The team has done it yet again! This time a custom and functional Time Trial level: "Tile Trauma".
Download links (NTSC-U only):
- Emulator Patch: [ Ссылка ]
- Console Patch: [ Ссылка ]
Credits:
- Layout design by Niko
- Engineered by Niko, Super, DCxDemo, Branch
- Texture art by Mnesiq, Avery
The laboratory of reverse engineering, over the past month, enabled us to replicate several CTR features into this level, that were previously impossible: time trial ghosts, track progression and lap completion, scrolling textures, AI Navigation for end-of-race cutscene (can also be used for Arcade bots in the future), camera cinematics for end-of-race cutscene (mode 4, stationary camera that follows driver), more advanced BSP creation, better VRAM allocation, and several more features.
A brand new feature the team came up with: dynamic face culling, which changes quads from being single-sided, back-sided, or double-sided, depending on the driver's location on the track.
This track was built without a functional editor; the editor is still WIP, so it took 2100 lines of code to generate this track, all written by hand, without any copy/paste. Hats off to the engineers for their patience.
When the artist-friendly editor is complete (for Maya, Blender, Unity, etc), levels will be built with zero lines of code, with the full complexity of an original Naughty Dog track, dozens of times faster than our current strategy, and will result in a flurry of new levels.
Right now ghosts only work on emulator, not console. We know exactly why it crashes, but we need more functions rewritten in the decompile project to make them work on console properly. While the decompile project is moving beyond our most recent 30% milestone, we'll have a fix soon enough.
Stay tuned for more.
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