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High Stakes (a Re-Volt Track + WIP)

This is a track I'm working on for Re-Volt. I'm using the fan-made Blender "HabitatB" plugin by MarvTheM and Dummiesman for the sole purpose for making & modifying Re-Volt related files. It'll be done when it's done. I'm using the latest stable version of HabitatB, but you could download the dev version, but be weary of bugs.

UPDATE:
And thus, the journey ends. It's complete.
DL Link: http://revoltzone.net/tracks/24028/High%20Stakes%20Reloaded

The track's preview image. I made it look like it's coming from a TV screen, but not really.

The track's preview image. I made it look like it's coming from a TV screen, but not really.

The track design (9-08), before I made changes. It was in an isometric view, and the part of the track behind it was just a slope with 2 small bumps on it. This is the .ncp (collision) version, which is a nightmare to get it working properly.

The track design (9-08), before I made changes. It was in an isometric view, and the part of the track behind it was just a slope with 2 small bumps on it. This is the .ncp (collision) version, which is a nightmare to get it working properly.

The track design (9-08) in a single colour, but with highlighted pieces on where to modify. I've already started modifying the pieces, and lowered the walls, so it would be a more original experience.

The track design (9-08) in a single colour, but with highlighted pieces on where to modify. I've already started modifying the pieces, and lowered the walls, so it would be a more original experience.

The track map. This is just the bare basics, but I'm showing it to you, anyways.

The track map. This is just the bare basics, but I'm showing it to you, anyways.

The ncp track (9-11), with modified pieces.

The ncp track (9-11), with modified pieces.

The latest ncp track (9-21), now with some fixed pieces.

The latest ncp track (9-21), now with some fixed pieces.

The .W track (9-21) with reused assets from my 80s Aesthetics track as a placeholder. There's still things to work on, because modifying or removing certain pieces comes to result of a nightmarish abomination. The downsides of 3rd party mods.

The .W track (9-21) with reused assets from my 80s Aesthetics track as a placeholder. There's still things to work on, because modifying or removing certain pieces comes to result of a nightmarish abomination. The downsides of 3rd party mods.

The custom "Dwegin" HUD. This is the part I have to mention about Re-Volt only accepts bitmap (.BMP) files. Their use of transparency is pure black, and nothing else (other than the HUD, where the alpha only accepts a certain shade to take effect).

The custom "Dwegin" HUD. This is the part I have to mention about Re-Volt only accepts bitmap (.BMP) files. Their use of transparency is pure black, and nothing else (other than the HUD, where the alpha only accepts a certain shade to take effect).

Continuing with the HUD, the HUD is actually in PNG, disguised as a BMP, so I could render that properly. This only works on the fanmade RVGL, which is Re-Volt on OpenGL.

Continuing with the HUD, the HUD is actually in PNG, disguised as a BMP, so I could render that properly. This only works on the fanmade RVGL, which is Re-Volt on OpenGL.

This is the .NCP version (9-22), and this wall is surprisingly a nightmare, but doesn't seem like it. In game, I get this jittery movement when colliding this wall.

This is the .NCP version (9-22), and this wall is surprisingly a nightmare, but doesn't seem like it. In game, I get this jittery movement when colliding this wall.

A screencap of the track (10-1).

A screencap of the track (10-1).

A bizarre issue when I'm trying to light up the track: No light. Also, new textures.

A bizarre issue when I'm trying to light up the track: No light. Also, new textures.

Fixed the lighting issue. Marv told me that I had to get Jigebren's addon for Blender 2.73 (which I have) to fix the issue. Also, the HUD.

Fixed the lighting issue. Marv told me that I had to get Jigebren's addon for Blender 2.73 (which I have) to fix the issue. Also, the HUD.

A screenshot of the epic track. The buildings are piss-easy to make, but beforehand I apparently hit the limit of lights I could add. Turning off a few window lights (and ignoring the ones that's not visible) will do.

A screenshot of the epic track. The buildings are piss-easy to make, but beforehand I apparently hit the limit of lights I could add. Turning off a few window lights (and ignoring the ones that's not visible) will do.

This near-invisible piece here is the skybox. This was actually taken & heavily modified from Smuggler's Run... The Game Boy Advance version.

This near-invisible piece here is the skybox. This was actually taken & heavily modified from Smuggler's Run... The Game Boy Advance version.

Another screenshot. You had to name your separate models small & discreet, or the game registers it's a different object. That's what happen to the ship crate walls.

Another screenshot. You had to name your separate models small & discreet, or the game registers it's a different object. That's what happen to the ship crate walls.