Hurricane Skyway - AI Lines Testing
Uncut footage. Feel free to skim through.
2023-10-17 08:41:22 +0000 UTC View Post
Uncut footage. Feel free to skim through.
2023-10-17 08:41:22 +0000 UTC View PostHello, everyone.
More small progress made to the track. Here are four screenshots for now. The R8 is controlled by AI. AI lines are still barebones, without defined track limits. A video update is in the works!
Stay tuned.
More work done to the track. Some building's windows now light up at night. I should have used this emissive maps material for my previous release. Saves a lot of time and looks great.
2023-10-06 17:53:46 +0000 UTC View PostWhat?! Another update video in such a short time?
Just a quick work done to the track. More progress is better than none.
Stay tuned.
I've uploaded night racing footage of Southbay Docks on my Youtube channel. Check it out!
2023-09-18 11:56:33 +0000 UTC View PostHello, everyone.
I know i've said this lots of times already, but it happened again. I'm busy with other things irl, to the point that i don't have time to continue my Ridge Racer track conversions. I've made no promises regarding release dates, but i really tried my best to continue working on these. I am very sorry that the updates are slow, or even to the point that it felt like i aban...
2023-08-16 13:35:58 +0000 UTC View PostHello, everyone.
I forgot to inform to the Patreon side that the video footage of the track is now live on YouTube. Check it out!
More to come, Stay tuned.
Hello, everyone.
The secret track from the previous post is Southbay Docks. Credits goes to Xenn for getting the model of the track. It is still in early stage, with only some night lights implemented, and i still need to iron out lots of stuff. This track won't be a rework, rather just a port, so the lowpoly corners won't be touched, but rest assured that the collision for the tracks ar...
Hello, everyone. I've just finished porting the raw model of another track from one Ridge Racer game. No lights yet, and as usual, turns are lowpoly, so car is VERY bouncy. I can't give pictures from other parts of the track, else it will spoil the track that i'm working on. For now, this picture is the only clue on what track this is. There are 2 more tracks that needed to be worked on before ...
2023-06-07 14:04:43 +0000 UTC View PostHello, everyone. I've got more time to work on the track mods, and this time, i decided to adjust lights for upcoming updates or releases. Moving forward, i would be using C13 AEGIS post processing filter as a standard for making track lights. This is a beautiful ppfilter, and it also made me realize how overly bright the track lights are for my mods.
I've already changed the values of l...
Check it out on my YouTube channel. Stay tuned.
2023-05-01 18:29:52 +0000 UTC View PostAnother sneak peek. More to come. I might need to rework the whole tunnel entrance section before the first tunnel.
Stay tuned.
I should've used this method for the jumbotron before releasing the track, but better late than never, right?
Jumbotron now displays video instead of animated stills. More to come.
Stay tuned.
Hello, everyone. Progress on my mods would be put on hold for now, as i'm starting to get busy with commissions and other real life stuff. I will still keep working on Ridge Racer projects slowly though, so no worries there.
Aside from Helter Skelter/Hurricane Skyway, i have something brewing in the background, such as another Ridge Racer track that i have on my hands, but not yet ported...
Just a sneak peek picture of night lights. This is taken in second tunnel section. I'll slow progress down due to difficulties (and focusing work on private commissions).
Re-working the lowpoly walls takes quite a lot of work, due to uv maps, and then there's the absence of any form of environment behind the first tunnel's exit. The track can only be run normal, not reverse. In it's curr...
All the roads are now made smooth, with the exception of walls and some other objects still not treated. Night lights will come after i smooth out walls. The track also has a lack of street lamps, so i will need to manually add them. For simplicity purposes, i think reusing the street lamp asset from my Seaside Route 765 mod would do the trick.
Will post a video update in YouTube pretty ...
Done with Seaside Route 765, on with another project. Next up would be the famous first track from R4's 1st GP race of Real Racing Roots '99. This is a port from Ridge Racer 2 PSP. Track is basically still the raw model, so assetto's physics definitely won't play nice with the lowpoly turns. Bumps here and there. Also the map is full of holes if you look higher than a car's height. I'll post a ...
2022-12-25 08:57:47 +0000 UTC View PostHello, everyone. The mod is finally ready to be released. There are some bugs and glitches remaining, but i deem the track ready for use as of now. It's been a very tiresome process of learning, but in the end, it was all worth it.
Here's Seaside Route 765 for you to enjoy in singleplayer or multiplayer!
Credits:
- Drift Spirits - original Route 765 model
- Assetto Corsa...
2022-12-25 05:19:57 +0000 UTC View PostThis is where i willl upload all my mods, and their progress. The reason why i use this site, is to have all my mods in one place and provide people the opportunity to support me if they are willing to. All mods will be free, without prior donation.
However, making mods for assetto isn't my full time job, so expect mods to be made in a "slow" manner. Thank you for your understanding, and...