I Added Water to Custom Diddy Kong Racing Tracks! | Track Lab Dev Update
Art In Games
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I Added Water to Custom Diddy Kong Racing Tracks! | Track Lab Dev Update
101 просмотр · 10 дней назад
Art In Games
15 подписчиков
101 просмотр · 10 дней назад
Another Track Lab development update for Diddy Kong Racing Recompiled!
This time, my main goal was getting DKR's different water systems working with custom tracks. I’ve now implemented support for three types:
• Calm Water — simple transparent water with gameplay properties such as buoyancy
• Waterfalls — animated scrolling textures, including regular water and lava-style effects
• Moving Water — animated surfaces with waves and vertex movement
The moving water was definitely the hardest one to implement, and there are still some performance issues to investigate, but the basic system is working.
In this video, I go through the complete workflow: setting up the track in Blender, assigning textures and properties, exporting it, loading it through Track Lab, and immediately testing it in-game.
I also show some other things I’ve been working on, including fish objects, track objects and balloons, checkpoint/index behavior, harder CPU racers, and improvements to the testing workflow. Track Lab can now watch the custom-track folder, rescan tracks, skip the normal game menus, and launch directly into a track, which makes iteration considerably faster.
There is still plenty to implement and fix — especially vertex painting, better object visualization, and the performance problems with moving water — but the tool is getting closer to something that can actually be used to build and test complete custom Diddy Kong Racing tracks.
Let me know what you think, especially if you notice something that could be improved or if there are features you think would be useful for custom track creation.
#DiddyKongRacing #DKR #N64 #Nintendo64 #GameDev #Modding #Blender #TrackLab #CustomTracks