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NFSMW - Recreating cut races

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Hi! I've recently started recreating cut races from Need for Speed: Most Wanted. You can see my progress in this post.

Boardwalk & Boundary (9.2.2) - COMPLETED
Track is ready to release.

Game Mode: Sprint
Location: Camden Beach
Length: 9.5 km
Blacklist: #9 - Earl
Cash Reward: 6,000$

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Last edit: by Luqgreg

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I was constantly thinking when someone would take this issue. Thank goodness somebody heard my voice.  :lol:  :lol:
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I'm going to install the game again to receive these new mods that are coming…  :)  :)  :)  :)
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And so, the VltEd 4.0 era begins. Stuff like restoring beta tracks is only the first of many!

I can't wait for the kind of stuff the modders will bring to the table with all the new possibilities that VltEd 4.0 opens. It will be amazing to see.
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Update #1
Check OP for new images!

Chancellor & Campus:
  • Track is now ready to release!
  • Added missing barrier (2 hours of searching one ID…)
  • Added free roam engage trigger
  • Added wrong way trigger
  • Moved start grid
Stadium:
  • New recreated track ready to release!
Valley Interchange
  • New recreated track ready to release!
Riverfront & Valley:
  • meh.. I think I know why they cut this track…

Added races count for 100% completion and blacklist requirements, but existing 100% saves aren't fully compatible with added races. Quick Race entry is locked and free roam trigger doesn't appear. New save solves these problems and nlgzrgn's Extra Options function "Unlock All Tracks" can unlock race in QR on existing saves.

Last edit: by Luqgreg

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Update #2
Check OP for new and updated images!

Boardwalk & Boundary:
  • New recreated track ready to release!
Riverfront & Valley:
  • Added barriers (only two are missing at "the loop", but I doubt that they even exist)
  • Added checkpoints (cars now drive only on right side)
  • Fixed start grid
  • Fixed race length in menu
  • Note: Near tollbooth cars are trying to change side of the road, despite checkpoint placement
Riverfront Stadium:
  • New track W.I.P.
  • Note: Main problem with the track is that road near stadium contains in total of 7(!) lanes (2 on left side, 3 on right side and 2 on side road). Combining it with slightly twisted road and pillars in middle of the road results in frequent automatic lane changing and car crashes
14_2_3_cellphone_sprint:
  • New recreated track ready to release!
  • Note: Track name is missing and I can't fix it

And two questions (if somebody is reading this -.-)
1. What should I do: add traffic to drag events or leave them without it?
2. Is there any way to access PS2 demo's "gameplay.bin" or its counterpart?
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1. If possible, traffic should definitely be added. It makes the race more interesting, in my opinion. :)2. I don't know how to access the PS2 Demo's gameplay.bin file as of right now, sorry. :(And I have one question: Do you plan to re-create the cut E3 Demo drag race?

Last edit: by trackmaniamatt

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trackmaniamatt said

1. If possible, traffic should definitely be added. It makes the race more interesting, in my opinion. :)
2. I don't know how to access the PS2 Demo's gameplay.bin file as of right now, sorry. :(
And I have one question: Do you plan to re-create the cut E3 Demo drag race?

Yeah, I can base it on Seaside & Camden drag, but don't expect the same traffic spawns (I'll try to make them simillar), roadblock at the end, and cutscenes. If cop spawn trigger also works in drag I'll add police as well.
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Sweet! That's going to be AWESOME! I've been trying to do this for the past several days with no good attempts to re-create the track I mentioned.
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Hi Luqgreg. One other question: where can i find the releases for these uncut races?
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trackmaniamatt said

Hi Luqgreg. One other question: where can i find the releases for these uncut races?

Did you mean my recreated races? I'm keeping them as separate scripts for VltEd. When I complete as much as I can, I'll merge these to one script and release as modified gameplay.bin file.
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Alright, thanks for letting me know. Once the tracks are released, can me and the other users who are working on the NFSMW Beta Mod use the gameplay.bin you plan to make, with the mod? We'll be sure to give credit. :)
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trackmaniamatt said

Alright, thanks for letting me know. Once the tracks are released, can me and the other users who are working on the NFSMW Beta Mod use the gameplay.bin you plan to make, with the mod? We'll be sure to give credit. :)

Of course! ;)
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Amazing project! I can't wait to try these races.

Luqgreg said

And two questions (if somebody is reading this -.-)
1. What should I do: add traffic to drag events or leave them without it?
2. Is there any way to access PS2 demo's "gameplay.bin" or its counterpart?

hmm
2. It's possible to extract it, but VLTEd can't read, since its hashes are 8 bytes longer instead of 4 bytes.
1. If I were you, I would just keep re-creating the race without traffic vehicles, you know, add barriers, checkpoints, etc. I don't know if nfsu360 will add support for console (even for PS2 Demo game files which the format is different), but if he do, it is a way to spend your time while waiting for it, however, I can't guarantee that all of the PS2 demo drag races are finished.
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Great project … You can add the races from the beginning of Career mode??  :)  :)
-Race against Ronnie in Yellow Supra.
-Race against Bull.
-Circuit Race against Rog.
-Race against Razor (That loses BMW).
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Update #3 + Bonus
Check OP for new and updated images!

E3DEMO:
  • New track W.I.P.
  • Note: Bots always use shortcut near tunnel entrance; Proper name of this track is assigned to ID 50.1.1
Industrial & Hwy 201:
  • New track W.I.P.
  • Note: Don't drive on left side of the road -.-
19_2_1_sprint:
  • New recreated track ready to release!
  • Note: Track name and challenge description are missing and I can't fix them

Bonus - New Safehouse:
I was bored with fixing drag routes and I added a safehouse near shipyard. I noticed only one bug with it: in world map menu only 4 nearest safehouses are shown instead of 5.

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379Felipe said

hmm
2. It's possible to extract it, but VLTEd can't read, since its hashes are 8 bytes longer instead of 4 bytes.
1. If I were you, I would just keep re-creating the race without traffic vehicles, you know, add barriers, checkpoints, etc. I don't know if nfsu360 will add support for console (even for PS2 Demo game files which the format is different), but if he do, it is a way to spend your time while waiting for it, however, I can't guarantee that all of the PS2 demo drag races are finished.

I want to finish all drag routes first, anyway.

Dragonforce said

Great project … You can add the races from the beginning of Career mode??  :)  :)
-Race against Ronnie in Yellow Supra.
-Race against Bull.
-Circuit Race against Rog.
-Race against Razor (That loses BMW).

I can copy these races, but they won't have track name and minimap.
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Update #4
Check OP for new and updated images!

Boardwalk & Heritage:
  • New recreated track ready to release! (Without traffic)
Chancellor & Campus:
  • Added missing barrier
Forest & Highlands:
  • New recreated track ready to release! (Without traffic)
Heritage & Boardwalk:
  • New recreated track ready to release! (Without traffic)
Hickley & State:
  • New recreated track ready to release! (Without traffic)
Hollis Boulevard:
  • New recreated track ready to release! (Without traffic)
Petersburg & Hwy 1:
  • New track W.I.P.
  • Note: Again things in middle of the road…
  • Note: Forgot to do screenshots, I'll post them as soon as I can :/
State Street:
  • New recreated track ready to release! (Without traffic)
7_7_1_cellphone_sprint:
  • New recreated track ready to release! (Without traffic)
  • Note: Track name is missing and I can't fix it

Other things:
Campus & Chancellor:
  • Added missing barrier
All OPM races:
  • Added Region values

And some plans for the release. For 1st release I want to finish as much races as I can without bigger problems (unlike Riverfront Stadium which is impossible for me to fix atm), without duplicates (like "14_7_1_drag"), without missing minimaps (like "Ocean Hills & Beacon"), without multipoints ofc and leave drags w/o traffic.
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Any new updates?
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I took a little break for doing these drag races (they are very annoying) and I started also modifying Carbon (Available mods: Garcia Street - Beta, Restored Platinum Condos), but I almost fixed "Riverfront & Valley" one, so finally I'll be able to fix every drag with objects in middle of the road. I don't want to post updates with 1 thing done, but expect next one very soon ;)

Also little teaser for Carbon track mods:

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I know this hasn't been updated for some time, but I was curious about this: How did you make the checkpoints, startgrid, finishline, triggers, etc. follow the correct race path in NFS VLTEd? I've been wanting to do this myself for some time, just to experiment, but I have no idea where to start. Is it possible that you can make a tutorial on how I can make races like this?
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