HL2 Preformace Street Racing Mod

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cerutti

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Have you ever wanted to red-line your car? Do you live on the edge? Do you hate waiting at drag strips for an hour just to find out someone blew transmission oil all over the track and the clean up will take thirty minutes minimum to completely clean it up? More and more each day decide to take it to the streets and street race. Why? Some say it’s for the thrill, some say it’s for cash, and some do it just for fun. If you love going to “Street Meets” and watching people race (this is not to be confused with stop-light racing, another form of street racing). Most injuries happen at a street meet when a spectator decides to get in front of everyone to have a better view and then they go out to far and go out into a racers way and get clipped. However cops don’t like this because its unsupervised and frequent fights break out and so cops break them up and usually most racers that get caught get an average of 200-500$ ticket, and their license flagged, which means you’re a prime target for cops to be shooting radar at.

Well, if you like doing the above and just love to have fun stop-light racing or racing at the drag strip or simply going down a straight and topping out your car then High Octane is for you! You will be able to place a bet; from one dollar all the way up to your pink slip! There will be one central server and users will be available to host one map, you can choose from the United States to Japan. There will be domestics and imports and we will feature a full blown layout of aftermarket parts allowing you to customize your rides appearance to reflect your personality along with the possibility of you being able to customize its appearance by adding paint, decals, etc.

A few questions you’re going to be asking most when you find someone to race in High Octane is... Should I race this guy? Does he have more wrench time put into his car than me? How much should I bet? Is it worth it?

You can expect all of this in High Octane! So get ready racers, and you won’t be disappointed.

http://www.highoctanemod.com
#highoctane on irc.gamesnet.net

-Cerutti
High Octane Project Leader
 
Wow, I'm sold. I mean, the mod would be free, but I'm sold. This sounds very promising. One question I always ask racing mods is, how intricate is the interaction between the cars and the physics engine? Would there actually be pistons pumping and axles spinning? Another is, will it appeal to me? I don't know much about the mechanics behind cars, or driving in a racing situation. Is this fun or street racing simulation? It would be neat to have an insanely detailed racing game, but when is it too much?

I'll definitely check out High Octane when HL2 comes out.
 
Hmmm.... Need for Speed Underground is good enough for me. It seems alright and u could add something to racing games that never been done before. But I can't see it been better than NFSU. If you could like copy NFSU and balance it out with the cars. That would be the perfect racing game. It seems that u are trying to make your game kinda complex and tactical but I think one of the main reasons why NFSU is good online is because its simple. You race for points no money all these points go to the world rankings. Some people don't even race in the rankings and race for fun. Maybe this will be like the CS of car racing games (the tactical side) gl anyway.
 
1: You're goint to have a hard time competing with NFS underground. The stuff on your site which I've seen so far won't cut it. You're going to need to take this a few steps further or take it in a different direction.

2: You sound too much like a sales man :(
 
ha, who said we are competing the team and my self are just doing this for the hell of it :p cause we love cars.
 
That's good & all...I'm just saying you may want to think ahead, because as far as I see it you're likely to have a hard time getting fans. I mean this to be constructive. I hope your project turns out great.
 
Very ambitious... I hope you have a good programmer and a lot of money though, it's going to cost a lot to buy a server and bandwidth enough to handle all those bets etc... I wish you the best of luck of course, not trying to say you can't do it, but it will be very hard to put that money system in, unless you make each server have it's own set of money. If you are planning to allow people to keep their super beefed up cars between servers, then it will get very complex, one thing to think about with this is how to keep servers from saying everyone won a bet just to give them tons of cash. Cheating is a hard thing to get around ;)

Good luck on your mod, and one more thing, what are the polycounts on those cars? I saw the one on your site with a "half" wire frame on it, polycount looked enormous!
 
phantomdesign said:
That's good & all...I'm just saying you may want to think ahead, because as far as I see it you're likely to have a hard time getting fans. I mean this to be constructive. I hope your project turns out great.

is this coming from somebody who will have a competing mod? or just a fan

personally I like the enthusiansim, NFS underfround sucks when it comes to having real cars. come on the RSX being the baddest car is just rediculus and couldn't hold its weight to the C5R. and the modding was universal just because a Supra can handle a huge turbo doesn't mean the rsx could or even if it would fit. Or why you couldn't drop in a nice v8 into miata or rx7 just show where major improvement can be made.

The mod will be succesful if it has cars that people care about like vipers, mustangs, fbodies (camaros and firebirds/ta), lambos, farrarris, GTOs, etc and simulates the real world potential. IE a stock '96 mustang GT can never beat a a stock '02 fbody or vette without driver error (210ish rwhp to 330ish rwhp)
 
High Octane

Hi Guys,

We at High Octane are not striving to out due NFS in any way. We are doing this project for the love of the cars.

Some eye candy;
Miata%20MX5.jpg


Skyline.jpg


Any second opinions?

Thanks,
Eric "EclipseRS" Pelezo
 
If you used normal mapping and other tricks and effects you could raise the poly count in the smooth rounded area's where its needed.. They otherwise look a bit too low poly in the parts they shouldn't.
 
Hi Fenric,

The low poly parts are to ensure that the cars will not lag the screen and also so that other parts may be added without lagging (i.e.: body kits).

Thanks,
Eric "EclipseRS" Pelezo
 
EclipseRS said:
Hi Fenric,

The low poly parts are to ensure that the cars will not lag the screen and also so that other parts may be added without lagging (i.e.: body kits).

Thanks,
Eric "EclipseRS" Pelezo
You don't understand

the wheels have too many polygons, you can remove most of them and use normal maps, done right it'll look the same but free up polys which you can then use to smooth out the area's that are too low poly. Same goes for the lights, can fake the indentations around those with a normal map instead of polygons. Should free up what, about 8 tri polys each, at least, just on the yellow lights.. Bare in mind you'll not often see the front of a vehicle but the back, so you should concentrate more detail at the rear than the front.. If your going for the usual back view approach. Either way you can still clean them up and invest the free polygons in the area's that will need it
 
that is true, normal maps and/or an alpha map for rims and caps would be more poly-saving
but there is nothing wrong with low poly, i encourage low poly work all the time.
the lower the better, most ppl dont have fast computers and high polys would kill their machine.
as long as a low poly model has a good skin, then all is happy!
 
Normal Maps: Another reason to model with NURBS :D I'm going to be importing a lot of my 3D cars into HL2, and they're going to be TIGHT. If done properly, you could probably make extremely nice looking rims out of 1 or 2 faces.

is this coming from somebody who will have a competing mod? or just a fan
I don't see enough yet to be a fan.

I am doing Phantom-Ops, a FPS. I'm also doing a racing MOD, but I haven't decided whether or not I'll make that a public release. I'm mostly making the car one so I can quickly create and render videos. If you don't want my critiques/suggestions, that's cool, but no need to cut at my credibility. I love racing games, and want yours to be lots of fun too.
 
Maxx said:
that is true, normal maps and/or an alpha map for rims and caps would be more poly-saving
but there is nothing wrong with low poly, i encourage low poly work all the time.
the lower the better, most ppl dont have fast computers and high polys would kill their machine.
as long as a low poly model has a good skin, then all is happy!
If you encourage poly saving then why are you against using normal maps to save polys?



I must admit this mod seems rather reluctant to take advice.. so good luck n all that.
 
the cars are ok but are like playstation 1 calibur... good luck guys!
 
i like this idea, and go for it despite what naysayers say. if you get it done right it would really be awesome.
 
Hi,

We are taking advice, don’t worry, the lights look better when modeled out, the rims will be a normal map (IE: TGA, etc).

Thanks,
Eric “EclipseRS” Pelezo
 
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