Explore Valo City, a port straight from 2003! Fixes the majority of mapping issues, bringing many improvements, and featuring easter eggs! This map has been ported from the game Street Legal Racing: Redline (SLRR) by Medek (me) with help from EvilMcSheep, who wrote a script for automated mass object placement. Been working on this since early November 2019. Directly ported from game files. In the current state, the map is playable, but it still lacks major features like AI paths, and traffic lights, and a good amount of polishing. Currently in private testing until full release. Endorsed by ImageCode LLC. WIP Screenshots: Softwares used: Blender 2.81, 2.79 Zmodeler 1.07b Paint.NET
Very nice. I tried porting the ROC Track about a year ago but textures n uv maps got messed up a bit. Mind sharing how you got it working? or was it all adjusted manually?
I consider this map not being THAT FPS Heavy, I have an average 90FPS with a 2nd gen i7 and a GTX 970 with HIGH in-game quality preset
I've ported ROC successfully without UV issues, I know I just had to flip UVs to make them fit which is pretty common.
I understand it is a 1x1 conversion, but it would be a way to enrich the map. It looks excellent in the pictures, good work.
This is gonna bring back so many memories! Plus a good city without WCUSA's PC intensity will be nice to have lol
Its Iook so promising to be appeared in the mod repo! Anyway, did this map will be playable without FPS dropping? (Cause' i get a low end pc...) BUMP?
Considering SLRR ran on Java, yeah. But you had a very limited draw distance and very aggressive LODs, but everything is still very low poly, should run on everything as you said.
Hey 'yall, here's a little update. I've been busy lately working on LOD models to ensure that low performance won't be a question when playing on the map. Starting with custom house LOD models (suburb area around Green Garage). First of all, here's a little comparison: The LOD1 model being visually barely different (except brick locations) but it has way fewer polygons than the original mesh, and the difference is NOT visible from the distance. I've learned the importance of good collision mesh optimization, so I cleaned up a lot of unneeded/unnecessary stuff to make the areas which are stuffed with objects run more smoothly. This mainly involves the garage and other interiors. Upon cleaning these, I had a noticeable increase in performance and general smoothness in the framerate while traveling between areas. I've been also tweaking materials to make them fit better and by using a different DDS type (BC7). This is mainly visible on fences resulting in a smoother look and helps against the fade at the distance. That's pretty much it for now. I'm going to post here major updates and progress through the making of this port. Thank you for the positive feedback so far, I really appreciate it and it gives me the motivation to go further and progress with the map faster! Have a nice day.
First of all, thank you for your feedback, here's what I've done: Back in the day, when they made these models, they've made cutouts for the windows. This really increases the number of polygons which just unnecessary and can be get rid of for a good and identical-looking LOD. After doing so, windows would've clip with the walls so I just moved them out by 0.01m resulting in the windows (and doors) being in front of the wall and actually looking the same as the original mesh. After getting rid of the extra polys I also simplified the roof by removing its thickness. I used the simplified version for Collision mesh too, because of too complex collision mesh tends to lower framerate. Comparison: -Original 220 verts/polys -Edited 86 verts/polys Eventually, could also simplify the roof, but that will happen later. Could save about 8-10 verts there too. Thanks for the question, I hope this is the answer you're looking for.
Very cool stuff, a few years ago I attempted to do the same port but the meshes and textures were such a mess that I didn't think it was feasible. Looking forward to this, very nostalgic
Heya, here's a short-ish video of just a drive-around. Both finished and unfinished stuff is visible on the video but that doesn't bother me at all. The main thing about it is that I'm having pretty good framerate with the highest in-game settings on 1080p (No SSAO, DOF, Bloom) with Dynamic Reflection on max resolution and detail with 250m range. In busy areas, it goes under 80FPS but it's most of the time in the middle and high 90s. The map is not fully optimized yet having great performance really tells me that this map going to run very well on most PCs. Constructive criticism is always as welcome as positive feedback!
would it be possible to add some lights inside the garages, to make them feel more like how they are in the original game?