WIP Valo City

Discussion in 'Terrains, Levels, Maps' started by Buksikutya77, Jan 22, 2020.

  1. Buksikutya77

    Buksikutya77
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    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
     
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  2. Leon_Rot

    Leon_Rot
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    This is so lit :D, i hope this will be released soon, this even looks better than in SLRR
     
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  3. crashmaster

    crashmaster
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    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?
     
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  4. NaNe

    NaNe
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    damn i spent so much time in valo city,will it be fps heavy?
     
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  5. Buksikutya77

    Buksikutya77
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    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
     
  6. Buksikutya77

    Buksikutya77
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    I've ported ROC successfully without UV issues, I know I just had to flip UVs to make them fit which is pretty common.
     
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  7. KCHARRO

    KCHARRO
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    I hope you have railroad tracks ...
     
  8. Buksikutya77

    Buksikutya77
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    Because the original map doesn't feature railroad tracks, I'm not going to add them to the map.
     
  9. KCHARRO

    KCHARRO
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    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.
     
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  10. Alex_Farmer557

    Alex_Farmer557
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    oh shit yeah
     
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  11. CatAstrophe05

    CatAstrophe05
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    This is gonna bring back so many memories! Plus a good city without WCUSA's PC intensity will be nice to have lol
     
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  12. Crazy Killer

    Crazy Killer
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    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?
     
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  13. CatAstrophe05

    CatAstrophe05
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    It's from a 2003 game. It should be runnable on literally anything.
     
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  14. Buksikutya77

    Buksikutya77
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    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.
     
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  15. Buksikutya77

    Buksikutya77
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    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.
     
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  16. GotNoSable!

    GotNoSable!
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    Time to die in the storm drain going mach 7 in my Covet.
     
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  17. appesh1

    appesh1
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    Wow, that is very good work. I have a question: How did you get the poly count lower than the original mesh?
     
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  18. Buksikutya77

    Buksikutya77
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    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.
     
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  19. appesh1

    appesh1
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    Thank you so much. This was the answer I was looking for.
     
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  20. Inertia

    Inertia
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    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 :D
     
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