20-25 seconds only :O I could allways just uni-scale it to a smaller version if that would be better, but how much smaller?
Title: Re: The Very TrackPack released!
Post by: sam223 on September 23, 2016, 03:28:49 PM
Wuuuuuuuuuuut! Laptimes are about 20-25 seconds only :O I could allways just uni-scale it to a smaller version if that would be better, but how much smaller?
small enough to fit on the infield of the current version?
Title: Re: The Very TrackPack released!
Post by: The Very End on September 23, 2016, 03:36:35 PM
Hmm, that's... that's small! I am just playing around with other things atm, but I'll see if I can do something about it in upcoming version.
Title: Re: The Very TrackPack released!
Post by: The Very End on September 23, 2016, 04:57:32 PM
Sam: How's this for size?
http://youtu.be/xLWHwR3JCdo (http://youtu.be/xLWHwR3JCdo)
Title: Re: The Very TrackPack released!
Post by: sam223 on September 23, 2016, 05:08:43 PM
Looks good. You should include both if it doesnt cause you massive problems. The first one being more of a speedway setup.
Title: Re: The Very TrackPack released!
Post by: The Very End on September 23, 2016, 05:14:48 PM
No worries, I'll try to push out an update today or tomorrow. Want it as a separate track or should I just include it as en layout / variant called Small / Banger (name?) ?
Edit: So what about having one variant called Speedway and the other Banger ?
Title: Re: The Very TrackPack released!
Post by: Daystar on September 23, 2016, 05:51:14 PM
Great job again TVE but please keep your first version! the understeer players do not want to suffer! haha  :D
Title: Re: The Very TrackPack released!
Post by: The Very End on September 23, 2016, 05:56:07 PM
I will keep both :D

Edit:

Version 0.4.5 released:

* New layout for Arendal Raceway added. The new layout is named Banger and is seletec as alternative route on track selection screen under Arendal Triangle.
Title: Re: The Very TrackPack released!
Post by: Finsku on September 23, 2016, 07:07:31 PM
No worries, I'll try to push out an update today or tomorrow. Want it as a separate track or should I just include it as en layout / variant called Small / Banger (name?) ?
Edit: So what about having one variant called Speedway and the other Banger ?

Include it in different variant  :o

EDIT: Oh, I didn't read the tread to the end  :P
Title: Re: The Very TrackPack released!
Post by: The Very End on September 29, 2016, 09:28:10 AM
Version 0.5 released:

* Dune Race added. Track features fully camera support aswell as a loading screen. Future tracks will have similar loading screens.

Picture:
(https://s22.postimg.org/ry2rqs94t/dunerace.jpg) (https://postimg.org/image/ry2rqs94t/)
Video:
http://www.youtube.com/watch?v=o6v8GClxCmw&feature=youtu.be (http://www.youtube.com/watch?v=o6v8GClxCmw&feature=youtu.be)
Title: Re: The Very TrackPack released!
Post by: Andy Rotten on September 29, 2016, 06:47:48 PM
So cool, love long asphalt tracks
Title: Re: The Very TrackPack released!
Post by: The Very End on October 01, 2016, 07:09:10 PM
Version 0.6 released:

* Elevated Eight added. As the name tells, the track layouyt is a very wide 8-shaped track. Reason why it is so wide you'll understand after you have tried it for yourself.

Picture:
(https://s13.postimg.org/kjnvjirdv/event_elevatedeight_loading_1920x1200_raw_raw.png) (https://postimg.org/image/kjnvjirdv/)
Video: http://youtu.be/Dq6DuayP4N4 (http://youtu.be/Dq6DuayP4N4)
Title: Re: The Very TrackPack released!
Post by: RickyB on October 04, 2016, 11:17:58 PM
Good fun! Very nice :) Thanks
Was just testing out those tracks... Any idea why crash alley looks like this on my PC? Usually pink indicates missing textures... But only the shadow parts look pinkish. Do you use anything from other mods (that I may have not installed at the moment. Destruction Derby for example)? Maybe I should just subscribe and see for myself...


Oh and another thing - in this pic, startposition is 23 but the car is right at the starting line. Something odd with the starting positions. When the start position is further back, the red "wrong way/off track" sign apppears. Ever had that issue?

Title: Re: The Very TrackPack released!
Post by: The Very End on October 04, 2016, 11:53:16 PM
Strange... Not used any DD textures, but instead I have started to link the texture path directly into Bugbears main texture folder to save space.

The start positions on the track is not ideal, not ideal at all lol ;p As you say, further back triggers ring of doom, and due to checkpoint snapping on sectors there is so little room to take from.. Well, just pretend you never saw it ;p
Title: Re: The Very TrackPack released!
Post by: Purple44 on October 05, 2016, 02:33:31 AM
Ricky, are you using any custom weather map that might color the sun?
Title: Re: The Very TrackPack released!
Post by: RickyB on October 05, 2016, 01:26:05 PM
Ricky, are you using any custom weather map that might color the sun?
No, that's the strange part. The sun seems to be ok, only the shadows are pinkish. Doesn't matter if it's "clear day" or "sunset". And this is the only track from the trackpack with pink shadows. The only pink texture I found was this street with the cars in the background.


Is that pink for you as well?  I unsubscribed and subscribed again, but that didn't help.  Maybe I should try some of daystar's skys  :P

The start positions on the track is not ideal, not ideal at all lol ;p As you say, further back triggers ring of doom, and due to checkpoint snapping on sectors there is so little room to take from.. Well, just pretend you never saw it ;p
Maybe putting the start/finish line not in the middle but closer to one of the turns could help? Would make more room for the starting positions. Now a few AI cars at the end turn around during start.
Title: Re: The Very TrackPack released!
Post by: The Very End on October 05, 2016, 01:31:00 PM
Ahh! AhhhhhhH! I know what this is! Actually, the texture is a texture from the original game, but I rotated it 90 degres and saved it under a new name in the DD mod (imported the bridge part from it). I will move over the texture from the mod and into the Track Pack and re-target the texture path to solve this. Thanks for seeing it :)

Also, I'll just make a bend to the startpositions, so some of them will start in the corner instead of on the straight. I will do this and release it togheter with the next track if that is ok for you? Hopefully the release is today or tomorrow if I get the time :) This should also mean that I can move the start positions back a bit, aswell that the start positions will be within the racing line meaning the AI won't (or should) get confused.

Edit: The truck's textures should be in the mod, but I will have to check if the texture path is right also here.
Title: Re: The Very TrackPack released!
Post by: RickyB on October 05, 2016, 01:53:00 PM
No worries man, take your time. Strange, that this would make the shadows pink. (Hoping, this is the reason)
Looking forward to the update. Thanks.
Title: Re: The Very TrackPack released!
Post by: The Very End on October 05, 2016, 02:02:32 PM
I guess it's because the texture / material is highly reflective, so it casting pink shadows over the whole map :] Wonder why they would not chose a other color to indicate missing textures, such as black or whatever heh? ;p
Title: Re: The Very TrackPack released!
Post by: The Very End on October 06, 2016, 09:30:35 PM
Version 0.7 released:

* Konsmo Raceway and Konsmo Chicane added. Based on the real folkrace track Konsmo Motorbane. PS: First roadsplit is optional on both configurations
* Crash Alley startpoint and missing textures fixed. Thanks for the help localizing the mistake and errors :)

Video:
http://www.youtube.com/watch?v=IMMs0g8ZwAI (http://www.youtube.com/watch?v=IMMs0g8ZwAI)
Preveiw picture:
(https://s4.postimg.org/cvazif8ll/konsmo.jpg) (https://postimg.org/image/cvazif8ll/)
Title: Re: The Very TrackPack released!
Post by: Cornkid on October 06, 2016, 10:49:27 PM
Outstanding new track , its ironically the track I watched and loved when searching "Jokkis" years ago when game was concieved.

Youre crash alley is a joy also, god I spent so many hours online with that track originally.

Modders like yourself are keeping this game interesting, many thanks ;)
Title: Re: The Very TrackPack released!
Post by: The Very End on October 06, 2016, 11:23:28 PM
Thanks a lot mate :D Alltho it is no where close to the original I think it's close enough to share it's name (both tracks).
Not sure what to do next, maybe a small banger oval? Ideas?
Title: Re: The Very TrackPack released!
Post by: Orbotnive T on October 07, 2016, 01:41:26 AM
Well as I said a while back do what suits you mostly but I'd personally like a track that is a bit out there, not fantasy exactly but pushing the limits. Plenty of opportunities to crash and burn.

Ever hear of Stunt Car Racer? if so then tune it down to just about realistic levels.. If not look it up :)

Somewhere that fast guys can throw the dice, and slow guys still have a chance ;)
Title: Re: The Very TrackPack released!
Post by: Purple44 on October 07, 2016, 03:14:43 AM
Thanks a lot mate :D Alltho it is no where close to the original I think it's close enough to share it's name (both tracks).
Not sure what to do next, maybe a small banger oval? Ideas?

End, since you did Crash Alley, would you care to do the Flatout 2 Speedbowl? One my favorite FO2 tracks, especially in a PONG race!  :D :D

(http://www.lay-zmattress.com/flatout2/purple44/flatout%202/speedbowl.jpg)

Jump to 3:57 for a PONG race on the Speedbowl:
http://www.youtube.com/watch?v=ncT_MqekbJ4 (http://www.youtube.com/watch?v=ncT_MqekbJ4)

I'm thinking End if you want to make a PONG version of the Speedbowl, you will have to do the AI Route in one direction then turn the AI route back around and go in reverse direction and count that as 1 lap with the checkpoints.

FLatout 2 did not have PONG working for for the AI, but guys at Flatout Joint unlock PONG mode and it work offline and online for the player. Bugbear got PONG mode working with the AI in Ultimate Carnage, but in a big shocker, PONG mode did not work on the Speedbowl, the best track for a PONG race. :(
Title: Re: The Very TrackPack released!
Post by: The Very End on October 07, 2016, 09:12:37 AM
Ohh, the bowen knot... I will see what I can do, but last time I tried it was a bit difficoult :)
Thanks for feedback, from what I understand: An track that could be from the real world, but at same time includes elements of danger and fun.
Title: Re: The Very TrackPack released!
Post by: MarcellusW on October 07, 2016, 02:06:16 PM
Needed a break from my project again, so yesterday I've started my attempt in re-creating the speedbowl, kinda like 2nd project with FredReset.
Now with this perfect picture provided by Purple, I know how to do it.

Would love to see your version of the Speedbowl come to daylight. ( if you decide to go for it. )

The Konsmo track is looking great, well done.  :)

Cheers

Title: Re: The Very TrackPack released!
Post by: The Very End on October 07, 2016, 02:18:28 PM
Oh, if you are making it I won't do it hehe! I actually instead started on a mountain course, to make something completely new again :] It will feature several tight corners to challenge the faster drivers. I am a bit unsure what to do with scenery tho. Inside will be connected (the parts on the inside part of the road), while the outside I'm torn what to do. Should the area be flat making it so that you can actually end out of a cliff edge when misjudging the corners, or if I should make it a hilly theme meaning the terrain follows the road on outside as well.

Any ideas?
Title: Re: The Very TrackPack released!
Post by: Orbotnive T on October 07, 2016, 02:32:25 PM
Should the area be flat making it so that you can actually end out of a cliff edge when misjudging the corners, or if I should make it a hilly theme meaning the terrain follows the road on outside as well.

Any ideas?

That was kind of what I had in mind in my attempt at suggestion last night actually, places with tough corners with enough cliff like elevation to get knocked off the  track. But it wouldn't mark the end of the race, there'd be dirt track underneath you could continue on and rejoin the faster route at a later point. Likely near the middle of the track

A couple of those at either end of a track plus a couple of fairly easily landable jumps, with a good bit of breakable scenery sounds like fun :)

If you wanted to perhaps you could just set up for and race the lower dirt track around the outskirts and only need to rejoin the tarmac on middle line and start/finish. It'd be a longer lap but comparitively safer than the fast elevated tar, who knows maybe faster depending on the outcomes above :)


Edit: I wish I could create like you do trust me, but I'm afraid it's beyond my cognition now. Might be able to just make a simple sketchup layout or two, but actual tracks and cars :/ no way. Thanks for the work anyway  :D
Title: Re: The Very TrackPack released!
Post by: The Very End on October 07, 2016, 02:38:35 PM
Hmm, hmmmmmmmmmmmm *thinking*..
Maybe I should just make a rather big safe road around the mountain, which by default should be slower than taking the mountain pass. Only usage of this would be to prevent falling down and ruin the race in a no-reset race. It also would be rather dull I think, but then again, it's safe so I guess it servers it's purpose.

I'll see to it, and see what I can come up with. Thanks for input :]

Edit: Something like this?

(https://s21.postimg.org/85ujmlggj/Uten_navn.jpg) (https://postimg.org/image/85ujmlggj/)

The elevation on the part in the middle is hard to see, but it is intense.
Title: Re: The Very TrackPack released!
Post by: Purple44 on October 07, 2016, 04:47:57 PM
I like the idea you and T are talking about, a faster, tougher elevated route and a slower route if fall off the mountain!  :D

But in thinking about how you would do the the AI route in the pic you showed End, how would you stop players from cheating the lower, slower track. Be tough to do with checkpoints I think, since the checkpoints would have to stretch across both the higher and lower tracks.

So guess you would have use terrain and track objects, lots rocks and trees close together to stop players from cheating some parts of the lower track.

Also looking at pic, look like there only one place where lower elevation track meets up with the higher elevation track. Would that be to frustrating for us that race online and get unlucky and get knock off the higher elevation track? Maybe need a second chance like at the top the pic where the tracks come close together. Maybe put a jump ramp you can use if go fast enough to jump back onto the higher elevation track?

What if the top part of the lower elevation track was a hill? So already got some angle to make the jump, just need a ramp to help it out? Either way you getting some air off the lower elevation track.

Also I like the idea of seeing cars come rolling down the side of the mountain when racing the lower elevation track.  :D Looking at right-hand side of track, not sure if that will happen as much from where the lower elevation track goes unless that pretty high mountain and there a big difference in elevation between the higher track and the lower track? If that right-hand side is down in "the valley", that give ya a good change in elevation.

Hmmm, maybe have a dry creek bed to discourage some track cheating on the right-hand side? And if roll your car into the creek bed, can use it to drive down to the lower elevation but might have a turn or two in the creek.

I think you are on to a track that could be great, End!!  :D
Title: Re: The Very TrackPack released!
Post by: Purple44 on October 07, 2016, 05:00:06 PM
Needed a break from my project again, so yesterday I've started my attempt in re-creating the speedbowl, kinda like 2nd project with FredReset.
Now with this perfect picture provided by Purple, I know how to do it.

Would love to see your version of the Speedbowl come to daylight. ( if you decide to go for it. )

The Konsmo track is looking great, well done.  :)

Cheers

Good to see you are interested in making the Speedbowl track Marcellus.  :D

Also was nice seeing you online yesterday.  :) Been many years since we last got to race online together back in the Flatout 1 and 2 days. To bad the Stadium derby bug (http://community.bugbeargames.com/index.php/topic,9233.0.html) took down the server when it switch to a race.  :(  Hope Bugbear get this fix in the next Build! 
Title: Re: The Very TrackPack released!
Post by: The Very End on October 07, 2016, 06:09:36 PM
To prevent cheating I can do two things:
1: Make the cars slow down if they drive on the grass or
2: Use alternative route checkpoints.
The AI cars will be set to chose either of routes random :)

Right now I think the hight is about 50ish meters at highest point, but might increase it to 75. So from low to high the elevation is big.

As for second joining I am a bit thorn. Either you will have to go the safe way, or you will have to deal with mountain. The last one is clearly faster, but screw up and your in a world of trouble :D
Title: Re: The Very TrackPack released!
Post by: RickyB on October 09, 2016, 02:55:07 PM
Thanks for fixing crash_alley! Much better without pink stuff. Always loved that track in FO2. AI can't handle it very well though, I always win :P

Only one more thing - the explosive bottles in the middle of the turns very rarely explode - it happened once and that was awesome! Should happen more often  :D

Something OT (because I haven't bought Stuntfest yet) - Do you know if it is possible to load a Wreckfest track (.scne file) into the stuntfest editor, edit it (place some objects there) and when you're done, use it for Wreckfest? Do they use the same file format? .scne files? Could I place Wreckfest objects in there as well? Like fences, barriers, barrels, trees  etc..? Just curious, because that would be a nice track editor for wreckfest then :) (for people who don't use 3DS) - even it you would have to copy AI_paths, checkpoints and startpositions back into that file via bagedit. would be no problem.
Title: Re: The Very TrackPack released!
Post by: The Very End on October 09, 2016, 03:17:09 PM
Np :D And I guess that is mod conflict sadly. If I run it alone it works fine, with other mods - a bit random.

As for objects, yup, that works. Not ideally, but works. First you will have to copy ALL objects from WF to SF, and then import the track scne. You will also need to asign the object files to each scne file. I think Mazay told me that you can just copy one of the other object files and name it the same as the scne object file, and it will work (even tho icon is wrong). If this is legal or not, I don't know.

And for your other guys, I have a sad news. I just cannot seem to make a good track with two roads, one on mountain and one beside. Therfor, I will focus on making a mountain course instead this time, and practise my skills. I am so sorry, but it just turned out crap, and instead I will focus on making the mountain course instead. Maybe in future when I am more skilled I will be able to do it better.
Stay tuned for new screenshots later tho :)
Title: Re: The Very TrackPack released!
Post by: RickyB on October 09, 2016, 04:13:05 PM
...I guess that is mod conflict sadly. If I run it alone it works fine, with other mods - a bit random.
The explosions?

Thanks for the infos on the editor. I guess I'll have to try that someday. Not sure if I understand this -> "... you can just copy one of the other object files and name it the same as the scne object file, and it will work (even tho icon is wrong)."  other objects=SF objects? scne object file=WF object? Icon doesn't matter, more important would be, that the WF object is visible in the SF editor. Thanks in advance. I'll shut up now. I think I heard someone say "Just buy the damn game already and try it yourself"... or was that just in my head(?)  :P
Title: Re: The Very TrackPack released!
Post by: The Very End on October 09, 2016, 04:19:51 PM
Haha! Well, in Stuntfest there are new object files, of a different type (you'll see them in game files). These files contains name and some other information regarding the object within the editor. So, what you need is the scne file you want and this new kind of object file with same name as the object. If trying to import a whole track scne you need to make sure you have every object (scne file and object file) that specifiq track uses (I THINK).

I have just done it the other way, importing SF stuff into WF, which is pretty straight forward (alltho not allowed I think), so for more details I would suggest asking Mazay since he is the guy that has done a lot of testing on this :)

Oh, and no worries by the way, just happy to help!
Title: Re: The Very TrackPack released!
Post by: Purple44 on October 10, 2016, 06:52:43 AM
Np :D And I guess that is mod conflict sadly. If I run it alone it works fine, with other mods - a bit random.

As for objects, yup, that works. Not ideally, but works. First you will have to copy ALL objects from WF to SF, and then import the track scne. You will also need to asign the object files to each scne file. I think Mazay told me that you can just copy one of the other object files and name it the same as the scne object file, and it will work (even tho icon is wrong). If this is legal or not, I don't know.

And for your other guys, I have a sad news. I just cannot seem to make a good track with two roads, one on mountain and one beside. Therfor, I will focus on making a mountain course instead this time, and practise my skills. I am so sorry, but it just turned out crap, and instead I will focus on making the mountain course instead. Maybe in future when I am more skilled I will be able to do it better.
Stay tuned for new screenshots later tho :)

Sad to hear the 2 track idea not working out. Was a good idea.

I will have try the loading of Wreckfest track file into Stuntfest. This work, I got a 3d object track editor like I had for Flatout 2. :) Will save me a lot time I can use on doing them darn AI routes!
Title: Re: The Very TrackPack released!
Post by: Mazay on October 10, 2016, 01:39:23 PM
Do you know if it is possible to load a Wreckfest track (.scne file) into the stuntfest editor, edit it (place some objects there) and when you're done, use it for Wreckfest? Do they use the same file format? .scne files? Could I place Wreckfest objects in there as well? Like fences, barriers, barrels, trees  etc..? Just curious, because that would be a nice track editor for wreckfest then :) (for people who don't use 3DS) - even it you would have to copy AI_paths, checkpoints and startpositions back into that file via bagedit. would be no problem.

They are not meant to be compatible, but I could hax wreckfest map to partially load in stuntfest, move and duplicate objects and load it back in wreckfest. Parts of map that are not subscenes like ground disappeared though.

Both wreckfest and stuntfest use same .scne objects.
One big difference in stuntfest in folder structure. To add objects in menu, they must be in special folder with descriptor file. And if you add these to map you move to wreckfest there could be problems. So adding new objects is harder to do, but cloning existing ones works.
Title: Re: The Very TrackPack released!
Post by: The Very End on October 11, 2016, 07:56:43 PM
Version 0.8 released:

* Bugbear Island added. An hilly, dangerous course set out in the ocean. Thanks to Stuard Cowi for the ship models!

Video: http://www.youtube.com/watch?v=HPn9ncQezUI&feature=gp-n-y&google_comment_id=z12fcnfp3tmyx3azf04cjtfakoqoyhhpyrc0k (http://www.youtube.com/watch?v=HPn9ncQezUI&feature=gp-n-y&google_comment_id=z12fcnfp3tmyx3azf04cjtfakoqoyhhpyrc0k)
Picture: (https://s22.postimg.org/8jwlwug4t/bugbearisland.jpg) (https://postimg.org/image/8jwlwug4t/)
Title: Re: The Very TrackPack released!
Post by: Daystar on October 11, 2016, 08:12:25 PM
Version 0.8 released:

* Bugbear Island added. An hilly, dangerous course set out in the ocean. Thanks to Stuard Cowi for the ship models!

Video: http://www.youtube.com/watch?v=HPn9ncQezUI&feature=gp-n-y&google_comment_id=z12fcnfp3tmyx3azf04cjtfakoqoyhhpyrc0k (http://www.youtube.com/watch?v=HPn9ncQezUI&feature=gp-n-y&google_comment_id=z12fcnfp3tmyx3azf04cjtfakoqoyhhpyrc0k)
Picture: (https://s22.postimg.org/8jwlwug4t/bugbearisland.jpg) (https://postimg.org/image/8jwlwug4t/)

Oh goody! going to test it out now... looks really cool I must say! and very interested in how well elimination works out with these tall regions haha! Thanks for being the best track maker!  8)
Title: Re: The Very TrackPack released!
Post by: Daystar on October 12, 2016, 07:44:09 AM
Sorry forgot to report back. So I played your new Island track last night for a couple hours, and I am impressed with it. did a really cool job with it. and some of my skies look really nice while racing on your track!
Title: Re: The Very TrackPack released!
Post by: The Very End on October 12, 2016, 08:04:02 AM
Thanks mate :) I am a bit sad that I failed on the original idea for the track beeing a split course, aswell that I could not get wave animations to work (seems WF does not support animation on vertexes) but at least the end result seems to be enjoyable.
Title: Re: The Very TrackPack released!
Post by: The Very End on October 18, 2016, 01:43:53 PM
Version 0.9 released:

* Richwood Oval added - a small banger oval guranteed to cause some mayhem! Fully supportive cams.

Picture:
(https://s11.postimg.org/esz2s1nxr/richwoodoval.jpg) (https://postimg.org/image/esz2s1nxr/)
Video:
http://youtu.be/ENIQFjHdieY (http://youtu.be/ENIQFjHdieY)
Title: Re: The Very TrackPack released!
Post by: The Very End on October 24, 2016, 08:15:49 AM
* Emmen Raceway added.

Emmen Raceway is based on the real life track with same name. Track features two variants, one with vegetation (shown in video) and one barren looking track which resembles the real track better (the real track is really barren, too barren for my taste to be honest).

Picture:
(https://s21.postimg.org/6pdu2l6hv/emmenraceway.jpg) (https://postimg.org/image/6pdu2l6hv/)
Video:
https://www.youtube.com/watch?v=fEFtiWe2t8Y&feature=youtu.be (http://www.youtube.com/watch?v=fEFtiWe2t8Y&feature=youtu.be)
Title: Re: The Very TrackPack released!
Post by: Daystar on October 24, 2016, 09:22:49 AM
* Emmen Raceway added.

Emmen Raceway is based on the real life track with same name. Track features two variants, one with vegetation (shown in video) and one barren looking track which resembles the real track better (the real track is really barren, too barren for my taste to be honest).

Picture:
(https://s21.postimg.org/6pdu2l6hv/emmenraceway.jpg) (https://postimg.org/image/6pdu2l6hv/)
Video:
https://www.youtube.com/watch?v=fEFtiWe2t8Y&feature=youtu.be (http://www.youtube.com/watch?v=fEFtiWe2t8Y&feature=youtu.be)

Looks nicely detailed The Very End! I will need to try this out today  :D love your tracks!
Title: Re: The Very TrackPack released!
Post by: The Very End on November 06, 2016, 04:05:22 AM
Version 1.1 released:

* Michigan Speedway added. This huge oval is made for speeds, so make sure to have a fast car! Recommend using single class racing with AI as that produces the best results.
The AI will get stuck from time to time due to an AI bug on this track - reason unknown (hopefully we'll get a fix for this in the future).

Video:
http://youtu.be/Sze15Ki5WYc (http://youtu.be/Sze15Ki5WYc)
Title: Re: The Very TrackPack released!
Post by: Daystar on November 06, 2016, 04:20:19 AM
Version 1.1 released:

* Michigan Speedway added. This huge oval is made for speeds, so make sure to have a fast car! Recommend using single class racing with AI as that produces the best results.
The AI will get stuck from time to time due to an AI bug on this track - reason unknown (hopefully we'll get a fix for this in the future).

Video:
http://youtu.be/Sze15Ki5WYc (http://youtu.be/Sze15Ki5WYc)

Hey super! I was wondering why you were staying up so late haha!  :P I will need to go play on this track, after I test my skyline sky I just created. I will post my update pics later on today!  :D
Title: Re: The Very TrackPack released!
Post by: hande11 on November 06, 2016, 10:23:57 AM
* Michigan Speedway added. This huge oval is made for speeds, so make sure to have a fast car! Recommend using single class racing with AI as that produces the best results.
The AI will get stuck from time to time due to an AI bug on this track - reason unknown (hopefully we'll get a fix for this in the future).

Thanks TVE! Great work, i love cracks on tarmac and those small bumbs! Makes a bit feeling on racing old abandoned track, etc. Waiting to try this out seriously  :)

Were small bumps hard to add? Could small bumps in theory be used easily in some of other gravel and sand tracks in future, so that track could be filled with very high density of these small bumps troughout the track?
Title: Re: The Very TrackPack released!
Post by: The Very End on November 06, 2016, 11:08:47 AM
Thanks guys, and yea, bit tired today after marathon work yesterday ;P
As for bumps - not that hard :) I plan using it on future tracks too. It might not be entirely true to the original tracks, but in a game perspective I believe this has a place to create some dynamics to the tracks.
Title: Re: The Very TrackPack released!
Post by: Daystar on November 06, 2016, 11:54:08 AM
Thanks guys, and yea, bit tired today after marathon work yesterday ;P
As for bumps - not that hard :) I plan using it on future tracks too. It might not be entirely true to the original tracks, but in a game perspective I believe this has a place to create some dynamics to the tracks.

Welcome The Very End.  ;) And damn I am pretty plastered, just drinked a bunch of beerskis and still waiting for my video to upload of me racing on your track.. been freaking I think 7 hours now my 661 megabyte file... damn my internet sucks!!!!! grrr.. I will post it here once it finalizing.. im seeing double almost and tired! lol ... but yeah, think you will like it. has one of my new skies in it  :D

Also I will give a detailed review of your track later today, err tonight when ever I wake up I should say hehe... been playing this awesome track for 6 hours and I absolutely love it I must say! one of my faves, but yeah I will write up my review of this place later on at some point today or night!

Oh! good news, it just uploaded/finished! well sort of... says it is being processed. been like this 10 minutes now.. eff it, im to tired to wait.. so here is link

http://sendvid.com/swil0i2x (http://sendvid.com/swil0i2x)

probably searching for copyrighted music.. what ever grr lol be back later sometime, when I am awake!






 
Title: Re: The Very TrackPack released!
Post by: The Very End on November 06, 2016, 11:58:41 AM
Haha, oh well, thanks for you spirit ;)

Oh ps: Uss single class racing - the AI performs a lot better. Just remember that single class mod and additional part mod is not compatible hehe.

Thanks for great video :)
Title: Re: The Very TrackPack released!
Post by: Daystar on November 06, 2016, 11:51:19 PM
Haha, oh well, thanks for you spirit ;)

Oh ps: Uss single class racing - the AI performs a lot better. Just remember that single class mod and additional part mod is not compatible hehe.

Thanks for great video :)

No problem :) and damn it.. video is failed it seems. still stuck on processing it says. I cannot upload to youtube or dailymotion, because my internet is crap. and those sites do not have enough grace time for timeouts in uploading ughh... oh well still have the video on my desktop, until I somehow find a site I can upload it to. and yeah know what you mean by the all parts mod not helping the single class deal lol!

I will give your Michigan track a good review report tomorrow. I feel drained tonight.. too much drinking last night lol
Title: Re: The Very TrackPack released!
Post by: The Very End on November 07, 2016, 08:52:22 PM
Version 1.1.1 released:

* Added Bugbear Island Reverse configuration
* Increased length between start positions on Emmen Raceway (both version) to prevent cars from being stucked togheter at start
Title: Re: The Very TrackPack released!
Post by: The Very End on November 25, 2016, 01:10:37 PM
Version 1.2 released:

* Bristol Motor Speedway added. T track has the same dimmension as the real life version, but has slightly less banking than what it should have. This due to the way the physics behave in-game, it was better having the banking lower
* The logo on Michigan Speedway is a bit darker now (requests)

Showcase:
(https://s13.postimg.org/l0uydrm77/bristol.jpg) (https://postimg.org/image/l0uydrm77/)
http://www.youtube.com/watch?v=m_1eTQP-lW0 (http://www.youtube.com/watch?v=m_1eTQP-lW0)
Title: Re: The Very TrackPack released!
Post by: Daystar on November 26, 2016, 05:23:31 PM
I'm having a lot of fun on this track. great job once again The Very End!  :D                                                                                            _
Title: Re: The Very TrackPack released!
Post by: The Very End on December 07, 2016, 09:36:08 PM
Version 1.3 released:

* Woodhill Raceway added - maybe one of the most dangerous tracks out there!

Showcase:
http://youtu.be/b_87zlGv7aE (http://youtu.be/b_87zlGv7aE)
(https://s30.postimg.org/6d7wek0gd/WHR.png) (https://postimg.org/image/6d7wek0gd/)

Sidenote: Next update will focus on adding cameras to Crash Alley, Kristiansand Raceway and Simstox Showdown.
Title: Re: The Very TrackPack released!
Post by: St. Jimmy on December 07, 2016, 09:53:16 PM
That looks so cool :o
Title: Re: The Very TrackPack released!
Post by: The Very End on December 12, 2016, 05:22:41 PM
Version 1.4 released:

* Cameras added to Kristiansand Raceway, Simstox and Crash Alley
* Crash Alley has recieved update to the road surface. More uneven surface but smoother start / finish straight for higher speeds
* Updates to textures on Kristiansand Raceway as well as updates to tree positions (some of them was in the air) - thanks for reporting the error!
Title: Re: The Very TrackPack released!
Post by: Elvis_FIN on December 15, 2016, 02:38:41 PM
First I must say, excellent work with "The Very TrackPack". We already had so much fun with it.

Question: How to use this mod on dedicated server? Server config file needs mod location and track names for example. And I suppose this mod goes somewhere deep in your Steam folder and not to Wreckfest mod folder. Can this trackpack mod be used on dedicated server at all?
Title: Re: The Very TrackPack released!
Post by: The Very End on December 15, 2016, 02:59:31 PM
It can be used yes :D
Basically, you can just "drag" out the files from the workshop folder. I am not home so cannot double check, but if you search within the Steam folder there should be a subfolder for Workshop. In here you have to select the folder 228380 (Wreckfest) and within this one you will find subfolders for all the mods you have downloaded. You will have to look through them to find the right one for The Very TrackPack, but when you do you copy this to your Bugbear / mods folder (give it a new name of your liking for the mod). This will let you host

EDIT! Sorry, misread!

I am not sure about dedi, it works but no idea how to do it. Maybe you just have to "target" the workshop folder and then it will sort itself out? The method is the same as above, you just don't have to copy the files :)

Thanks :D
Title: Re: The Very TrackPack released!
Post by: sam223 on December 15, 2016, 03:08:55 PM
@theveryend the method is the same for dedicated hosting. Move mod to /mods,name it something you can remember and reference in .cfg file.

Works fine but you cannot use auto track rotation with mod tracks
Title: Re: The Very TrackPack released!
Post by: Elvis_FIN on December 15, 2016, 03:21:06 PM
OK. Thank you guys. We'll try with these instructions to get it working.
Title: Re: The Very TrackPack released!
Post by: The Very End on December 17, 2016, 04:08:01 PM
Version 1.5 released:

* Hillside Raceway added - Two variants, one with rough surface and one with smooth surface named Smooth

http://www.youtube.com/watch?v=AyGEIVE6oH4 (http://www.youtube.com/watch?v=AyGEIVE6oH4)
Title: Re: The Very TrackPack released!
Post by: Daystar on December 17, 2016, 04:28:10 PM
Version 1.5 released:

* Hillside Raceway added - Two variants, one with rough surface and one with smooth surface named Smooth

http://www.youtube.com/watch?v=AyGEIVE6oH4 (http://www.youtube.com/watch?v=AyGEIVE6oH4)

Oooh double goodies! haha I must check this out indeed today! - Looks really cool as always! and good day it is sir!
Title: Re: The Very TrackPack released!
Post by: Elvis_FIN on December 17, 2016, 09:06:07 PM
We have issue with multiple tracks and seems like only happening in online game and not in single player game.
Almost every time when you pass (near?) finish line your car get damage. That is why for example Kristiansand and Woodhill are unplayable because cars get totally destroyed after few laps. But same issue have been seen on in-game tracks too, but not that bad.
Any idea why this is happening?

You can see it from my video: https://youtu.be/Yx-XQR7j6qg

In video one time I drove very outside in that point and did not get damage.
In the end of video also shown that some fences at Woodhill can get car stuck.
Title: Re: The Very TrackPack released!
Post by: The Very End on December 17, 2016, 10:47:04 PM
Do you use the mods that increase damage sensitivity? From what I have seen some of them just does seem to trigger some strange bugs on my tracks :/ Can you try without the other mods and see if same happens?
Title: Re: The Very TrackPack released!
Post by: Daystar on December 17, 2016, 11:10:42 PM
I never experienced any problems with your tracks TVE. and this is even with the awesome real damages mod enabled. but wait a sec,.. I hardly ever play online ooops! lmao cheers dude
 
Title: Re: The Very TrackPack released!
Post by: Elvis_FIN on December 17, 2016, 11:41:11 PM
Do you use the mods that increase damage sensitivity? From what I have seen some of them just does seem to trigger some strange bugs on my tracks :/ Can you try without the other mods and see if same happens?
No other mods where enabled. And like said same issue seen happening on Bugbear's tracks.
Title: Re: The Very TrackPack released!
Post by: The Very End on December 18, 2016, 01:09:17 AM
So strange.... Maybe it is something wrong with checkpoints? Maybe some dev has insight on what we can try?
Title: Re: The Very TrackPack released!
Post by: Purple44 on December 18, 2016, 01:49:57 AM
So strange.... Maybe it is something wrong with checkpoints? Maybe some dev has insight on what we can try?

What Bugbear do to fix Tarmac 1 that was breaking players windshield as you went down the straightway? Wasn't there some kind bump in the track map?


Edit:

Hello. i have the problem that sometimes in a Multiplayer game, my car gets damage every time i cross the START/FINISH line....
...even if there is no opponent also if i play a multiplayer server alone....alwas get damag when crossing the LAPline...
Is this a bug?

We use to have this problem on Tarmac 1, but last Build fix this bug. You still seeing this happening on Tarmac 1 and see it happen on other tracks?

http://community.bugbeargames.com/index.php/topic,8522.0.html (http://community.bugbeargames.com/index.php/topic,8522.0.html)


It was actually the road surface geometry that was causing this.
There was a sort of a dip and a sharp crease in the mesh, you can see it if you drive over that spot slowly.
I've submitted a fix to our internal build, should make it's way to you whenever the game data's get patched.
Title: Re: The Very TrackPack released!
Post by: The Very End on December 18, 2016, 02:50:52 AM
Hmm, maybe be something with the finish line then, but it shouldn't.... hrmpf, why this happens only in multiplayer and not in single player? Well, will try out different things.

Meanwhile, can you please check if both the standard and smooth version oh Hillside Raceway has this problem?
Title: Re: The Very TrackPack released!
Post by: The Very End on December 18, 2016, 12:33:12 PM
Version 1.5.1 released:

* Updates to start area of Kristiansand Raceway and Woodhill Raceway. Aim is to try stopping cars from receiving damage when passing the start / finish line in multiplayer. The culprint of this error are a bit uknown, so it's a trial and error process. Please let me know if it helps or not.

Title: Re: The Very TrackPack released!
Post by: Elvis_FIN on December 18, 2016, 04:38:23 PM
Hmm, maybe be something with the finish line then, but it shouldn't.... hrmpf, why this happens only in multiplayer and not in single player? Well, will try out different things.

Meanwhile, can you please check if both the standard and smooth version oh Hillside Raceway has this problem?
Hillside looks fine. Drove both versions using track from in, center and out without any issues.

I updated to 1.5.1 version but same issues still with Woodland and Kristiansand.

I made video for you from Kristiansand.
https://youtu.be/gUyAi82a_Y8
1st clip: Damage is happening at this point (which is not finishing line at least on standard version)
2nd clip: Driving it slowly, no damage nor cannot see car hitting any bump or dip
3rd clip: Outside view car getting damage (visible on roof), but no visible hit on bump or dip

If you start server and drive alone on these track don't you get this damage?
Title: Re: The Very TrackPack released!
Post by: The Very End on December 18, 2016, 04:45:37 PM
Thanks for details. I will test tomorrow with a private server and see if I can reproduce the errors.

Edit: This happens in the race right, it's not just in replays? Got people over at Steam forum that tells some errors like descibed above happens on Michigan but ONLY in replay mode.. :/
Title: Re: The Very TrackPack released!
Post by: Elvis_FIN on December 19, 2016, 02:08:21 AM
Thanks for details. I will test tomorrow with a private server and see if I can reproduce the errors.

Edit: This happens in the race right, it's not just in replays? Got people over at Steam forum that tells some errors like descibed above happens on Michigan but ONLY in replay mode.. :/
Yes, racing. Video is when I made server, start driving there alone and recorded video during my driving.
Title: Re: The Very TrackPack released!
Post by: The Very End on December 19, 2016, 05:53:17 PM
I think I have found the culprint of this error! See attached picture.
You see those black lines, the x / y coordinate lines. It seems like, at leat on Kristiansand and Woodhill those lines cross the racertrack at those exact places the damage occurs.
I am in a process of trying to solve this now, but it is not easy. Moving them about causes all different stuff with the AIs..

If someone would be kind and reporting this as a bug or whatnot to the devs I would be happy, while I try to sort it out on my part now.

(https://s30.postimg.org/tsb0uxc0d/why_Why_WHYY.jpg) (https://postimg.org/image/tsb0uxc0d/)
Title: Re: The Very TrackPack released!
Post by: Elvis_FIN on December 21, 2016, 12:47:05 AM
Thanks for the info. Let's hope support guys can help you on this.
Title: Re: The Very TrackPack released!
Post by: The Very End on December 25, 2016, 02:51:09 PM
Version 1.6 released:

* Fixed texture errors on Kristiandsand (and reverse)
* Fixed texture errors on Konsmo (and reverse)
* Fixed texture errors on Woodhill
* Fixed texture errors on Hillside
* Fixed texture errors on Richwood
* Fixed texture errors on Dune Race
* Fixed texture errors on Crash Alley
* Fixed texture errors on Michigan
* Implemented fix to prevent game from crashing when loading Mixed 1 track. Thanks to Tads for keen eyes that spoted the error (object conflicts)

The texture fix also means that several textures has been updated and giving the tracks new looks.

(https://s24.postimg.org/jotvukugh/Untitled.jpg) (https://postimg.org/image/jotvukugh/)
Title: Re: The Very TrackPack released!
Post by: TheEngiGuy on December 25, 2016, 02:55:17 PM
Wait... no Michigan fix?  :o
Title: Re: The Very TrackPack released!
Post by: The Very End on December 25, 2016, 03:08:35 PM
Oh it is fixed! Sorry, will update the notes :D
Title: Re: The Very TrackPack released!
Post by: TheEngiGuy on December 25, 2016, 03:45:56 PM
Oh it is fixed! Sorry, will update the notes :D

BRING IT ON!
Title: Re: The Very TrackPack released!
Post by: The Very End on December 27, 2016, 12:25:38 AM
Version 1.7 released:

* Valley Of The Damned added! Will you be able to survive it?

Preveiw:
http://www.youtube.com/watch?v=xJb-nQ8lkgA&feature=youtu.be (http://www.youtube.com/watch?v=xJb-nQ8lkgA&feature=youtu.be)

Title: Re: The Very TrackPack released!
Post by: Orbotnive T on December 27, 2016, 02:05:59 AM
lol you are a valuable asset end
Title: Re: The Very TrackPack released!
Post by: Daystar on December 27, 2016, 07:53:02 PM
Play tested this last night. I must say, it really is a unique place! love all the elements you put into it! and it is a challenge lol! will you play this when you put up your server tonight TVE? (http://orig00.deviantart.net/b996/f/2011/238/3/d/_baffled__by_cookiemagik-d47vy37.gif)
Title: Re: The Very TrackPack released!
Post by: The Very End on December 27, 2016, 07:57:56 PM
Haha thanks! Wonder how it will be able to sync all those objects lol, but sure, we could give it a try :D
Title: Re: The Very TrackPack released!
Post by: The Very End on January 02, 2017, 07:31:41 PM
Version 1.8 released:

* Rugland Motorbane added! This track is based upon the real life track with the same name

Preveiw: http://youtu.be/5ptdtoxS2LM (http://youtu.be/5ptdtoxS2LM)

Edit: A bug was found >.< Pushed out an hotfix to fix the pink powerline textures. Please restart Steam to force download of the new version (1.8.1).
Title: Re: The Very TrackPack released!
Post by: The Very End on January 02, 2017, 10:55:07 PM
It has come to me that track is very unoptimized. Therefor I will try to make a better performing track in the upcoming days. Will play around and reduce the vegetation details for increased performance.
Title: Re: The Very TrackPack released!
Post by: Andy Rotten on January 03, 2017, 06:36:03 AM
I prefer long tracks :D , anyway looks nice!

I have fps issues on some tracks like woodhil, Kristiansand Raceway or twistwood  i think the problem are so many trees if you see sandpit tracks has trees but runs pretty good and my pc isn't to crappry
Title: Re: The Very TrackPack released!
Post by: The Very End on January 03, 2017, 07:31:38 AM
What about grass, is that turned off? Grass is a bit mad. When that is said, will try to use more clever foliage placement in the future to try reducing the track stress :)
Title: Re: The Very TrackPack released!
Post by: The Very End on January 03, 2017, 08:14:51 PM
Version 1.8.5 released:

* Update to Rugland; Greatly reduced vegetation as well as tweaks to vegetation location and cameras
Title: Re: The Very TrackPack released!
Post by: Andy Rotten on January 04, 2017, 04:59:33 AM
thank you works better now, hope long fast tracks in this game like flatout UC
Title: Re: The Very TrackPack released!
Post by: The Very End on January 23, 2017, 03:07:21 PM
Version 1.9 released:

* Greenlake Valley added
http://youtu.be/dY-DQhQmuyg (http://youtu.be/dY-DQhQmuyg)
Title: Re: The Very TrackPack released!
Post by: sam223 on January 23, 2017, 04:01:41 PM
Looks nice Tor,server updated again
Title: Re: The Very TrackPack released!
Post by: The Very End on January 23, 2017, 04:38:17 PM
Thanks :)

Oh and ps: The signs are a bit buggy, and is blown away even if your car is hiting the walls in front of the signs (and not the actuall signs). I'll try to make better signs in the future, but at least for now enjoy them going to pieces hehe!
Title: Re: The Very TrackPack released!
Post by: Elvis_FIN on January 25, 2017, 11:12:27 AM
I think I have found the culprint of this error! See attached picture.
You see those black lines, the x / y coordinate lines. It seems like, at leat on Kristiansand and Woodhill those lines cross the racertrack at those exact places the damage occurs.
I am in a process of trying to solve this now, but it is not easy. Moving them about causes all different stuff with the AIs..

If someone would be kind and reporting this as a bug or whatnot to the devs I would be happy, while I try to sort it out on my part now.

(https://s30.postimg.org/tsb0uxc0d/why_Why_WHYY.jpg) (https://postimg.org/image/tsb0uxc0d/)
Forgot to inform here but these bugs of Kristiansand and Woodhill are gone. Maybe it was fixed by new game version at December?
Title: Re: The Very TrackPack released!
Post by: The Very End on January 25, 2017, 11:20:47 AM
I did some tweaks as a work around, but I still enocunter problems with Kristiansand. Now the damage should occure in turn 1. Can you check if that happens to you too?
Thanks :)
Title: Re: The Very TrackPack released!
Post by: The Very End on February 01, 2017, 07:46:48 PM
Version 2.0 released:

* Wimbledon Greyhound Stadium released!
Track is based on the real life track with same name. It currently has 4 layouts;
1: Standard (normal track with dynamic fences)
2: Standard Perf. (normal track without dynamic fences)
3: Figure 8 Stand. (fig 8 with dynamic fences)
4: Figure 8 Perf. (fig 8 without dynamic fences).

Thanks to Kieron Lucky Smith for photos of the track and thanks to Stuart Cowi / Kev Anderton / Ben Jenner for the base track which I have developed further on.

Preveiw video:
http://www.youtube.com/watch?v=aBsTaHjq3C0&t=14s (http://www.youtube.com/watch?v=aBsTaHjq3C0&t=14s)
Title: Re: The Very TrackPack released!
Post by: The Very End on February 02, 2017, 11:01:44 AM

Version 2.3 released:

* Multiplayer hotfix - all tracks should work online now
* An No Cheat version of track has been added. This features slow down effect while off the track (concrete part) as well as barriers to stop corner cutting
* Adjustments to the destructable fences and poles - they now follow the gravity (previous they would constantly be moving due to wrong alignments / code)

(https://s24.postimg.org/jcyijta41/Untitled.png) (https://postimg.org/image/jcyijta41/) (https://s24.postimg.org/5yh7imgdt/Untitled2.png) (https://postimg.org/image/5yh7imgdt/)

An video of it:
http://youtu.be/6CpejsW4SS0 (http://youtu.be/6CpejsW4SS0)
Title: Re: The Very TrackPack released!
Post by: MSPORTBMW on February 02, 2017, 01:06:58 PM
Wimbledon is an fantastic addition....Brilliant work from all who contributed.  Hoping Yarmouth will be added soon.

Keep up the great work
Title: Re: The Very TrackPack released!
Post by: sam223 on February 02, 2017, 03:34:51 PM
Great job TVE. As others said on facebook,great to see a historic track in game which is losing its battle to redevelopment very soon. Many people have a special place in their memories for this track after it hosted the world final for many years.
Title: Re: The Very TrackPack released!
Post by: The Very End on February 03, 2017, 03:01:35 PM
Version 2.3.1 released:

* A new configuration added to Wimbledon, named Destruction. Now the lightpoles and fence sourounding the trackfence breaks too!
* Updated tire models on all configurations. All performance configurations have static tires

(https://s30.postimg.org/xenf802sd/Untitled.png) (https://postimg.org/image/xenf802sd/) (https://s29.postimg.org/lrdusv96b/Untitled2.png) (https://postimg.org/image/lrdusv96b/)
Title: Re: The Very TrackPack released!
Post by: Heddly on February 04, 2017, 04:00:30 AM
Really like your track TVE, hope the future Wreckfest Update doesn't discourage you.
Title: Re: The Very TrackPack released!
Post by: Andy Rotten on February 06, 2017, 05:44:50 AM
i think that ovals or small tracks are not so fun for race, but Wimbledon Greyhoundor would be nice for destruction derby

in my humble opinion, anyway are all of them beautiful work  :D
Title: Re: The Very TrackPack released!
Post by: The Very End on February 06, 2017, 08:49:21 AM
Thanks lads :) I agree with you, I prefer tracks that are not ovals, did this for other peoples and not my own enjoyment hehe. Next project will be something else than an oval I can assure you.
Title: Re: The Very TrackPack released!
Post by: Rocket455Man [FIN] on February 06, 2017, 08:36:10 PM
Hi!

Could you make 8 track with tunnel / bridge in Scalextric style?
Title: Re: The Very TrackPack released!
Post by: The Very End on February 06, 2017, 08:38:04 PM
What type of thing is that? :) Got videos or something of it?

I'm thinking of doing a track inspired by an Carmageddon track next, called Pit Stop. Basically it will me a mineshaft layout with a few openings and a lot of ups and down - some good old fantasy track design :)
Title: Re: The Very TrackPack released!
Post by: Andy Rotten on February 06, 2017, 10:56:09 PM
Motor raceway 1 or water chanel from flat out UC both are fun or city ones  8)
Title: Re: The Very TrackPack released!
Post by: Daystar on February 07, 2017, 07:35:19 AM
Oh! and while we are at it... please please don't forget my Talledega request! no rush, and no worries.. Spring time is not here yet hehe!  :P
Title: Re: The Very TrackPack released!
Post by: The Very End on February 07, 2017, 07:57:47 AM
Hah! Fcking ovals ;p I'll see to it later ;)
Title: Re: The Very TrackPack released!
Post by: Rocket455Man [FIN] on February 07, 2017, 09:42:59 PM
What type of thing is that? :) Got videos or something of it?

I'm thinking of doing a track inspired by an Carmageddon track next, called Pit Stop. Basically it will me a mineshaft layout with a few openings and a lot of ups and down - some good old fantasy track design :)

Like this.

http://scalextric.es/assets/images/historia/b5.jpg (http://scalextric.es/assets/images/historia/b5.jpg)
Title: Re: The Very TrackPack released!
Post by: Andy Rotten on February 16, 2017, 07:01:31 AM
Why I can't use DD and The Very TrackPack at the same time, because disappear westwood, twiswood, widow valley
Title: Re: The Very TrackPack released!
Post by: The Very End on February 16, 2017, 07:17:44 AM
No idea actually! I tried myself now and I see the same problem myself. Maybe there is a limit to the amount of tracks you can use? I double checked the names on tracks (the track id's that WF uses, not the name you see on screen) and they should not interfer.
Hmm :/
Title: Re: The Very TrackPack released!
Post by: The Very End on February 16, 2017, 09:32:13 PM
Version 2.4 released:

* Pit Stop added! Track inspired by the track with same name from the legendary game Carmageddon (1997). Fully AI functional as well, alltho it can be a bit hectic with 24 cars!

Preveiw: http://youtu.be/H-n4k99fXXA (http://youtu.be/H-n4k99fXXA)
Title: Re: The Very TrackPack released!
Post by: The Very End on February 24, 2017, 04:59:51 PM
Anyone that get any of the tracks in this mod to work, or do it happen on your part like mine - crashes the game? :`)
Title: Re: The Very TrackPack released!
Post by: RickyB on February 24, 2017, 05:09:02 PM
Every track in your mod crashes the game?
I have the same problem with the 3 Trackfest tracks. And the 8-o-rama tracks too. Pretty frustrating at the moment. Almost makes me think that this is maybe something, that BugBear could fix on their end... I mean - every track? how can that be?

btw - It doesn't seem to be a prop related issue. the props load, it's some models in the _base file in my case. Not sure how to fix that. :/
Title: Re: The Very TrackPack released!
Post by: The Very End on February 24, 2017, 05:12:46 PM
Absolute every track yes :p Tested tracks which I know does not uses xrefs or anything - breaks. First belived the blimp screwed me over so deleted that one - no help. Then I though the grass was the issue, so tested a track without grass all togheter - no help. Then I tested out a track I have been working on that only uses a start position and self made surfaces - that crashes when I have driven it for 10 seconds..

A bit strange yes, would help if we got some crash report tools or something to work with.
Title: Re: The Very TrackPack released!
Post by: sam223 on February 24, 2017, 05:15:08 PM
I think its all tracks Tor, have had people telling me that tads tracks are broken also
Title: Re: The Very TrackPack released!
Post by: Janne Suur-Näkki on February 24, 2017, 05:21:06 PM
Has anyone tried re-exporting a track?
Title: Re: The Very TrackPack released!
Post by: The Very End on February 24, 2017, 05:21:53 PM
I will try that right away Janne - give me two mins and I will report back.
Title: Re: The Very TrackPack released!
Post by: RickyB on February 24, 2017, 05:26:33 PM
Oh, wow, that seems to work. I got a track working again, that didn't before. Why?  ???  Isn't this the same .scne file as the old one? Not really understanding this, but thanks for help, Janne !

Only problem, I don't have the 3D files of 8-o-rama tracks anymore (hdd-crash)   :-\   bye bye old mod
Title: Re: The Very TrackPack released!
Post by: The Very End on February 24, 2017, 05:28:06 PM
Yeah, that seems to do the trick!
Is there a way to update the old ones or must they be re-exported? Some of my first work is not too-happy to be re-xported :)
Title: Re: The Very TrackPack released!
Post by: Janne Suur-Näkki on February 24, 2017, 05:29:09 PM
Sorry, no way around it - we've updated the makegeometry so every track needs to be re-exported :(
Title: Re: The Very TrackPack released!
Post by: The Very End on February 24, 2017, 05:40:16 PM
Sheeeeit! Allright haha! Well, at least I can get most of the tracks fixed.
For the curiosity, what the new exporter do?
Title: Re: The Very TrackPack released!
Post by: The Very End on February 25, 2017, 05:29:57 PM
Version 2.5 released:

* Wimbledon Derby added
* Red Pike Arena 2 removed... - This saddens me but after the update this track just won't work regardless of what I do. The track causes instability to the game and won't load at all. With the tools I have aviable at current time it is impossible for me to find the cullprint of the error and I therefor have desided to take it out of the pack due to the issues it creates.
* Fixed all missing textures. Several textures has been replaced at same time
* Removed the Blimp from every track due to the instability it causes
* Rugsland AI have been improved as well as a fix to laps not beeing counted as inentional
Title: Re: The Very TrackPack released!
Post by: The Very End on February 26, 2017, 01:25:25 PM
Version 2.6 released:

* Ringwood added. Track original created by Stuart Cowi, ported and updated by me (The Very End).

Showcase: http://www.youtube.com/watch?v=P64yRtXjeME (http://www.youtube.com/watch?v=P64yRtXjeME)
Track original was released as a stand-alone track, but to make combining mods easier it is now added directly to The Very TrackPack.
Title: Re: The Very TrackPack released!
Post by: The Very End on March 04, 2017, 06:46:59 PM
Version 2.7 released:

* Eagles Next released! Track inspired by the Motorstorm track with same name. Some changes had to be made due to WF physics. Also beaware that you might trigger red ring of doom from time to time, this mainly because of limitation in the AI code (ask me and I can ellobrate). So sorry if the pathing can be a bit bad! And remember, USE OFFROAD / GRAVEL / LOOSE SUSPENSION!

http://www.youtube.com/watch?v=HVZBO-G2KAA&feature=youtu.be (http://www.youtube.com/watch?v=HVZBO-G2KAA&feature=youtu.be)
Title: Re: The Very TrackPack released!
Post by: TheEngiGuy on March 04, 2017, 07:06:16 PM
Version 2.7 released:

* Eagles Next released! Track inspired by the Motorstorm track with same name. Some changes had to be made due to WF physics. Also beaware that you might trigger red ring of doom from time to time, this mainly because of limitation in the AI code (ask me and I can ellobrate). So sorry if the pathing can be a bit bad! And remember, USE OFFROAD / GRAVEL / LOOSE SUSPENSION!

http://www.youtube.com/watch?v=HVZBO-G2KAA&feature=youtu.be (http://www.youtube.com/watch?v=HVZBO-G2KAA&feature=youtu.be)

Holy shit! Impressive work!
Title: Re: The Very TrackPack released!
Post by: X on March 04, 2017, 07:57:23 PM
That track reminds me a lot of MotorStorm (I must have missed that it actually was from the post until now). (damn, I want to go back and play it now)

Looks very impressive, and I love the multitude of alternate routes that can be taken.
Title: Re: The Very TrackPack released!
Post by: Purple44 on March 04, 2017, 08:48:33 PM
Track look great End! (http://tdudrivetime.com/images/smilies/t2030.gif)

Maybe next Saturday, we find a good host ( big pipes ) to host the The Very TrackPack?
Title: Re: The Very TrackPack released!
Post by: Tonza on March 05, 2017, 12:39:55 AM
Love it, you can clearly see the that it's from motorstorm, which is great (http://www.teamliquid.net/mirror/smilies/winkthumbs.gif)
Title: Re: The Very TrackPack released!
Post by: Orbotnive T on March 05, 2017, 03:22:45 AM
The vid while in cockpit reminded me of hard drivin'

which might be weird or not but in my mind it was a good thing :)

You really seem to be developing into a GREAT track maker :) Thanks for sharing and I hope to get a go on this one online sometime in future
Title: Re: The Very TrackPack released!
Post by: suckiden on March 05, 2017, 12:46:33 PM
Hey The Very End, I'm following your work for quite a while now. Impressive and very innovative, it seems with your tracks wreckfest gets the flair of flautout back  :D can you please ask bugbear to hire you and letting you do this full time?  ;)

keep up the great work!

Title: Re: The Very TrackPack released!
Post by: The Very End on March 05, 2017, 02:00:34 PM
Haha, if they only wanted me I'd happily abandon Norway, but alas, one can only dream ;)
Thanks for the support!
Title: Re: The Very TrackPack released!
Post by: FalconXY on March 05, 2017, 09:29:20 PM
Very cool track, good hand for details. Great work.  :D

On most of your tracks I must say, I like em better than some of the original WF tracks made by Bugbear.

Title: Re: The Very TrackPack released!
Post by: dave_mx85 on March 17, 2017, 06:07:15 PM
Nice Job, just added!
Title: Re: The Very TrackPack released!
Post by: The Very End on March 19, 2017, 08:44:16 AM
Version 2.8 released:

* Chalk Canyon 2017 released

"21 years after last race at at the infamous Chalk Canyon, the locals have desided to race once more on the legandary track. The mining companies have dug through the mountain, and much of the old mountain course has now been transformed into a deadly race alongside step cliffs. As the track has not been active for the last 21 years the local area has taken the toll of time, and in combination with the enviromental changes the only things that are left in Chalk Canyon are the oil corporations, rusty scraps and one old, deadly track. Drivers, be warned!"

Note that AI does take both routes and they count as valid laps. If your game crashes on loadup it's most likely due to out of vertex error (a bit too much foliage), try reducing grass detail / level. For the record mine is set to high.

http://youtu.be/O0Nq3pF9P0U (http://youtu.be/O0Nq3pF9P0U)
Title: Re: The Very TrackPack released!
Post by: Purple44 on March 19, 2017, 11:31:50 PM
End, it look like the car is handling the landing from the jumps. Are you still tweaking some files to help with landings from big jumps or you use stock files now?
Title: Re: The Very TrackPack released!
Post by: The Very End on March 20, 2017, 07:11:45 AM
Using stock at the moment. But have to release the trottle before the jump or all hell brakes lose, so jump landing are not entierly fixed yet :)
Title: Re: The Very TrackPack released!
Post by: The Very End on April 03, 2017, 02:00:58 PM
* Talledega Superspeedway added! Please note this track has no spectators, as due to technical challenges (adding spectators to the track caused out-of-vertex errors (please fix BB?)
* Hurtfull Five re-added! Multi-crossover track re-added. Features two layouts, one with ramps and one without.

Preveiw: http://www.youtube.com/watch?v=Xd8mvNPRWk4&feature=youtu.be (http://www.youtube.com/watch?v=Xd8mvNPRWk4&feature=youtu.be) , http://www.youtube.com/watch?v=1zJB6uqmVtc (http://www.youtube.com/watch?v=1zJB6uqmVtc)

Edit: Need faster cars! Anyone up for it?
(https://s4.postimg.org/md6akm6cp/Untitled.png) (https://postimg.org/image/md6akm6cp/)
Title: Re: The Very TrackPack released!
Post by: Daystar on April 03, 2017, 02:24:13 PM
(http://orig05.deviantart.net/ea50/f/2014/244/6/8/fav_fella__badge__by_ehsan_m-d7xdpe2.gif)(http://orig05.deviantart.net/ea50/f/2014/244/6/8/fav_fella__badge__by_ehsan_m-d7xdpe2.gif)(http://orig05.deviantart.net/ea50/f/2014/244/6/8/fav_fella__badge__by_ehsan_m-d7xdpe2.gif)(http://orig05.deviantart.net/ea50/f/2014/244/6/8/fav_fella__badge__by_ehsan_m-d7xdpe2.gif)(http://orig05.deviantart.net/ea50/f/2014/244/6/8/fav_fella__badge__by_ehsan_m-d7xdpe2.gif) Thank you so much!!!! This really makes my day a lot more fun now!
Title: Re: The Very TrackPack released!
Post by: Daystar on April 03, 2017, 02:51:49 PM
Great stuff indeed. my car just almost makes 200 mph on your new track! ok back to playing haha!  :D

(http://i63.tinypic.com/14idjjk.jpg)
(http://i66.tinypic.com/e9f79h.jpg)

Title: Re: The Very TrackPack released!
Post by: The Very End on April 03, 2017, 03:02:18 PM
Nice what car mod is that? Cannot find any that let you do close to 200 mph :(
Title: Re: The Very TrackPack released!
Post by: Daystar on April 03, 2017, 03:14:02 PM
Need to have the Additional Parts Mod enabled, and this is how I setup my car. it really handles like a charm on the corners on your dega track!

(http://i67.tinypic.com/25ywqom.jpg)



Title: Re: The Very TrackPack released!
Post by: The Very End on April 17, 2017, 12:12:16 PM
Version 3.0 released:

* King's Lynn Raceway added. Specially thanks to Sam Gibson for creating textures for this track!
* A third version of Emmen Raceway added, which focuses on smooth surface without bumps

Preveiw: http://www.youtube.com/watch?v=DnzpnpDrPiU&feature=youtu.be (http://www.youtube.com/watch?v=DnzpnpDrPiU&feature=youtu.be)

Title: Re: The Very TrackPack released!
Post by: Daystar on April 17, 2017, 01:58:29 PM
Version 3.0 released:

* King's Lynn Raceway added. Specially thanks to Sam Gibson for creating textures for this track!
* A third version of Emmen Raceway added, which focuses on smooth surface without bumps

Preveiw: http://www.youtube.com/watch?v=DnzpnpDrPiU&feature=youtu.be (http://www.youtube.com/watch?v=DnzpnpDrPiU&feature=youtu.be)

The track is really well done! I go give it a play today!  :D
Title: Re: The Very TrackPack released!
Post by: Daystar on April 17, 2017, 03:16:40 PM
Oooh I so love this track! and lol I really do not play much on Banger tracks.. but this one is an exception! Props to Sam for great textures, and to you The Very End for your great track work!

http://youtu.be/t5zAafwrcxY (http://youtu.be/t5zAafwrcxY)
https://youtu.be/t5zAafwrcxY (https://youtu.be/t5zAafwrcxY)

Top marks indeed!  ;D
Title: Re: The Very TrackPack released!
Post by: sam223 on April 17, 2017, 03:35:13 PM
Recommend you use http://steamcommunity.com/sharedfiles/filedetails/?id=902423362 (http://steamcommunity.com/sharedfiles/filedetails/?id=902423362) or the bangers mod (includes the previous mod) for less grip so you can slide round
Title: Re: The Very TrackPack released!
Post by: Daystar on April 17, 2017, 03:49:11 PM
Recommend you use http://steamcommunity.com/sharedfiles/filedetails/?id=902423362 (http://steamcommunity.com/sharedfiles/filedetails/?id=902423362) or the bangers mod (includes the previous mod) for less grip so you can slide round

Yeah I will give it a go sometime later tonight. just hope I can control it, since I use keyboard (no assists). am sure it would be much more fun to get the ass end of the car out around the corners  :)

Title: Re: The Very TrackPack released!
Post by: sam223 on April 17, 2017, 05:51:38 PM
Recommend you use http://steamcommunity.com/sharedfiles/filedetails/?id=902423362 (http://steamcommunity.com/sharedfiles/filedetails/?id=902423362) or the bangers mod (includes the previous mod) for less grip so you can slide round

Yeah I will give it a go sometime later tonight. just hope I can control it, since I use keyboard (no assists). am sure it would be much more fun to get the ass end of the car out around the corners  :)

Anti spin on half maybe will help with under/over correcting
Title: Re: The Very TrackPack released!
Post by: The Very End on April 18, 2017, 09:13:16 PM
Version 3.1 released:

* Added a second version of King's Lynn, called Performance. This version does not have spectators
* Both versions of the track has been narrowed
Title: Re: The Very TrackPack released!
Post by: Daystar on April 18, 2017, 09:32:38 PM
Great stuff TVE! thanks for making a faster performance version! and so,.. I finally got around to testing Sam's "Slippery Gravel" mod. and I must say.. I need to get used to it more!
I am so used to using AWD LSD Transmission (drive line)  setup! I will need to probably buy a new AM1 and have it rigged for sliding around corners better with Sam's mod.
that will be a fun thing to try later on.  anyways, here is my first attempt with the Slippery Gravel mod.  :)

http://youtu.be/lYhiqqrfRyQ (http://youtu.be/lYhiqqrfRyQ)
https://youtu.be/lYhiqqrfRyQ (https://youtu.be/lYhiqqrfRyQ)

Have a nice night guys
Title: Re: The Very TrackPack released!
Post by: FalconXY on April 18, 2017, 11:28:16 PM
@Daystar

I wonder why the AI cars in your videos have such a matt satin paint finish. On my PC they are pure shiny.
Almost too brand new for my taste. Maybe graphic settings ?

And do you render the video quality on low ? It does not look like 720p.  ???
I mean is looks so washed out.
Title: Re: The Very TrackPack released!
Post by: Daystar on April 18, 2017, 11:40:36 PM
@Daystar

I wonder why the AI cars in your videos have such a matt satin paint finish. On my PC they are pure shiny.
Almost too brand new for my taste. Maybe graphic settings ?

And do you render the video quality on low ? It does not look like 720p.  ???
I mean is looks so washed out.

Yeah to answer your questions. 1) I am experimenting with my Shiny Colors mod (it's a wip project that I am going to finish someday). that's been enabled for what? like maybe a month now.  :)

2) and no I render with high quality.. 720. reason this last vid looks washed out a bit, and not as high res, is because I had to play the video with my VLC media player +sped up a bit, because I was suffering fps loss on this track, I also used a full field of 23 cars. and recorded it with my fraps app. which is probably why the quality and colors look a bit off. normally I do not have to use VLC + Fraps. but on tracks that are FPS intensive I do that.
Title: Re: The Very TrackPack released!
Post by: The Very End on April 27, 2017, 10:22:26 AM
Version 3.3 released:

* Bridge To Nowhere added! Track features two layouts, one standard and one without spectators and foliage named performance. Please note that cameras work really bad on this track, as cameras + alternative routes does not work at current times.

http://www.youtube.com/watch?v=jCce5SHivTc (http://www.youtube.com/watch?v=jCce5SHivTc)
Title: Re: The Very TrackPack released!
Post by: The Very End on May 01, 2017, 07:04:30 PM
Version 3.4 released:

* Hurtfull Five has received increased performance as well as a new layout called performance with less spectators
* An performance version has been added to Michigan, with much less spectators and props
* Bridge To Nowhere's barb wire fences has less openings (old version looked like tyres could fall through them due to gap)
* Bridge To Nowhere also got a start camera now instead of the camera that spawns under track at start of race
Title: Re: The Very TrackPack released!
Post by: Daystar on May 01, 2017, 09:57:52 PM
Version 3.4 released:

* Hurtfull Five has received increased performance as well as a new layout called performance with less spectators
* An performance version has been added to Michigan, with much less spectators and props
* Bridge To Nowhere's barb wire fences has less openings (old version looked like tyres could fall through them due to gap)
* Bridge To Nowhere also got a start camera now instead of the camera that spawns under track at start of race

Great stuff bud! thank you very much for the extra work you put in for us less fortunate guys with crappy gfx cards hehe!
Title: Re: The Very TrackPack released!
Post by: Andy Rotten on May 03, 2017, 08:49:34 AM
Version 3.4 released:

* Hurtfull Five has received increased performance as well as a new layout called performance with less spectators
* An performance version has been added to Michigan, with much less spectators and props
* Bridge To Nowhere's barb wire fences has less openings (old version looked like tyres could fall through them due to gap)
* Bridge To Nowhere also got a start camera now instead of the camera that spawns under track at start of race

So nice to have performance versions, now hurtfull feels some much more smooth, i can't play chalk canyon 2017 with 23 opponentes only agaisnt 12 to have nice experience.  But i can play all the official tracks without lag i dont know why.
Title: Re: The Very TrackPack released!
Post by: The Very End on May 03, 2017, 08:59:45 AM
Thanks :)
I guess the foliage and detailed fences causes a bit issues on CC. Have you tried disabling the grass entierly? For CC i made grass, rocks and wooden tree stumps be the foliage, but turns out it is a bit demaning on the system.
Title: Re: The Very TrackPack released!
Post by: Andy Rotten on May 04, 2017, 05:56:29 AM
Thanks :)
I guess the foliage and detailed fences causes a bit issues on CC. Have you tried disabling the grass entierly? For CC i made grass, rocks and wooden tree stumps be the foliage, but turns out it is a bit demaning on the system.


I know that i need a new graphic card  8) i can play at high textures and low grass but on your mod especially eagle nest, chalk canyon and Woodhill Raceway, had issues (those are my favorites also)
Title: Re: The Very TrackPack released!
Post by: Paul_B on May 09, 2017, 07:37:56 PM
@The Very End , Any chance of doing MadCowie's Brands Hatch rally cross track ?
Title: Re: The Very TrackPack released!
Post by: The Very End on May 09, 2017, 07:52:52 PM
Would not be an impossible task, might give that a go later :) Thanks for suggestion!
Title: Re: The Very TrackPack released!
Post by: sam223 on May 09, 2017, 09:31:38 PM
Any chance of madcowies cowdenbeath? :)
Title: Re: The Very TrackPack released!
Post by: The Very End on May 09, 2017, 09:33:23 PM
Maybe maybe ;)
Title: Re: The Very TrackPack released!
Post by: Paul_B on May 10, 2017, 11:34:45 AM
While your there "End" Lyyden Hill is a must have

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Title: Re: The Very TrackPack released!
Post by: The Very End on May 10, 2017, 11:41:02 AM
Ooh, he (Cowi) made a version for that? I totally agree, I am a sucker for rallycross tracks. I'll have a talk to him about it. Maybe I could do an port and re-vamp (update of) that track, he usually is very nice and distribute his work to the ones asking.

Just got to see if I can get any help from the devs on the AI part of the Red Pike track(s), then I'll speak with Stuart.
Title: Re: The Very TrackPack released!
Post by: Paul_B on May 10, 2017, 01:55:59 PM
Cowie made 100+ tracks for rF1 many of them are dirt, should keep you busy for a while.

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Title: Re: The Very TrackPack released!
Post by: blazngun on May 10, 2017, 04:15:00 PM
End, if cowie still has the terrain models for his rfactor tracks in a format other than gmt and is willing to part with them, I wouldn't mind doing some of the grunt work to get them into wreckfest. Tried like hell to get rfactor GMT files imported to 3ds but plugins are incompatible with 3ds 2016.
Title: Re: The Very TrackPack released!
Post by: sam223 on May 10, 2017, 04:57:55 PM
End, if cowie still has the terrain models for his rfactor tracks in a format other than gmt and is willing to part with them, I wouldn't mind doing some of the grunt work to get them into wreckfest. Tried like hell to get rfactor GMT files imported to 3ds but plugins are incompatible with 3ds 2016.
Grab a copy of 3dsimed,you can export to .3ds from that
Title: Re: The Very TrackPack released!
Post by: blazngun on May 10, 2017, 06:37:27 PM
Is 3dsimed capable of importing GMT files?
Title: Re: The Very TrackPack released!
Post by: The Very End on May 10, 2017, 06:53:55 PM
GMT files, are  those from any Rfactor or AC game? If so, yes I think :)
Title: Re: The Very TrackPack released!
Post by: blazngun on May 10, 2017, 07:08:48 PM
Yeah GMT is rfactor content. If this works it will open up a bunch of possible conversions from rfactor. Question though regarding conversions of content from other modders. It is safe to say the majority of people who published content for rfactor are no longer active in that community, therefore no way of getting proper permission. If the published content doesn't specifically prohibit other use, is it ok to use if credit is given to original content creator?
Title: Re: The Very TrackPack released!
Post by: The Very End on May 10, 2017, 07:12:09 PM
Hmm, I am not sure actually. If you cannot gain contact with the members I would say it's best not to release things which has not been approved, unless they have stated on the release that the stuff can be distributed freely. Maybe it's possible to track them down by email and contact them directly? Most people are happy to share their work as long as you ask in advance :)
Title: Re: The Very TrackPack released!
Post by: sam223 on May 10, 2017, 11:16:51 PM
Is 3dsimed capable of importing GMT files?
Its not actually the .gmt you want (i think that might be the track packed with textures). You need to extract the model from the .gmt using rfactor tools.
I wrote a little guide last year how to do it anyway http://community.bugbeargames.com/index.php/topic,8875.msg85328.html#msg85328 (http://community.bugbeargames.com/index.php/topic,8875.msg85328.html#msg85328)

Yeah GMT is rfactor content. If this works it will open up a bunch of possible conversions from rfactor. Question though regarding conversions of content from other modders. It is safe to say the majority of people who published content for rfactor are no longer active in that community, therefore no way of getting proper permission. If the published content doesn't specifically prohibit other use, is it ok to use if credit is given to original content creator?
Depends who it is,most of the UK scene is still active,you should be able to contact them. UKsom,madcowie etc.
Title: Re: The Very TrackPack released!
Post by: Heddly on May 11, 2017, 01:10:08 AM
You can use 3DSimED3 to unpack the .mas files that contain the textures and .gmt (track) files. In 3dsimed3 click Home/Expand (UnPack), click rFactor .MAS, browse to the track .mas files, select and click open. It will ask for a folder to export to, select a folder or create a new one. I exported the textures .mas to the same folder.

Go to File/ Import as Objects, browse to folder, Select All and click open. Now the track is loaded. Export as .dae, .fbx, 3ds and more formats are available. I have not tried exporting the track I used to test, maybe will try later. I do not have 3dsMax so I cant test importing anyway. Hope this helps.
Title: Re: The Very TrackPack released!
Post by: sam223 on May 11, 2017, 02:10:52 AM
You can use 3DSimED3 to unpack the .mas files that contain the textures and .gmt (track) files. In 3dsimed3 click Home/Expand (UnPack), click rFactor .MAS, browse to the track .mas files, select and click open. It will ask for a folder to export to, select a folder or create a new one. I exported the textures .mas to the same folder.

Go to File/ Import as Objects, browse to folder, Select All and click open. Now the track is loaded. Export as .dae, .fbx, 3ds and more formats are available. I have not tried exporting the track I used to test, maybe will try later. I do not have 3dsMax so I cant test importing anyway. Hope this helps.
It definitely works via blender heddly. 3dsimed is the way i have been able to use very old nascar heat models (with permission of course) and then rebuild them over time.
Title: Re: The Very TrackPack released!
Post by: blazngun on May 11, 2017, 07:00:18 PM
Thanks for the info guys. Will give it a go.
Title: Re: The Very TrackPack released!
Post by: Rocket455Man [FIN] on May 11, 2017, 07:33:39 PM
You can use 3DSimED3 to unpack the .mas files that contain the textures and .gmt (track) files. In 3dsimed3 click Home/Expand (UnPack), click rFactor .MAS, browse to the track .mas files, select and click open. It will ask for a folder to export to, select a folder or create a new one. I exported the textures .mas to the same folder.

Go to File/ Import as Objects, browse to folder, Select All and click open. Now the track is loaded. Export as .dae, .fbx, 3ds and more formats are available. I have not tried exporting the track I used to test, maybe will try later. I do not have 3dsMax so I cant test importing anyway. Hope this helps.
It definitely works via blender heddly. 3dsimed is the way i have been able to use very old nascar heat models (with permission of course) and then rebuild them over time.

Hi!

I can't wait these old good NASCAR cars in there (or UK bangers mod).
Title: Re: The Very TrackPack released!
Post by: sam223 on May 11, 2017, 07:49:06 PM
You can use 3DSimED3 to unpack the .mas files that contain the textures and .gmt (track) files. In 3dsimed3 click Home/Expand (UnPack), click rFactor .MAS, browse to the track .mas files, select and click open. It will ask for a folder to export to, select a folder or create a new one. I exported the textures .mas to the same folder.

Go to File/ Import as Objects, browse to folder, Select All and click open. Now the track is loaded. Export as .dae, .fbx, 3ds and more formats are available. I have not tried exporting the track I used to test, maybe will try later. I do not have 3dsMax so I cant test importing anyway. Hope this helps.
It definitely works via blender heddly. 3dsimed is the way i have been able to use very old nascar heat models (with permission of course) and then rebuild them over time.

Hi!

I can't wait these old good NASCAR cars in there (or UK bangers mod).
You are already playing them. Thats where the volvo etc came from. They started as a single mesh and then i modeled all the doors,trim etc with a bit of recycling of the AM4 example

Before and after
Title: Re: The Very TrackPack released!
Post by: The Very End on May 16, 2017, 08:12:58 PM
Version 3.5 released:

* Red Pike Arena 2017 added!
* Red Pike Race 2017 added!


Preveiw Red Pike Arena: http://youtu.be/GarC4jUCtGM (http://youtu.be/GarC4jUCtGM)
Preveiw Red Pike Race (note that the barriers have changed since this video): http://www.youtube.com/watch?v=kdx_LINRcVk&t=4s (http://www.youtube.com/watch?v=kdx_LINRcVk&t=4s)

Edit: Updated again to fix the pink textures and removed the garage scene.
Title: Re: The Very TrackPack released!
Post by: The Very End on May 25, 2017, 11:10:27 PM
Version 3.6 released:

* Lupines Hill added! Track started out originaly as an 10+ year old Lydden Hill 3D model, but as work continued on it I found myself taking more and more liberties which ultimately lead to the track looking a bit different than what the real Lydden Hill is. Lupines in the name comes from the flowers which is spread across the trackside of the track. Again, thanks for original model Stuart!

http://youtu.be/0avRymlKneY (http://youtu.be/0avRymlKneY)

Edit: For measurements on how things changed from initial startpoint, here is a picture from the first working track with it's original shape / textures I received:
Title: Re: The Very TrackPack released!
Post by: The Very End on May 26, 2017, 03:23:45 PM
Quick update:

Version 3.6.1 released:

* Performance (less details) version of Lupines Hill added
Title: Re: The Very TrackPack released!
Post by: The Very End on May 31, 2017, 11:20:37 AM
Version 3.6.2 released:

* Lupines Hill Performance version has received an overhault, should increase the performance

(Basically removing all the blend maps as they eats memory. The trees does not cause any performance impact, as I have tested it heavily, so they are in the performance version as well. If you struggle with FPS in the performance version I would suggest disabling the grass all-together as it requires a bit performance.
Title: Re: The Very TrackPack released!
Post by: The Very End on June 26, 2017, 06:50:37 PM
Version 3.7 released:

* Nevada Freight Depot / Nevada Freight Depot Derby released! A range of various layouts both for racing and derbies awaits on this huge arena!

http://www.youtube.com/watch?v=2-4-UAR6AKg&t=59s (http://www.youtube.com/watch?v=2-4-UAR6AKg&t=59s)
Title: Re: The Very TrackPack released!
Post by: sam223 on June 26, 2017, 08:02:10 PM
Need to turn the lights on in the updated garage scene. Too dark with current weather settings.

Looks nice with default garage weather though
Title: Re: The Very TrackPack released!
Post by: The Very End on June 26, 2017, 08:40:17 PM
Trying to fix it as we speak, but the bloody weather makes the car shine like there is no tomorrow heh ^^
What weather settings you using? I copied over the weather settings from vanllia but still shine as f.

Edit: Got it, sort of. Current look:

Title: Re: The Very TrackPack released!
Post by: sam223 on June 26, 2017, 09:17:54 PM
Vanilla is fine i think. Depends what the spec maps are like on the skin

Title: Re: The Very TrackPack released!
Post by: The Very End on June 26, 2017, 09:27:13 PM
Ah ok, might be a skin issue then, never thought about that :)
Title: Re: The Very TrackPack released!
Post by: TheEngiGuy on June 26, 2017, 09:48:26 PM
Awesome track, and it runs pretty well! The moving train is also a nice touch.
Title: Re: The Very TrackPack released!
Post by: The Very End on June 26, 2017, 10:05:28 PM
Thanks! Btw they are bugged like all hell, but I guess we just have to accept it :) Seems that if you run with max oponents the speed of the train is speeded up a lot compared to driving alone. Maybe animation frames are cut to increase performance?
Title: Re: The Very TrackPack released!
Post by: TheEngiGuy on June 26, 2017, 10:25:48 PM
Train speed seemed normal to me, with all bots on track.
Title: Re: The Very TrackPack released!
Post by: Purple44 on June 26, 2017, 10:35:43 PM
End, you get your "out of index error" problem solve with this track?
Title: Re: The Very TrackPack released!
Post by: The Very End on June 26, 2017, 10:59:55 PM
Yeah, after a stupid amount of work :) Don't know why it works now but it does, so I don't dare fiddling much with it :P The error seems ro be related to duplicates of names somehow. Made sure everything had unique name and it somehow worked...but then again if I do as much as rotating or moving one object it breaks again..lol
Title: Re: The Very TrackPack released!
Post by: Daystar on June 26, 2017, 11:06:52 PM
Back Later with my full review!   and just want you to know, it is my favorite track now! and runs nice on my crappy radeon graphics card! gotta go now - Dinner!
Title: Re: The Very TrackPack released!
Post by: Daystar on June 27, 2017, 04:22:19 PM
Still extensively testing your new Nevada place! Having a real blast on it (race mode) and still have quite a lot more skies to test. great work The very End! and with the super stock cars, they are crashing with some very interesting results haha! here is some screenies homie  ;D

(http://i68.tinypic.com/2ihnhq1.jpg)

(http://i67.tinypic.com/19vz8l.jpg)

(http://i65.tinypic.com/23vx8wn.jpg)

(http://i64.tinypic.com/vslxqs.jpg)

(http://i64.tinypic.com/vyp1mb.jpg)

(http://i66.tinypic.com/5plhj4.jpg)

(http://i67.tinypic.com/35372u9.jpg)

(http://i68.tinypic.com/23sgi29.jpg)


Have a great day!
 
Title: Re: The Very TrackPack released!
Post by: Purple44 on June 28, 2017, 01:33:06 PM
Daystar, your mountain weathers maps fit right in with the Depot map.  :D
Title: Re: The Very TrackPack released!
Post by: The Very End on June 30, 2017, 05:33:01 PM
Version 3.8 released (uploading):

* Made the mod compatible both offline and online with the june update.


Now, please, don't change it again ahha!
Title: Re: The Very TrackPack released!
Post by: The Very End on July 07, 2017, 10:40:32 AM
Version 3.8.2 released:

* All tracks, AI paths and cameras should now be functional with the latest build
Title: Re: The Very TrackPack released!
Post by: The Very End on July 18, 2017, 03:48:36 PM
On request I have packed the mod together in a direct download in 5 parts. Due to Steam rules I cannot post the links there, but here they are.

1: https://mega.nz/#!J9gkHaoQ!ZsW_FkAe5DHdI3o0-kNMMC0dPDDOln196fL_bjlP45w (https://mega.nz/#!J9gkHaoQ!ZsW_FkAe5DHdI3o0-kNMMC0dPDDOln196fL_bjlP45w)
2: https://mega.nz/#!NgIB2brZ!vH24BdXhp-oMoy86M1VyCyWRL4-rmMEttyU1Z71yEyo (https://mega.nz/#!NgIB2brZ!vH24BdXhp-oMoy86M1VyCyWRL4-rmMEttyU1Z71yEyo)
3: https://mega.nz/#!QkBB0IzI!944H7t7vQ5Fid7Lrv1B4VgN45i8cZJbxPkrn-hHRmAk (https://mega.nz/#!QkBB0IzI!944H7t7vQ5Fid7Lrv1B4VgN45i8cZJbxPkrn-hHRmAk)
4: https://mega.nz/#!xwYUDTgb!sYUxCsicIqqYcwSe0C_2A2udx80KMUxXg3HzV3JzR7I (https://mega.nz/#!xwYUDTgb!sYUxCsicIqqYcwSe0C_2A2udx80KMUxXg3HzV3JzR7I)
5: https://mega.nz/#!ExoCDKBZ!7i7KEekVIB6iEXuZKaA93AUJnsK5O_Lb6H1_3PugGZE (https://mega.nz/#!ExoCDKBZ!7i7KEekVIB6iEXuZKaA93AUJnsK5O_Lb6H1_3PugGZE)
Title: Re: The Very TrackPack released!
Post by: desperado462 on August 17, 2017, 03:30:42 AM
Thanks so much for this! I do have a question as a newbie...I extracted part 1 so I'm assuming that it automatically extracts parts 2-5. I then move the folder to the "mods" folder, select it in game, restart yet none of the tracks loaded. What am I doing wrong?
Title: Re: The Very TrackPack released!
Post by: The Very End on August 17, 2017, 07:50:08 AM
You must extract all the compressed files on same place :) Doing one pack will only give you some of the files.
Title: Re: The Very TrackPack released!
Post by: desperado462 on August 17, 2017, 08:30:32 AM
Ok..when I do that it constantly asks me if I want to overwrite files. Is that supposed to happen?
Title: Re: The Very TrackPack released!
Post by: The Very End on August 17, 2017, 10:06:03 AM
Yeah :)
Basically it tells that there are folders with same name as the ones you trying to extract, replacing them should be safe and the things inside should be safe (+ the new ones).
Title: Re: The Very TrackPack released!
Post by: desperado462 on August 17, 2017, 07:28:17 PM
Thanks for the help...I installed all the files into the mods folder (a couple files during the extract were not transferring so I manually transferred them) in a sub-folder that was created called "theverytrackpack". I noticed when I check the box next to it in the mods then restart, when the game restarts I have pink boxes covering such things as the loading ticker animation, the icon to open the car door, etc. I go into race and when I scroll through the tracks none of the mods tracks are listed. I don't know where I'm messing this up!
Title: Re: The Very TrackPack released!
Post by: sam223 on August 17, 2017, 07:59:29 PM
Thanks for the help...I installed all the files into the mods folder (a couple files during the extract were not transferring so I manually transferred them) in a sub-folder that was created called "theverytrackpack". I noticed when I check the box next to it in the mods then restart, when the game restarts I have pink boxes covering such things as the loading ticker animation, the icon to open the car door, etc. I go into race and when I scroll through the tracks none of the mods tracks are listed. I don't know where I'm messing this up!

Sounds like you are using a old build of the game? as opening car door etc was removed from the current build. If so that'll be why its buggy,as mod has been designed for most recent build only.
Title: Re: The Very TrackPack released!
Post by: desperado462 on August 17, 2017, 08:06:09 PM
Thanks!!!!!
Title: Re: The Very TrackPack released!
Post by: The Very End on August 17, 2017, 08:29:35 PM
As Sam states, sadly most of the structure of the mods change from built to built. Preferable it's best to use with Steam as using different builds and this will cause sever issues.
Title: Re: The Very TrackPack released!
Post by: The Very End on December 12, 2017, 12:43:21 AM
Version 3.9 released:

* Rock Bottom Race and Rock Bottom Derby added! Please note that the AI only somewhat support team derbies (two teams). Other than that the race version works as it should.

Title: Re: The Very TrackPack released!
Post by: RickyB on December 13, 2017, 06:04:35 PM
Crazy track :)  ...but why does mine look like this? I already let steam check game files and disabled every other mod... still pink. Did you perhaps forget to include a texture or am I missing something?

(https://s17.postimg.org/lxhzq5mkv/rockbottom_1.jpg)
Title: Re: The Very TrackPack released!
Post by: The Very End on December 13, 2017, 06:07:52 PM
Not sure..will trippel check when I get back in some hours. Seems like the blend Map and correlated files might point to wrong place.
Title: Re: The Very TrackPack released!
Post by: Purple44 on December 13, 2017, 07:00:53 PM
I also getting the pink textures and the support columns are pink too.
Title: Re: The Very TrackPack released!
Post by: The Very End on December 13, 2017, 07:51:11 PM
Aight, pushed up an update now. Could you please restart steam and see if it downloads and fix the issues?
Thanks for reporting lads, really helps me out :)

Title: Re: The Very TrackPack released!
Post by: Purple44 on December 15, 2017, 09:53:00 PM
Sorry End was busy yesterday. just check and no pink textures.  :D
Title: Re: The Very TrackPack released!
Post by: The Very End on December 15, 2017, 09:56:37 PM
Thanks for checking :) Next work in the pack is to update Bristol a bit, in terms of details and smoother transitions.
Title: Re: The Very TrackPack released!
Post by: Rocket455Man [FIN] on December 16, 2017, 08:51:31 PM
Hi!

Will this work in new update?
Title: Re: The Very TrackPack released!
Post by: Purple44 on December 16, 2017, 09:33:46 PM
Just run a quit test on the Nevada Depot track. Track run fine. Did see some pink missing texture thou.
Title: Re: The Very TrackPack released!
Post by: The Very End on December 16, 2017, 10:51:17 PM
Thanks for testing! It works but a lot of bugs. I will work the coming days and hope to push out an fix sometime next week :)
Title: Re: The Very TrackPack released!
Post by: The Very End on December 17, 2017, 05:08:23 PM
Version 3.9.2 released:

* Fixed all the pink textures (please don't break this in next hotfix lol) for all tracks and all objects

Please note that there are a range of errors with the look of the tracks now, like too dark asphalt, transparency textures being all weird and whatnot. Probably this will be fixed soon by BB (related to the weather bug).
Title: Re: The Very TrackPack released!
Post by: The Very End on December 22, 2017, 10:55:20 PM
Version 4.0 released:

* Fixed (hopefully) all textures on all tracks. Still a bit of texture work on specially Talledega but I was in a rush to update the several hundred textures before xmas :`)
* Bristol has been redesigned (not done yet). Please note that it is a bit off the real version now (size is correct, not elevation and not correct trackside scenery). This due to errors with AI's and to create a fast and smooth short oval, as well as general feedback from users. Thanks for input!
Title: Re: The Very TrackPack released!
Post by: Andy Rotten on February 03, 2018, 11:32:59 PM
On january update for some reason when i win Eagles nest race, always says 14th place at the end
Title: Re: The Very TrackPack released!
Post by: The Very End on February 04, 2018, 01:08:23 AM
The mod is entierly broken after the update sadly .. :/ I am looking into it and trying to fix things as I see them, but some things are just so random I don't even know where to start. Thanks for reporting tho! :)
Title: Re: The Very TrackPack released!
Post by: Andy Rotten on February 04, 2018, 01:59:58 AM
I tested some other tracks and happend the same, even on destruction derby mod
Title: Re: The Very TrackPack released!
Post by: simosimo on February 05, 2018, 02:06:45 PM
Hi TVE, now that the game is in a hopefully more stable state, any word on if we'll see the DD1/2 mod re-appear? Missing some of those classic tracks from a year or so ago now that the destruction engine is so good!
Title: Re: The Very TrackPack released!
Post by: The Very End on February 05, 2018, 04:51:10 PM
Good question! If I can manage to fix the tracks and everything that is in the mod now, I might not be unfamiliar with adding some of the to the trackpack. Sure, the trackpack get's huge, but it's so much easier to have it all on one place instead of spreading it all over place :D
But do you want straight-on ports / same versions as in the DD2 pack, or am I allowed to update some textures, buildings and whatnot around the track to update it to "2018" versions of them? :)
Title: Re: The Very TrackPack released!
Post by: The Very End on February 06, 2018, 05:13:35 PM
Good news everyone! I found the culprint of the problem, and working on getting all the tracks fixed. I will have a update out before saturday. In addition it will feature a adjustment to the waterpit on Woodhill Raceway, making it easier for both players and AI to get out of. Two other small things: Barriers on Rock Bottom Race version are again visible, helping the players see where the checkpoint on top of the hill is, and lastly the AI will try entering the last jump at Chalk Canyon 2017 more mid-senteret, to prevent them from wrecking themselves too easily.
Oh and yes: The Fast, the Slow and the Stupid will be in this release as well.
Title: Re: The Very TrackPack released!
Post by: TheEngiGuy on February 06, 2018, 05:44:32 PM
Nice!
Title: Re: The Very TrackPack released!
Post by: simosimo on February 06, 2018, 06:25:51 PM
TVE do what you want old bean, i'm eager to play those bad boys again. Do you still have all the logo files for the tracks? Let me know and I can hook you up again.

Pine hills raceway needs a 2018 visit by me :)
Title: Re: The Very TrackPack released!
Post by: The Very End on February 06, 2018, 06:48:07 PM
I think I saved them all ty :) Will let you know if I miss someone.
Sure, Pine Hills can be given a try at when done with the current track.
Title: Re: The Very TrackPack released!
Post by: RickyB on February 06, 2018, 07:16:22 PM
Good to hear. I'm curious, did you by any chance encounter issues with the race position display? If yes, did you solve it and how? Asking, because on most of my tracks, the position display starts to freak out and be all over the place as soon as (the first car crosses the finish line and(?)) I cross the second last checkpoint (the one before the finish line). After I cross the finish line myself, it seems to go back to normal and work fine. Have you seen that on your tracks and solved it somehow? *crossing my fingers* :)
Title: Re: The Very TrackPack released!
Post by: The Very End on February 06, 2018, 07:44:30 PM
Ahh! Totally forgot about that crap.. I just think.. well fuck it :p It makes no sense, it must be a bug from BB's side. The checkpoint and AI lines are all set up correct in terms of their specifications, but I still get like -e-24277658 time counts in race. Guess it refers to a memory adress or a huge number, dunno, it's fooked haha! Happens on almost (maybe all) of my tracks.
Title: Re: The Very TrackPack released!
Post by: RickyB on February 06, 2018, 08:05:26 PM
Oh, if you mean these crazy lap times...
... show "0-35791:0-23" ...


For me this solved it...
EDIT: This seems to happen, when the "Track Length" value in .tcat file = "0". Looks like setting a value (for example 1000) in the .tcat file fixed it.

Still not solving the weird positions jumping between finish line and the checkpoint before that, though. Well, okay, I guess I'll leave it too and hope it's really a new BB bug. BugBearBug. BBB. A triple B game ;)
Title: Re: The Very TrackPack released!
Post by: The Very End on February 06, 2018, 08:30:42 PM
Why can't the Tcat file just measure the track length based on AI paths? I have no idea what the size of my tracks is, so I guess I can just write 9999 and all is fine? :p
Thanks for tip though!
Title: Re: The Very TrackPack released!
Post by: Purple44 on February 07, 2018, 12:01:38 AM
Oh, if you mean these crazy lap times...
... show "0-35791:0-23" ...


For me this solved it...
EDIT: This seems to happen, when the "Track Length" value in .tcat file = "0". Looks like setting a value (for example 1000) in the .tcat file fixed it.

Still not solving the weird positions jumping between finish line and the checkpoint before that, though. Well, okay, I guess I'll leave it too and hope it's really a new BB bug. BugBearBug. BBB. A triple B game ;)

Ricky, have you use the in-game checkpoint tool to see if each checkpoint get trigger properly?
Title: Re: The Very TrackPack released!
Post by: St. Jimmy on February 07, 2018, 12:53:22 AM
Ricky, have you use the in-game checkpoint tool to see if each checkpoint get trigger properly?
What's the debug console key? I can't remember it right anymore or was it removed? I was pretty sure it was the common key left to the 1/! for in-game consoles ::)
Title: Re: The Very TrackPack released!
Post by: Purple44 on February 07, 2018, 07:48:09 AM
Ricky, have you use the in-game checkpoint tool to see if each checkpoint get trigger properly?
What's the debug console key? I can't remember it right anymore or was it removed? I was pretty sure it was the common key left to the 1/! for in-game consoles ::)

This the key I use " \  " to bring up in-game tool. Some use the " ~ " key.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/F11-free-cam4.jpg)
Title: Re: The Very TrackPack released!
Post by: Janne Suur-Näkki on February 07, 2018, 09:19:31 AM
It does look like the position bug is on our side so please don't spend time on it until we can investigate more and roll out a fix.
Title: Re: The Very TrackPack released!
Post by: The Very End on February 07, 2018, 10:41:42 AM
No worries ;) Btw- how's that for a suggestion, tcat file automatically fills out the track length based on the AI path / sectors?
Title: Re: The Very TrackPack released!
Post by: simosimo on February 07, 2018, 11:19:00 AM
Awesome, now with the better status of the game and all the new vanilla cars, the tracks will make it feel like DD3 :)
Title: Re: The Very TrackPack released!
Post by: St. Jimmy on February 07, 2018, 02:23:11 PM
Funeral Machine fixed at least his Historical Gravel mod. I tested and it seems to work now correctly. http://steamcommunity.com/sharedfiles/filedetails/?id=1254362528 (http://steamcommunity.com/sharedfiles/filedetails/?id=1254362528)

This the key I use " \  " to bring up in-game tool. Some use the " ~ " key.
Seems like if you make a new profile, it doesn't work so likely new players won't ever get to use that! Making a bug report now. Ah I didn't try any modded track and/or car so it wasn't available. With the old profile I had Free Market mod on so there was always a modded car on the track.
Title: Re: The Very TrackPack released!
Post by: RickyB on February 07, 2018, 04:17:35 PM
It does look like the position bug is on our side so please don't spend time on it until we can investigate more and roll out a fix.

Too late ;). I may have found a solution. The position info seems to be correct after adjusting the track lengths in the .tcat files. Apparently if you estimate the track length too short (which I did), the position info goes wild. When "track length" in .tcat is too long, one thing I noticed is, the time between positions (+/- xy seconds) can change abruptly when crossing the finish line, but at least the position info doesn't freak out. I guess the track length in tcat is supposed to be just right for a correct calculation. :| 

@Purple - thanks, seems it wasn't really checkpoint related :)
Title: Re: The Very TrackPack released!
Post by: The Very End on February 09, 2018, 12:00:40 PM
Version 4.1 released:

* The Slow, The Fast and the Stupid released!
* Several updates to textures and objects to prevent game from crashing. Probably some left, so if you encounter anyone - please report!
* Adjustments to the waterpit on Woodhill Raceway; should now be possible for both AI's and players to get out of it without resetting
* Adjustments to AI pathins on Chalk Canyon 2017; AI's are more focused on entering last jump in the middle, making them more succesfull on maing the jump alive
* Rock Bottom Race now has barriers on top of the hills to indicate the checkpoint's location.



PS: The AI's are not very good at it, but I did what I could to make them as good as possible. Also, with the display errors I got when editing AI paths it was kind of impossible to see what changes you did, meaning it took me several days with trial and error to get them to the current state - alltho they should be better.
Title: Re: The Very TrackPack released!
Post by: Purple44 on February 09, 2018, 12:12:28 PM
Great news End, that mean hosting the Very TrackPack is on for this February 10 Saturday Night Mod(s) (http://community.bugbeargames.com/index.php/topic,10065.0.html)  night. :)

Would go tryout track mod, but Wreckfest in the middle of updating itself. That mean the next hotfix is out?
Title: Re: The Very TrackPack released!
Post by: Daystar on February 09, 2018, 12:52:53 PM
Hi I have a couple issues.

1.) AI names overlapping font characters.

2.) I came in 1st place, yet it showed 23'rd?!

Only got 20 credits after race.

(http://i66.tinypic.com/28clsn6.jpg)

(http://i67.tinypic.com/35l6l1i.jpg)

Have a good day!
Title: Re: The Very TrackPack released!
Post by: Janne Suur-Näkki on February 09, 2018, 12:58:57 PM
The next build will fix the position tracker, it's a game problem.
Title: Re: The Very TrackPack released!
Post by: Daystar on February 09, 2018, 04:22:33 PM
Hey Tor, are you updating again? or is this another WF update? steam sucks for not being specific lol

(http://i67.tinypic.com/2mdifwl.jpg)
Title: Re: The Very TrackPack released!
Post by: The Very End on February 09, 2018, 04:24:46 PM
That most likely is the hotfix :) I have not done any changes since last update - planning on taking the weekend off doing something productfull.. e.g get drunk and make a fool of myself on town :`)
Title: Re: The Very TrackPack released!
Post by: Daystar on February 09, 2018, 04:26:38 PM
That most likely is the hotfix :) I have not done any changes since last update - planning on taking the weekend on doing something productfull.. e.g get drunk and make a fool of myself on town :`)

Haha yeah we will get drunk together!  anyways.. seems a Bugbear update... but so big a file!!!

I always get this virus warning when Bugbear pushes an update out.

(http://i66.tinypic.com/294s6k4.jpg)
Title: Re: The Very TrackPack released!
Post by: The Very End on February 09, 2018, 04:27:36 PM
Haha! Would be fun!
Hmm, maybe you could "Add the file ...", maybe that removes it from future virus checks?
Title: Re: The Very TrackPack released!
Post by: Daystar on February 09, 2018, 04:29:15 PM
Haha! Would be fun!
Hmm, maybe you could "Add the file ...", maybe that removes it from future virus checks?

Yep so true. I could add it to my exclusions part... just too lazy lately lol
Title: Re: The Very TrackPack released!
Post by: Purple44 on February 10, 2018, 02:35:16 PM
I found one little bug End with this large red barrel in the warehouse derby:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202018/track%20stuff/VTP/VTP-pink-barrels.jpg).

Here a closer look:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202018/track%20stuff/VTP/VTP-red-barrel.jpg)

When you hit the tall red barrels hard enough, you get this:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202018/track%20stuff/VTP/VTP-red-barrel2.jpg)

I enable my old textures mod and get this:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202018/track%20stuff/VTP/VTP-red-barrel3.jpg)


Did some checking, seem the missing texture is prop_barrel2_c.bmap.

If you don't have texture anymore, let me know and I send it your way.


Got to test jquitwho server hosting the Very TrackPack with a few guys last night. :)

We did not crash the server.  :D  But I did crash my game when I click spectate once and later on when I did a track change that crash everybody but deadage.

Over all I think mod server was pretty stable. We got up to about 10 players at one point.

Guys love the new The Slow, The Fast and the Stupid track ( hot wheels ). We did some derby:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202018/track%20stuff/VTP/VTP-derby-action.jpg)

At the Warehouse derby, the guys got distracted by the railroad tracks and Hoppen ended up stopping train and the guys derailed it!!!  :o

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202018/track%20stuff/VTP/VTP-derailed-train.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202018/track%20stuff/VTP/VTP-derailed-train2.jpg)
Title: Re: The Very TrackPack released!
Post by: The Very End on February 10, 2018, 02:44:17 PM
Nice find, Thanks! Got the texture so will just slap it in an hotfix tomorrow most likely ?
Also fun seeing you enjoy the tracks on the servers, really appreciate it.
Title: Re: The Very TrackPack released!
Post by: TT on February 10, 2018, 10:16:23 PM
Great job!

If you're interested, it looks like tracks from track mods can be linked to by custom tracklists and series in career mode.

I got permission to update Vin Petrol's Stock Car Legends mod. I've got things running but it isn't finished.

I made a custom Career mode series. Do you care if people link to tracks in your mod when they make custom Career mods? For example, listing Michigan in a series that also includes the usual Wreckfest stock game ovals?

I'm not sure if Vin wants career mode in the mod or not yet.
Title: Re: The Very TrackPack released!
Post by: The Very End on February 11, 2018, 01:37:08 AM
Nice and thanks!
Sure, feel free to make any mod you want :) You are also alowed to take parts of the mod to use in any mod you would like, as long as I get a little mark of recognition somewhere :D
Also, saw that career thing on Steam Workshop, great idea!
Title: Re: The Very TrackPack released!
Post by: Zebulon55 on February 12, 2018, 04:25:15 AM
Hey TVE!

I was just playing the AI on some of your tracks that didn't get played on Saturday Mod Night, and noticed that there doesn't seem to be a ramps version of hurtful five.
Am I missing something? Used to love the ramp version.  :)

Also really like the big hot wheels track, but 3 laps and my car is trashed. lol
Title: Re: The Very TrackPack released!
Post by: The Very End on February 12, 2018, 09:21:49 AM
Thanks :)

The ramp version was cut out some time ago to save a bit of space, as this pack is starting to get gigantic ;p
If it is a strong wish for it I can add it back tho.
Title: Re: The Very TrackPack released!
Post by: Purple44 on February 12, 2018, 09:44:34 AM
Thanks :)

The ramp version was cut out some time ago to save a bit of space, as this pack is starting to get gigantic ;p
If it is a strong wish for it I can add it back tho.

I have hurtful five ramp version in my Fig8 Trackpack. Thanks to End letting me add track to my mod.  :D
Title: Re: The Very TrackPack released!
Post by: Purple44 on February 12, 2018, 01:05:37 PM
Here a look of us racing the  SFS ( The Slow, The Fast and the Stupid ) track online. :)

http://www.youtube.com/watch?v=VgKon8RtbT8 (http://www.youtube.com/watch?v=VgKon8RtbT8)
Title: Re: The Very TrackPack released!
Post by: Zebulon55 on February 12, 2018, 09:56:20 PM
Thanks :)

The ramp version was cut out some time ago to save a bit of space, as this pack is starting to get gigantic ;p
If it is a strong wish for it I can add it back tho.

I have hurtful five ramp version in my Fig8 Trackpack. Thanks to End letting me add track to my mod.  :D

Oh yeah, thanks!

Used that map alot back when I was making a coupla skins the old 57 chevy and 40 ford.
Had to try out the new skins, dontchaknow.

Now the cars are gone anyway.  :'(
Title: Re: The Very TrackPack released!
Post by: The Very End on February 15, 2018, 07:36:08 PM
Link to download: https://mega.nz/#!QpoF2RCb!Y-b9LEL5RWpa70u52YX5wT8YZRpjQNm1MGMrN9agO9k (https://mega.nz/#!QpoF2RCb!Y-b9LEL5RWpa70u52YX5wT8YZRpjQNm1MGMrN9agO9k)
(This post is meant to be linked on Steam forum. Had to make the post here as Steam removes the download link from their forum).
Title: Re: The Very TrackPack released!
Post by: Purple44 on February 18, 2018, 10:03:07 PM
Hi End, found a missing texture on Hurtful five track:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202018/track%20stuff/VTP/VTP-hurtfulfive.jpg)


(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202018/track%20stuff/VTP/VTP-hurtfulfive2.jpg)



Using my old texture mod I can get missing texture back. Did some checking, texture_ads_c5.bmap is the missing texture.
Title: Re: The Very TrackPack released!
Post by: The Very End on February 18, 2018, 11:32:43 PM
Great find and thanks for help! Have moved the texture now together with the other stuff that will be in the next patch. Just having a bit left on the track I am working on :D
Title: Re: The Very TrackPack released!
Post by: Andy Rotten on February 22, 2018, 05:46:01 AM
Nice work as always, maybe in future projects you can add city backgrounds like tarmac 2, its nice to wreck on city streets
Title: Re: The Very TrackPack released!
Post by: The Very End on February 22, 2018, 08:55:20 AM
Thank you, and true. Learning while doing, so at some point a more detailed city map got to be made.
Title: Re: The Very TrackPack released!
Post by: The Very End on March 01, 2018, 04:34:08 PM
Version 4.2 released:

* Konsmo Raceway has been re-released! Track has been built up from bottom. Due to AI errors it had to be added several configurations (as multi-route crashed the game), explained below:
    * Konsmo Raceway: The original race configuration.
    * Konsmo Reverse: Same as above, reverse configuration
    * Konsmo Chicane: Using all chicanes.
    * Konsmo Raceway Open: Free to chose routes.
    * Konsmo Open Reverse: Same as above, reverse configuration.

* Several texture fixes, thanks to the help from the community. Thank you!
* Tweaking of AI paths on Nevada to prevent them from slamming into the wall



Edit: Purple textures, oboi! Hotfix inc!
Edit2: Hotfix is out.
Title: Re: The Very TrackPack released!
Post by: RickyB on March 01, 2018, 09:33:27 PM
Amazing. But bro ... did you just rename new props with old prop-names while other mods still use those old props? Whyyy? Now, if TheVeryTrackPack is under 8-o-Rama or Trackfest in the modlist (all activated) then what once was a nice destructible barrack is now a much smaller solid one. That affects pretty much every track from those mods.  :o 

  -->    -->    :P
Title: Re: The Very TrackPack released!
Post by: The Very End on March 01, 2018, 09:41:48 PM
Oh god what have I done!? Nooooooo!
You are absolute right, the Barack I had crashed my game altogether, and though that instead of removing it from the 15 ish tracks I would just replace it.... but if you have a working barracks file that does not wreck the game - just send it and I will replace it. If everything else fails I can simply delete the file altogether, meaning whatever version you have should be used.
Title: Re: The Very TrackPack released!
Post by: RickyB on March 01, 2018, 10:30:30 PM
Ok, I hope I got all neccessary files. You should be able to extract everything into the mods data folder. Let me know if it works. If not, I probably forgot a file or two. Fingers crossed.  8)
Finally uploaded...  http://s000.tinyupload.com/index.php?file_id=46038760319934536735 (http://s000.tinyupload.com/index.php?file_id=46038760319934536735)
Title: Re: The Very TrackPack released!
Post by: The Very End on March 01, 2018, 10:37:14 PM
Going to bed now, but I guess it's fine if I do this tomorrow morning? :) Just put link here and I'll update it and make sure it's updated before lunch tomorrow.
Edit; Or if you are real quick I'll sit here the next 10 mins just to be sure.

Edit: Looking into file now.
Title: Re: The Very TrackPack released!
Post by: RickyB on March 01, 2018, 10:45:24 PM
No problem. Whenever you got time. Upload needs 1 5 more minutes. I'll modify the post above with the correct link.
Cheers :)
Title: Re: The Very TrackPack released!
Post by: The Very End on March 01, 2018, 10:58:32 PM
Version 4.2.1 released:

* Quick hotfix to prevent interference with other mods (some objects caused a bit of issues), thanks to RickyB for the edits.

And now I am heading to bed :D
Title: Re: The Very TrackPack released!
Post by: Heddly on March 02, 2018, 02:12:08 AM
Konsmo Chicane

I noticed that the fence in the first chicane blends in to the track that it almost invisible, it has a really small width path, this makes it a challenge for beginners to learn the track. This is where experince is important.
Title: Re: The Very TrackPack released!
Post by: The Very End on March 02, 2018, 08:01:00 AM
Yeah it is an easy track to drive, but hard to master. Those curbs are also a suicide! Bright side is that cutting really is a Russian roulette.
Title: Re: The Very TrackPack released!
Post by: The Very End on March 03, 2018, 09:53:11 AM
Version 4.2.2 released:

* Fixed pink textures errors on some of the props as well as Konsmo (all layouts)
Title: Re: The Very TrackPack released!
Post by: Andy Rotten on March 03, 2018, 08:31:13 PM
 The Slow, the Fast and the Stupid mute the game on march update :s
Title: Re: The Very TrackPack released!
Post by: The Very End on March 03, 2018, 10:13:30 PM
It what lol?
Title: Re: The Very TrackPack released!
Post by: Andy Rotten on March 03, 2018, 11:17:31 PM
Haha i swear it the game was muted but now sounds well   :-\
Title: Re: The Very TrackPack released!
Post by: The Very End on March 03, 2018, 11:29:01 PM
Would not surprise me, a lot of strange things happens in the mod now haha. At the start of the upcoming week I will double check and fix all the textures that broke again (as well as checking for crashes on all layouts) xD
Title: Re: The Very TrackPack released!
Post by: FalconXY on March 04, 2018, 01:18:02 PM
During testing of your great tracks I saw this.

On the track Hillside Raceway the background mountains are pink (missing texture).
Title: Re: The Very TrackPack released!
Post by: The Very End on March 04, 2018, 01:24:27 PM
Yeah, noticed that too on rugland track, so tomorrow I will have a lot of things to fix hehe! Thanks for reporting.
Title: Re: The Very TrackPack released!
Post by: The Very End on March 06, 2018, 05:11:50 PM
Version 4.2.4 released:

* Updates to several textures as well as tweaks to AI lines on Konsmo
Title: Re: The Very TrackPack released!
Post by: FalconXY on March 06, 2018, 05:19:35 PM
For Konsmo I would like to see a more realistic last chicane before the turn to the start/finish.

I mean the left side barriers are more into the road at the end of the chicane on the real track.
At the moment I can go through this with full speed and it's only a small challenge.

On the real track you have to brake or hit the outer barriers if too fast. Seen very often in YT videos.

Would that be too much work for you to change ?

EDIT: Ah and the AI was mostly going uphill (because too fast) on the right small way on the Y section and then jumped back after the hills and was much faster than I went though that chicane on the road.
Maybe you have tweaked that in the last update ?

Thank you very much.  :D
Title: Re: The Very TrackPack released!
Post by: The Very End on March 06, 2018, 06:38:03 PM
The AI is a bit tweaked in the last update, but not sure how stable they are - so if you are testing that would be nice :D Also, feel free to show a screenshot of the exact location, then I can pinpoint and try to fix it.
For the chicane; is this size better?


Edit:

Version 4.2.5 released:

* Removed the test track file I use for testing between patches, caused crashes for some of the users *sorry*
* The chicane on Konsmo Raceway (last straight) has been narrowed
* Further tweaks to AI lines on Konsmo Raceway (probably need more work)
* Replaced third tarmac texture on Konsmo Raceway (was concrete texture before, now changed to an alterantive tarmac version)
Title: Re: The Very TrackPack released!
Post by: FalconXY on March 06, 2018, 08:50:48 PM
That looks great now. Thank you.  :D
I will get back as soon as I have tested it tomorrow.
Title: Re: The Very TrackPack released!
Post by: The Very End on March 06, 2018, 08:59:35 PM
Np, glad you liked it :) Attached a small clip of a two lap race on the track  - it can be quite hectic (btw, give it 5 mins to process) ...
http://youtu.be/f44nPwUA9yY (http://youtu.be/f44nPwUA9yY)
Title: Re: The Very TrackPack released!
Post by: FalconXY on March 06, 2018, 10:10:15 PM
I wondered why is the finish line in the first chicane ? I did not expect that to be there at first.

On the real track it is right after the last corner on the start straight.

I think the first chicane is what I expect to be on the last chicane. It seems shorter than the other so you come closer to the left barrier.
Title: Re: The Very TrackPack released!
Post by: The Very End on March 06, 2018, 10:51:22 PM
The reason for moving the finish line further down the start straight was mainly because game would crash if I had it in the exit of the corner. It is related to the custom starting positions I believe. One solution would be to remove the custom start points and place the cars right before the chica e, but not sure if that is a better option?

And if I get you right, you want the first chicane to be smaller as well, making it a bit more narrow?
Title: Re: The Very TrackPack released!
Post by: FalconXY on March 06, 2018, 10:59:56 PM
OK, better leave the finish line there. :)

No, no changes to first chicane.
Is it the same size (length) than the last chicane ?
I meant to make the last chicane shorter in length so that the left barrier will come sooner.

I only use 4 AI cars on that track. Too much trouble at start with more. :)
Title: Re: The Very TrackPack released!
Post by: The Very End on March 06, 2018, 11:10:12 PM
Ah shorter! I can try to move the walls around a bit to see if that works. Fiddling too much with the geometry on the track can be a bit of a work, as everything is a bit connected now, but I will see what I can do :)

Edit: about length  compared to the other I am a bit unsure off. Will see if I have the reference picture I used tomorrow, will make it easier to judge :)
Title: Re: The Very TrackPack released!
Post by: The Very End on March 07, 2018, 09:37:52 AM
This is the picture I used to model the track:


While overall scale might be off, all the paths should be identically to that one, as I used the cheesy method of polygon modelling on top of the picture.
Title: Re: The Very TrackPack released!
Post by: FalconXY on March 07, 2018, 01:10:48 PM
Thanks. So it looks like that the length of the chicanes are like the real track and the first one is shorter.

I think you don't have to change it.   :D 
I will test the new version later.
Title: Re: The Very TrackPack released!
Post by: The Very End on March 07, 2018, 01:38:35 PM
Thanks for your feedback, valuable info and helps myself improve :)
Title: Re: The Very TrackPack released!
Post by: FalconXY on March 08, 2018, 01:06:09 AM
After testing this evening I can say that the current track layout is good. It's a great track. :D
The best fun for me since Mixed 1 which is also my favorite. 

AI is slower in the right small chicane way now. Good. :)

Not a major issue but noticeable:
AI is always making a swerve to the right just before the Y section. Is that intentional ?

On the Konsmo raceway with both ways of the Y the AI is always going straight the short way even if they are closer to the small right Y way.

Now we need Sprint Cup mode enabled again for this track.  :)
Title: Re: The Very TrackPack released!
Post by: The Very End on March 08, 2018, 08:14:59 AM
Thank you :)
The sway is to reduce their speed. The game has no way of forcing AIs to brake, meaning I must force them by doing very rapid turning before the part I want them to brake.

Yeah, I wants to make the AI support multiple paths, but for some stupid reasons the game crashed when I added more than one path. Tried all the tricks in the book for five days, yet all it did was to crash the game :/ This is why we have all the layouts, to make sure to have races with different AI paths :)
Title: Re: The Very TrackPack released!
Post by: The Very End on March 17, 2018, 10:01:29 AM
Version 4.3 released:

* Pine Hills Raceway and Pine Hills Raceway Reverse added!
* Added a small heal player (repairs cars on impact) crate which can be found inside the pithouses of Pine Hills Raceway

http://www.youtube.com/watch?v=_TV95dWDCnI (http://www.youtube.com/watch?v=_TV95dWDCnI)
Title: Re: The Very TrackPack released!
Post by: Speedevil on March 17, 2018, 10:50:48 PM
Pine Hills absolutely kills my framerate (the Hot Wheels track does too), I think it's because the environment is too detailed, specifically the trees. Looks really cool though, even though I think the jumps they had in some DD tracks just doesn't fit Wreckfest.
Title: Re: The Very TrackPack released!
Post by: The Very End on March 18, 2018, 12:07:07 AM
If you put shadows to low or off and at same time, does it help?
Title: Re: The Very TrackPack released!
Post by: St. Jimmy on March 18, 2018, 12:16:41 AM
Konsmo Raceway - the best track in WreckFest currently. I've been driving that a lot today and I absolutely love it! Awesome job with that.

Then some feedback about Pine Hills. When going right way (not reverse) the first jump/ramp is angled bad so the car is launched IMO not in a good way. The second ramp is OK on both ways because it seems like it's smoothed out. The first one isn't as smooth and I assume that's causing problems with the jump. Here's comparison pictures so you get what I mean:

First ramp:


Second ramp:


The first jump also looks like it really builds up in the end that you can't see in the pic. It's probably bit too overdone. Being able to control the flight and landing would be nice but you can't do that with that first jump currently because of the ramp shape. Controlling the balance is done with brake and gas but the ramp build up angle makes it impossible to do that. Because of the /\ shape the timing to hit the brake to bring nose down or give some throttle pump to make the nose go up is veeery small.
Title: Re: The Very TrackPack released!
Post by: St. Jimmy on March 18, 2018, 12:27:13 AM
Oh and one thing about the Pinehill Reverse version. You can just circle the start checkpoint and get 1s laptimes :P I see that you haven't added any other checkpoints for that.
Title: Re: The Very TrackPack released!
Post by: The Very End on March 18, 2018, 10:18:04 AM
What? Is it only one cp lol? Will fix that upcoming week :)
As for big jump shape, reason for the little flip is due to prevent ass landings. If it was smooth the car's ass will all ways go down first, while the little dip makes it more front focused. Not perfect at all but not sure what shapes are the best :/

As for second, do you have any ideas of shapes that might work? On phone so cannot see that picture of yours well sorry.
Title: Re: The Very TrackPack released!
Post by: Speedevil on March 18, 2018, 08:38:43 PM
If you put shadows to low or off and at same time, does it help?

Turning down the shadows doesn't have much of an effect, I'm pretty sure there's just too many trees on the screen at all times. I don't have any problem with Konsmo Raceway, for example.
Title: Re: The Very TrackPack released!
Post by: St. Jimmy on March 18, 2018, 09:18:46 PM
What? Is it only one cp lol? Will fix that upcoming week :)
As for big jump shape, reason for the little flip is due to prevent ass landings. If it was smooth the car's ass will all ways go down first, while the little dip makes it more front focused. Not perfect at all but not sure what shapes are the best :/

As for second, do you have any ideas of shapes that might work? On phone so cannot see that picture of yours well sorry.
Yes I checked that there's only one checkpoint with the debug :D

At least player can control easily that the cars front comes first. Now that I think you probably did it to guide AI? If you say that with smoother the car's back will always come first then at least player could tap the brake quickly  to make the front come down first.

I'd say with some cars it would probably be even better to get the back come down bit more. Gatecrasher comes easily pretty front heavy. You can easily test what I mean with the controlled flight/launch in Gravel 1's jump. Give the brakes a little tap just when you're going to jump and the car lands front first ;)

But if you did it for the AI then I can understand that because they're not likely the wisest drivers when it comes to jumps :P
Title: Re: The Very TrackPack released!
Post by: The Very End on March 18, 2018, 11:52:47 PM
As for trees, actually pretty similar amount from Konsmo, but the grandstands might be a bit intense...

As for jumps it is a bit back and forth really, and it is really difficult as some cars handles it while others...nope. Wish U could make it more predictable, but at those jump lengths we are operating with it is a bit of randomness to it all. Wish there was one ideal set up, but in reality with all the cars and physics I am not so sure :s

As for AIs ... don't get me started on those hehe!
Title: Re: The Very TrackPack released!
Post by: Purple44 on March 19, 2018, 03:13:12 AM
As for trees, actually pretty similar amount from Konsmo, but the grandstands might be a bit intense...

As for jumps it is a bit back and forth really, and it is really difficult as some cars handles it while others...nope. Wish U could make it more predictable, but at those jump lengths we are operating with it is a bit of randomness to it all. Wish there was one ideal set up, but in reality with all the cars and physics I am not so sure :s

As for AIs ... don't get me started on those hehe!


And next Build could change something in car physics or AI.   Then would have retweak things again. :P
Title: Re: The Very TrackPack released!
Post by: The Very End on March 19, 2018, 08:22:02 AM
Uff lol
Title: Re: The Very TrackPack released!
Post by: Andy Rotten on March 22, 2018, 07:51:28 AM
Awesome pine hills specially reverse layout a lot of speed and chaos on curves and jumps, just one thing: for me runs well but there are so many trees would be interesting add some city backgrounds like big stadium or tarmac 2

I miss city madness like flatout on wreckfest
Title: Re: The Very TrackPack released!
Post by: The Very End on March 22, 2018, 10:02:59 AM
Thanks for feedback! Next in list is the Black Sails Valley, which also will be a forest-ish track. But after that I might give a go at something urban. The only issue I see with that is the need to create a lot of city buildings, but I might be able to cheese that by xrefing a lot of BB's assets.
Title: Re: The Very TrackPack released!
Post by: Andy Rotten on March 23, 2018, 04:00:28 PM
thank you, and awesome Black Sails Valley, can't wait.
Title: Re: The Very TrackPack released!
Post by: The Very End on March 30, 2018, 04:59:14 PM
Version 4.4 released:

* Black Sails Valley added! 4 layouts including night racing! NB: high computer requirements!
* Overvast and night weather added and selectable on all tracks

http://youtu.be/1WKvkcvdy-8 (http://youtu.be/1WKvkcvdy-8)






Edit: Ofc bugs. Pink lensflare effect I think, will fix that in a hotfix now very soon as well as increasing the safe zones (to not trigger red ring of doom).
Title: Re: The Very TrackPack released!
Post by: simosimo on April 09, 2018, 05:06:52 PM
Hey nice! I came along to see if you were going to re-add the DD tracks, they were great a year or so ago, look forward to more of your hard work :)

edit: Loving the wreckfested versions of the DD tracks, as much as i love nostalgia they are going on 20 years old, so it's nice to see fresh re-imaginations of the great layouts.
Title: Re: The Very TrackPack released!
Post by: The Very End on April 12, 2018, 08:14:38 PM
Version 4.5 released

* Aremark Motorbane added! Features day / night version (with lights) as well as reverse layouts
* Red Pike Arena Night version added
* Performance adjustment on Pine Hills Raceway and a very minor adjustmest on Black Sails Valley
* Chalk Canyon out of vertex error should hopefully be fixed as well as texture fix
* Adjustment to checkpoint at Rock Bottom Race, being a little more forgiving to prevent wrong way indicator
* Fixed road texture bugs at Lupines Hill
* Fixed grey grass at Talledega and Michigan Speedway



http://www.youtube.com/watch?v=fn7cWwyiRa0 (http://www.youtube.com/watch?v=fn7cWwyiRa0)

Edit: Pushed out a quick hotfix to address the texture errors on the road of Lupines Hill. Hopefully this fixes it.
Title: Re: The Very TrackPack released!
Post by: Daystar on April 12, 2018, 10:05:43 PM
Love the track! I still need to get used to it though 8) a little bumpy but it is fun! cya later gotta go shopping real quick!

http://www.youtube.com/watch?v=VDCBCHy51R4&feature=youtu.be (http://www.youtube.com/watch?v=VDCBCHy51R4&feature=youtu.be)

https://www.youtube.com/watch?v=VDCBCHy51R4&feature=youtu.be (https://www.youtube.com/watch?v=VDCBCHy51R4&feature=youtu.be)


Title: Re: The Very TrackPack released!
Post by: Purple44 on April 12, 2018, 10:42:44 PM
Derby under the lights, I light this idea End.  :D
Title: Re: The Very TrackPack released!
Post by: Nacho159 on April 13, 2018, 04:50:52 AM
YES
Title: Re: The Very TrackPack released!
Post by: Andy Rotten on April 21, 2018, 10:00:52 PM
Please add more speed to the mod Simstox Palallax (speed and crashing) or SCA motorplex
Title: Re: The Very TrackPack released!
Post by: The Very End on April 22, 2018, 12:30:20 AM
Mainly fixing stuff that broke in the patch now, but I can assure you the next track will be a high-speed one :)
Title: Re: The Very TrackPack released!
Post by: Daystar on April 24, 2018, 04:09:55 PM
Yay I love high speed tracks! good luck Tor with fixing up all the broken tracks.... ughh feel bad for you right now.
Title: Re: The Very TrackPack released!
Post by: The Very End on April 25, 2018, 10:00:15 PM
Version 4.5.3 released:

* Fixed startpoint issues at all tracks (thanks for hotfix BB)
Title: Re: The Very TrackPack released!
Post by: The Very End on May 07, 2018, 11:05:16 PM
Version 4.6 released:

* Redwood Ring addded! Track features 4 configs; Oval / Oval Reverse / Rallycross / Rallycross Reverse. Track is a bit demanding, reducing grass settings helps a lot.
Preview videos: http://youtu.be/3yoNluPF9LY (http://youtu.be/3yoNluPF9LY) / http://youtu.be/yqzTTZhGXII (http://youtu.be/yqzTTZhGXII)
Title: Re: The Very TrackPack released!
Post by: Purple44 on May 14, 2018, 01:15:05 PM
We enjoy racing your new Redwood Ring Rallycross track, forward and reverse at Sat's Saturday Night Mods night.  :D

http://youtu.be/yqzTTZhGXII (http://youtu.be/yqzTTZhGXII)

Also the guys still loving the Woodhill Raceway "suicide" track!  :D

http://www.youtube.com/watch?v=nrU44XsErJQ (http://www.youtube.com/watch?v=nrU44XsErJQ)
Title: Re: The Very TrackPack released!
Post by: The Very End on May 14, 2018, 01:34:00 PM
Hehe good to hear and thanks for support :D
Title: Re: The Very TrackPack released!
Post by: The Very End on May 16, 2018, 06:34:56 PM
Version 4.7 released:

* Derby Banked Eight added! Features 4 layouts with focus on destruction! Please note that it has been placed in section named "The Very TrackPack Part 2". Future tracks will be added in this section as well to reduce the scrolling madness.

Video preview of all layouts: http://www.youtube.com/watch?v=W7vfdpoQypk (http://www.youtube.com/watch?v=W7vfdpoQypk)
Video preview of driver POV at the lethal layout: http://www.youtube.com/watch?v=2JlHrFvQPcw&t=5s (http://www.youtube.com/watch?v=2JlHrFvQPcw&t=5s)

Also, common bugs are spawning under ramp; To fix this simply drive to the end of the ramp (following the track) and you will end back up at right location.

Title: Re: The Very TrackPack released!
Post by: Daystar on May 16, 2018, 07:22:20 PM
Great idea for them 8's Tor!  testing them out now  :D

Here is short clip of a guy landing on top of me, and took him for a short ride hehe!

http://youtu.be/SIFiQk_nhrI (http://youtu.be/SIFiQk_nhrI)

Title: Re: The Very TrackPack released!
Post by: The Very End on May 21, 2018, 07:13:54 PM
Version 4.8 released:

* Quality of life changes to track selection screen. Tracks are now divided into the categories arenas, fig8, misc, ovals and rallycross. This to reduce the scrolling and to make track selection / sorting easier. See following picture for track / environment selection:





* A fifth layout has been added to Derby Banked Eight, named safe. This layout is a result of a request, and features cars jumping over eachothers at the crossing (instead of AT eachothers)... unless if you drive slow that is.


* Some old files removed, reducing the size of the mod to about 3.4GB (down a couple hundred mb's)
Title: Re: The Very TrackPack released!
Post by: Purple44 on May 21, 2018, 10:09:34 PM
Having track categories will help me a lot when we host The Very TrackPack online. There was a lot of tracks to scroll through to find the track your looking for. And having all oval tracks in one place, will make it easier for me know which tracks are oval tracks.  :D




* Some old files removed, reducing the size of the mod to about 3.4GB (down a couple hundred mb's)


I hope none them files are files I need for my track packs. Hope you still have a backup copy if I find a missing texture file or object.
Title: Re: The Very TrackPack released!
Post by: The Very End on May 21, 2018, 10:15:35 PM
Thanks :D Not to worry, it was mainly textures. The old screen loading textures (which is not possible to use anymore).
Title: Re: The Very TrackPack released!
Post by: The Very End on May 30, 2018, 10:13:33 PM
Version 4.9 released:

* Occoneechee Orange Speedway added! Based on the real life track with same name, and features 4 layout (two of them nighttime, so remember to use night weather)

http://youtu.be/KGL0iAXQaLk (http://youtu.be/KGL0iAXQaLk)
(https://s15.postimg.cc/qy6zx2znv/osn.jpg)
Title: Re: The Very TrackPack released!
Post by: Daystar on May 31, 2018, 12:30:33 AM
Version 4.9 released:

* Occoneechee Orange Speedway added! Based on the real life track with same name, and features 4 layout (two of them nighttime, so remember to use night weather)

http://youtu.be/KGL0iAXQaLk (http://youtu.be/KGL0iAXQaLk)
(https://s15.postimg.cc/qy6zx2znv/osn.jpg)

Awesome! I will check it out in a bit. just need to grab another beer and smoke  ;D

I shall report back in a bit...
Title: Re: The Very TrackPack released!
Post by: Daystar on May 31, 2018, 12:54:17 AM
Hey Tor! Congrats... it is a fun oval! and wow. it's a cigar shaped oval at that! which means real good speed  :)  I had a lot of fun, and it will be one of my fave ovals indeed. however.. I must state, there is some graphic abnormalities.  which is a huge pixel shape square in random spots at times.  good luck with that!

Cheers Mate


(http://i64.tinypic.com/21nl894.jpg)
(http://i68.tinypic.com/pccip.jpg)
(http://i65.tinypic.com/149p8hc.jpg)
Title: Re: The Very TrackPack released!
Post by: The Very End on May 31, 2018, 07:27:13 AM
Thank you :D those pixels- do look a bit like graphical artefacts, which might occurs by overheating graphic card. Or maybe some graphic option helps? Tried reproducing the thing here but could not reproduce  :(
Title: Re: The Very TrackPack released!
Post by: Daystar on May 31, 2018, 01:51:36 PM
Thank you :D those pixels- do look a bit like graphical artefacts, which might occurs by overheating graphic card. Or maybe some graphic option helps? Tried reproducing the thing here but could not reproduce  :(

Welcome Tor. so I just did some more testing. and it is only the night track version that is doing it. the day tracks have no problem. also just turned on my computer not to long ago, nad the graphics card is not hot at all. also the artifacts are not on any of the Bugbear tracks. and these square large blocks only occur in the race track areas, not in the sky, stands, trees. just the track. very odd but I can live with it lol!

Non Night Version of your track.

(http://i64.tinypic.com/2h7zzfm.jpg)

Night Version.

(http://i63.tinypic.com/nbd5hf.jpg)
Title: Re: The Very TrackPack released!
Post by: The Very End on May 31, 2018, 02:00:59 PM
So strange lol.. only difference in night version are the lights, might be related to that somehow but dunno what to do. Glad to hear it is within acceptable hehe!
Title: Re: The Very TrackPack released!
Post by: St. Jimmy on May 31, 2018, 02:42:21 PM
Those graphical glitches were reported when Sam started to work on night lights. Can't now remember was it AMD GPUs only.

Ah here's some info. Looks like AMD issue.
http://community.bugbeargames.com/index.php/topic,9220.msg104001.html#msg104001 (http://community.bugbeargames.com/index.php/topic,9220.msg104001.html#msg104001)
Title: Re: The Very TrackPack released!
Post by: The Very End on June 07, 2018, 09:44:27 AM
Version 5 released:

* Arendal Triangle v2.0 added! Features a total facelift and added layouts. The four layouts are the standard, reverse, night, night reverse

Preview: http://youtu.be/4pM-bthdP4o (http://youtu.be/4pM-bthdP4o)



Title: Re: The Very TrackPack released!
Post by: The Very End on June 13, 2018, 05:24:53 PM
Version 5.1 released:

* Kristiansand Raceway (v2.0) added! Features a total facelift and added layouts. The four layuts are the standard, reverse, night, night reverse

Video:
https://youtu.be/aXAXOBjzXp8

Screenshot:
Title: Re: The Very TrackPack released!
Post by: Daystar on June 13, 2018, 06:39:43 PM
Version 5.1 released:

* Kristiansand Raceway (v2.0) added! Features a total facelift and added layouts. The four layuts are the standard, reverse, night, night reverse

Video:
https://youtu.be/aXAXOBjzXp8

Screenshot:


Fun track Tor! and interesting enough my weathers work with the very track pack! without me adding them into the events thing. hmm very odd! lol
guess they lifted (took away) that req. lately? (https://orig00.deviantart.net/6ea5/f/2010/239/5/6/reach_for_the_stars_____by_synfull-d1s6i87.gif)
Title: Re: The Very TrackPack released!
Post by: The Very End on June 13, 2018, 06:42:34 PM
Thanks :D I have no idea haha! Have not altered the weather lately.
Title: Re: The Very TrackPack released!
Post by: The Very End on June 17, 2018, 10:13:32 AM
Version 5.2 released:

* Orange Speedway has received two additional layouts (requested), named Orange Speedway Smaler and Orange Speedway Safer. First mentioned uses the infield oval while the latter adds additional destructible fences at the turns. Please be aware that due to the nature of physical objects and how they behave in game the hitboxes are not 100% and in additional the entrance to the small oval can be quite.... interesting in higher speeds. As allways thanks for support!

Small oval preview:


"Safer" walls preview:
Title: Re: The Very TrackPack released!
Post by: TheEngiGuy on June 23, 2018, 03:30:33 AM
https://youtu.be/sV2qR4tcjAg?t=2m18s
Title: Re: The Very TrackPack released!
Post by: oxygencube on July 05, 2018, 03:00:21 AM
Version 5.2 released:

* Orange Speedway has received two additional layouts (requested), named Orange Speedway Smaler and Orange Speedway Safer. First mentioned uses the infield oval while the latter adds additional destructible fences at the turns. Please be aware that due to the nature of physical objects and how they behave in game the hitboxes are not 100% and in additional the entrance to the small oval can be quite.... interesting in higher speeds. As allways thanks for support!

Small oval preview:


"Safer" walls preview:



Mate, great stuff. Im new ti modding WF and could ise all the help i could get. Is there any way you would be willing to zip and share one of your mods in raw with the Max working files and textires etc? I’ve got my tracks runnijg etc but would loce some help getting things textured well and seeing you’re making some great looking tracks I figured id ask.

Thanks!
Title: Re: The Very TrackPack released!
Post by: The Very End on July 05, 2018, 07:24:27 AM
Most of the textures are Bugbear's own textures, so on most of my tracks I point the texture paths to BB own texture folders. This helps reducing the size 🙂
As for max file, I probably could pack that one track in an max file and share it, to get a general idea of geometry and object placements.
A sidenote here is that I utilize a lot of xrefs/references to BB Assets on the tracks, meaning that many objects will be simple boxes in a scene, but in runtime will be changed to the actual objects it refers to.

Will have to pack the file later, and then I'll upload it here.
Title: Re: The Very TrackPack released!
Post by: Mr21by9 on July 05, 2018, 08:29:02 AM
I got started with your tutorials but got stuck wanting to use xrefs but couldn't find the proper way to do it. Can't wait to look at how you did them with your placeholder boxes and make some tracks of my own!

Thank you
Title: Re: The Very TrackPack released!
Post by: Purple44 on July 05, 2018, 09:35:07 AM
End, if you just seeing placement holder boxes, then how you place object in the correct spot on the map? especially height?

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/Wreckfest%20editor/wreckfest-editor-scare.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/Wreckfest%20editor/wreckfest-editor4.jpg)

Title: Re: The Very TrackPack released!
Post by: The Very End on July 05, 2018, 09:57:36 AM
I'll answer you both in same reply :)

First out, the xref's. Basically, in max you click the Max icon in top left corner, find the references, chose xref and then you point to an max file of chosing. Now, the trick here is to have one simple object (box or whatever) in this max file, and save it as same name as an scne file. So, say I want to xref foliage_x_tree01, then I need to have an scne file in a folder with that name AND a max file named foliage_x_tree01. In max I xref that and export, but at runtime the game will read the scne file. That's how I link in BB's assets, even if I cannot see their shapes (a lot of guessing for spacing lol).

As for knowing if the objects are right - I don't. An example is if I want to xref a chainlink fance, and I want a line of them without vissible gaps. Then I have to export and test to find the actually width of the object, and when I got it right I just remember that and space them accordingly. In my max files it's a clutter of boxes and you would be surprised just how much work goes into guessing sizes and rotation of objects haha! :D
Oh, and pivot points desided the hight of the object. So I have made sure all my placeholder boxes for all objects has the pivot set to bottom of object, meaning most of them will be at ground level.

Hope this helps!
Title: Re: The Very TrackPack released!
Post by: The Very End on July 05, 2018, 11:24:44 AM
Here is the base version of Orange Speedway btw. Please note that the xrefs will not work, but you can get a general idea how to structure them (ignore the error message at start). In addition there are no textures and such, but the idea is to show how things are structured. Let me know when you have downloaded it oxygencube.
Edit: link removed.
Title: Re: The Very TrackPack released!
Post by: oxygencube on July 05, 2018, 07:36:11 PM
Here is the base version of Orange Speedway btw. Please note that the xrefs will not work, but you can get a general idea how to structure them (ignore the error message at start). In addition there are no textures and such, but the idea is to show how things are structured. Let me know when you have downloaded it oxygencube :)
https://mega.nz/#!k9ImRCrC!t8dTkO71Sl-jjNFNTfKBDSoswFHTy7dOrQX5Y7dep5U (https://mega.nz/#!k9ImRCrC!t8dTkO71Sl-jjNFNTfKBDSoswFHTy7dOrQX5Y7dep5U)

Mate, you're the best! I may not get to it till late tonight but this will help me a ton! For using the stock WF textures did you just extract them with Breakfest? I was fooling with that last night trying to deconstruct how they've made theirs tracks using blend materials etc. In Max do you set them up to use TGAs and then when exporting the tools do all the conversion?
Title: Re: The Very TrackPack released!
Post by: The Very End on July 05, 2018, 09:45:32 PM
No worries, just happy to help others and fill in the gaps :)
Usually I just use breckfest to extract one tga, say the _c (color) one, then I duplicate it and call it _n etc (same as a corresponding bmap file). I don't pack it again, to make sure the original textures are safe. The tgas I leave in the original BB folder and point to it with max, at runtime the game ignores tga and reads the same filename with .bmap extension.

It's a bit short description, but I guess it is better to take one question at a time. Just fire away here and I'll answer when I got time!
Title: Re: The Very TrackPack released!
Post by: oxygencube on July 08, 2018, 06:30:18 AM
Thanks man! Ive been fooling around with it tonight.
I’ve got the track building but textures are showing up pink. I think I’l going to start my own WIP thread so info doesn’t get all scattered. I’ll pot there and maybe you could help me get sorted.
Title: Re: The Very TrackPack released!
Post by: The Very End on July 08, 2018, 09:56:11 AM
Sure thing  :) Pink textures means the game cannot find the bmap texture. If the texture is there it most likely must be pointed at / pathed in 3ds max.
Title: Re: The Very TrackPack released!
Post by: The Very End on July 14, 2018, 01:29:02 PM
Version 5.3 released:

* Sca Ultimate Raceway / Sca Fig. Eight added! This track is based on the old DD2 track with same name, and was first introduced as a mod to Carmageddon around 10 years ago. It's base model has been heavily rebuilt and worked on to fit into Wreckfest, but the road layout should be the same as the original. Thanks to Harmalarm for the base model provided for the Carmageddon 2 mod.

Preview:
Title: Re: The Very TrackPack released!
Post by: simosimo on July 16, 2018, 06:22:19 PM
Outstanding work matey, glad to see you still giving love to the old DD classics!
Title: Re: The Very TrackPack released!
Post by: The Very End on July 18, 2018, 05:36:00 PM
Version 5.3.2 released:

* Complete overhaul of the tunnels at Sca
* A bit performance increase on the non-snow version of Sca
* Snow layouts added to Sca

Preview shots:
Title: Re: The Very TrackPack released!
Post by: Andy Rotten on July 19, 2018, 06:36:18 AM
Version 5.3.2 released:

* Complete overhaul of the tunnels at Sca
* A bit performance increase on the non-snow version of Sca
* Snow layouts added to Sca

Both SCA kills my 16gb of ram? it says "out of vertex buffer memory"

Title: Re: The Very TrackPack released!
Post by: The Very End on July 19, 2018, 07:18:01 AM
Do not use mixed AI class(es), as they use much more resources. Also, try lowering grass settings in the settings menu.
Title: Re: The Very TrackPack released!
Post by: The Very End on July 21, 2018, 01:48:07 PM
Version 5.3.5 released:

* Derby Banked Eight has received a new layout, called boom.
* Fixed lap counting on sca (taking alternative route should still let you complete a lap)

PS: Initially I had planned to make a gasbottle version of this track as a request over at Steam Workshop, but due to tech. limitations (can't have many gasbottles in one scene, as only a handfull of them will blow up), this had to be a second option. Still laughable stupid - which I hope is better than nothing ;)

http://youtu.be/l6sdbZa-Qwo
Title: Re: The Very TrackPack released!
Post by: Andy Rotten on July 25, 2018, 05:34:06 AM



All SCA track versions make my game sound crash ?
Title: Re: The Very TrackPack released!
Post by: The Very End on July 25, 2018, 08:04:04 AM
No idea sorry :/ People reported that it happens in SFS as well, but I am kind of fumbling in the dark on this one.
Title: Re: The Very TrackPack released!
Post by: nixblick3r on August 01, 2018, 03:59:13 PM
Hi, I have a question maybe one of you can help me.
I have a server at nitrdao and would like to run all mod tracks automatically in the loop on the server. How can I do that? I already installed the mods on the server but can not manually select them in the game on the server. Is there already a ready server config file with alen tracks of the mod?

Sorry for my bad English :-)
And thank you for your help
Title: Re: The Very TrackPack released!
Post by: The Very End on August 01, 2018, 04:05:01 PM
Hi, I have a question maybe one of you can help me.
I have a server at nitrdao and would like to run all mod tracks automatically in the loop on the server. How can I do that? I already installed the mods on the server but can not manually select them in the game on the server. Is there already a ready server config file with alen tracks of the mod?

Sorry for my bad English :-)
And thank you for your help

Your english is good and no worries :)
I have not done server myself (other than hosting on the same instance I play one), but some nice guy over at the forum wrote a guide how to host with this mod: https://steamcommunity.com/workshop/filedetails/discussion/764432700/1728701877518409023/
Hopefully that helps!
Title: Re: The Very TrackPack released!
Post by: nixblick3r on August 01, 2018, 04:11:32 PM
Thanks for your quick reply. I have installed exactly the mod is synonymous loaded but I think you still have to change the server config. So nothing happens in game :-(
Title: Re: The Very TrackPack released!
Post by: The Very End on August 01, 2018, 04:18:46 PM
Hmm, not quite sure about that. Maybe others know? Wish I knew more about hosting but I have no clue how to do it other than from the same instance I play from.
Maybe creating a new topic related to the hosting will be good?
Title: Re: The Very TrackPack released!
Post by: nixblick3r on August 01, 2018, 04:40:08 PM
I've got it now so far that I can select the tracks in game under option only when the race is over he jumps to the normal stretch :-( Maybe someone has a server config for me or how I can set that he only the mod stretch takes
Title: Re: The Very TrackPack released!
Post by: The Very End on August 02, 2018, 09:31:22 PM
Version 5.4 released:

* Dune Race has recieved a total facelift! Now being a desert race, featuring extremely rough sourface while beeing very slippery at same time. Special thanks to Sam here for aiding on the custom surface! The particle effects do not quite work yet, but hopefully there will be a fix for this later (travelig away for the weekend but wanted to have something ready for you people to play!)
http://youtu.be/wzaaV9OGFzo
Title: Re: The Very TrackPack released!
Post by: Stoney on August 07, 2018, 02:42:43 AM
The new dune track looks great TVE, well done. I enjoyed exploring it in single player, however some of the community I race online with reported it being a little too bumpy and a little too slippery. I didn't find it too slippy myself but I have to agree in some places some smoothing of the bumpies could be good. I only mention it because it's 'so' different to the original track and for other tracks you have released you have produced multiple versions, such as the modifications performed to SCA with the tunnels and the bridge etc.

Look forward to whatever you decide to treat us with next, as always.
Title: Re: The Very TrackPack released!
Post by: The Very End on August 07, 2018, 09:13:00 AM
Thank you! It's a bit complicated whwn it comes to this track; to have the effects on the cars and ground that I / we want, it needs to have a somewhat rough surface, to simulate a surface much like what you would expect from a motocross surface and similar. To smooth it out means one of following: either remove the tire lines in the sand or to increase the detail / polygons of the surface to add extras which will help smoothing out the surface a bit. Drawback is a pretty taxing resource increase. Not sure if that is desirable as well.

The slippery surface I think is just a matter of being used to something completely different. We are used to high amount of grips in the main game, and now we are introduced to something with less grip coupled with very uneven surface = it's difficult no doubt. I am having an hard time on it as well haha :D

What I do recommend, which might be a middle ground to this, Is to ensure using cars suitable for it, and using high suspension. At least that helps a lot for me. Cars like muddigger and warwaggon are pretty good at it.

I hope this does not come across as "I refuse", because you are your friends feedback is valid, but due to technical limitations, person choices and introduction of entirely new driving experience, it might not be too bad either? :)

Edit: Ah misread, multiple versions! That I can do. Will play around for a day or two and see what might work best. Probably will try to smooth it out and use gravel physics (more grip) and see if that works.
Title: Re: The Very TrackPack released!
Post by: The Very End on August 07, 2018, 03:01:22 PM
Version 5.4.2 released:

* Two additional layouts have been added to Dune Race; Smooth and Smooth Reverse. Features less bumps and more grip on the surface of the road
Title: Re: The Very TrackPack released!
Post by: Stoney on August 08, 2018, 03:33:53 AM
Thank you thank you TVE! For the detailed response which made a lot of sense and for the smoother versions. Your willingness to listen to your community is one of the many reasons why your trackpack should be number 1 must have mod in the workshop.


Thanks again!
Title: Re: The Very TrackPack released!
Post by: The Very End on September 04, 2018, 08:00:45 PM
Version 5.5 released:

* Dakar S01 added! This track features a point-to-point race through a wast 4km desert environment. As name suggests this is only the first iteration, more stages will be added later. The performance toll on this track is high, hence the removeable of dynamic fences (sorry for not keeping promiss). Please only use 1 lap when driving on this environment, as it is not designed for more.



http://youtu.be/S2vtVemSG2U
Title: Re: The Very TrackPack released!
Post by: FalconXY on September 04, 2018, 09:18:40 PM
Absolutely great track. Thank you very much.
Track side scenery reminds me of "OutRun". Where's the Testarossa ? :)

Only the floating green beams seem odd.
Title: Re: The Very TrackPack released!
Post by: The Very End on September 04, 2018, 09:22:47 PM
Floating green beams? That seems like a bug haha! Do you have a screenshot of the location?
Thanks btw!
Title: Re: The Very TrackPack released!
Post by: FalconXY on September 04, 2018, 11:54:52 PM
I meant the signs / flags along the track from time to time.
When you took the big jump after the steep dune at 2:15.

The flags look like they are floating because the flag pole is so thin.
Title: Re: The Very TrackPack released!
Post by: The Very End on September 05, 2018, 12:37:05 AM
Ah you mean those pennant/flags/banners? They are just to help the lost ones to find the direction, as someone suggested it was hard finding the way hehe!
Title: Re: The Very TrackPack released!
Post by: The Very End on September 06, 2018, 12:25:34 AM
Version 5.5.1 released:

* Hotfix to Dakar; AI cars should now be able to access the green jungle area instead of piling up in the hill. Grass reduced and re-distributed, hopefully solves the out of vertex error
Title: Re: The Very TrackPack released!
Post by: The Very End on September 27, 2018, 05:08:25 PM
Version 5.6 released:

* Two new layouts added to the Dakar environment; s02 Drag and s03 Drag Chicane

http://youtu.be/8RYwB1qZz2Q
Title: Re: The Very TrackPack released!
Post by: Purple44 on September 28, 2018, 03:54:49 AM
I guess I better remember to use long gear ratio for that track End. ;)
Title: Re: The Very TrackPack released!
Post by: Andy Rotten on September 28, 2018, 07:07:48 AM
Amazing, speed  :D

Maybe can has a version like oval but too long?

(http://i64.tinypic.com/330eiio.png)

fast speed to play many laps

Title: Re: The Very TrackPack released!
Post by: The Very End on September 28, 2018, 08:13:35 AM
That's maybe / possible in the future I think :) until then, we got some ovals that might suit the need, unless you mean head-on ovals?
Title: Re: The Very TrackPack released!
Post by: Andy Rotten on September 30, 2018, 11:15:16 PM
Would be nice something more arcade like BB island, but when you fall on the sides you die or hit something that destroy you

Carnage rage trying to throw your enemies to death "last man standing but on race"