Great stuff! I never fully appreciated CNK's artstyle and how much VV replicated Joe Pearson's illustrations. Seeing it in HD like this really makes it shine. Thanks for this, you're a legend lad!
Man, there’s something about cartoony PS2-era graphics I just find so aesthetically pleasing. I’d love to see more indie games take inspiration from the style.
Probably that they used the PS2 "limitations" at their full extent. Contrarily to most things after and especially with the most advanced generations that do the least with what they have.
Incredible, Crash Nitro Kart tracks rule! I'm so pumped and entirely hyped up for this and so much much more and everything on what's to come with these projects and all. Keep up the good work.
The tracks will indeed be released when they're done, then the tracks can be ported to any game. One person actually ported the original art of Papu Pyramid to Mario Kart Wii, 1:1 replica
This is so cool! Hoping for a CNK adventure mode in the pc port with like, coop and stuff is really exciting. A quick question: for the characters models, will there be any work on them to not clash the ps1 models with the ps2 tracks? I'm imagining cnk characters will be ported as well, so in theory would there be like a ps1 and a ps2 crash skin (maybe even the CTTR skins as well?)
@@nprocopi1231I know this might be a stretch to ask for (and it would need a lot more editing for sure) but are you considering to rip the tag team racing tracks too?
@per-torereiniurfjell5424 It would be an equal amount of effort to do CTTR as CNK, cause it rips from dolphin with a plugin. I'm not the one who ripped the tracks though
@@nprocopi1231 Yeah, I see what you mean about ripping the tracks themselves, but what I was getting at was about the CTTR tracks needing more adjustments to the CTR physics & gameplay in terms of finding placement for item boxes, obstacle boxes, normal turbo pads and not at least super turbo pads (for making the long jumps on tracks like Tiki Turbo, Uranus' Mine, etc.), and also if the shortcuts on these tracks should have the same activation mechanic like in CTR's Tiger Temple track.
That sounds cool, but problem being, how could the CNK tracks play like in the OG CTR if there is no anti gravity feature? Is there even something to replicate this feature in the OG CTR?
hey when you're done with the linux steamdeck port, can you make it as easy to install to your deck like what opengoal does now? that is make a decky loader file you can download to decky, find the rom from there and just make a shortcut to steam?
I don't know if we'll ever get any more tracks as good as CTR and NK (and of course Kart handling) that we were lucky enough to get repackaged as NF (and the Bonus tracks were pretty good, too) ever again
@robobob408 it's not about what's easy or hard, it's about what's the most fun to play, so we're gonna take all the time we need to try multiple options (both anti gravity, and replacements). Personally I definitely want anti gravity on the clock, but we'll see
@@nprocopi1231 oh yeah I'm sure the ideal thing would be the replicate those sections with the anti gravity and all. I'm just not familiar with the programming of it all so I don't fully know the capabilities of what's obtainable. Sounds like it is at least possible which is great!
Remaking the assets to fit within the PS1’s harsh memory and polygon budgets (while retaining as much of the look of the original as possible) would be an interesting challenge. The original CTR tracks were already really pushing the capabilities of the system but CNK tracks are far more denser and complex, at least from an art perspective.
Sorta, anything that runs in the pc port can be debugged in visual studio, and it is AMAZING. Visual studio is not compatible with ps1 runtime debugging
I love what you guys are doing for the CTR community. Just phenomenal work.
Oh yeah
Oh yeah.
oh yeah
Great stuff! I never fully appreciated CNK's artstyle and how much VV replicated Joe Pearson's illustrations. Seeing it in HD like this really makes it shine. Thanks for this, you're a legend lad!
Man, there’s something about cartoony PS2-era graphics I just find so aesthetically pleasing.
I’d love to see more indie games take inspiration from the style.
Probably that they used the PS2 "limitations" at their full extent. Contrarily to most things after and especially with the most advanced generations that do the least with what they have.
This is incredible!!!!!
Huge project man, you deserve even more support!
Share the video far and wide! That's all the support we need!
this really does justice for how good some of these tracks look 20 years later
Incredible, Crash Nitro Kart tracks rule!
I'm so pumped and entirely hyped up for this and so much much more and everything on what's to come with these projects and all.
Keep up the good work.
I guess eventually we'll have the _real_ CTR games, and our _ideal_ version of them. Thanks a lot for all of your efforts.
You guys are amazing, thank you for doing all of this ❤ the PC port is gonna be god tier
This is epic! Love what we have in store for the future! So crisp and colorful tracks, with a full version of Hyper Spaceway!
Manually patching everything together like that sounds like a nightmare. Incredible work!
Props to dev team for making this happen, I'm lost of words for the effort you guys put in.
Job well done !
This is awesome. Imagine porting over CTR:NF tracks as well in the future, finally on pc lol
Fantastic work guys, happy to see the progress coming along!
Omg this is awesome. If they get released someone must port them to mario kart 8 Deluxe.
The tracks will indeed be released when they're done, then the tracks can be ported to any game. One person actually ported the original art of Papu Pyramid to Mario Kart Wii, 1:1 replica
please send me link@@nprocopi1231
This is so damn cool. I can't wait to see and play the final project, this really is a dream come true to me!
relaxing
This is so cool! Hoping for a CNK adventure mode in the pc port with like, coop and stuff is really exciting.
A quick question: for the characters models, will there be any work on them to not clash the ps1 models with the ps2 tracks? I'm imagining cnk characters will be ported as well, so in theory would there be like a ps1 and a ps2 crash skin (maybe even the CTTR skins as well?)
Time will tell, we'll see. CNK adventure is indeed coming
ME EMOCIONA VER TODO LO QUE TIENEN PLANEADO UNA VEZ Q DESCUBRAN EL CODIGO FUENTE AL 100%
are you gonna import these maps in ctr? would be cool to run nk maps in og ctr!!
Yes we are porting to OG CTR when the level editor tools are ready, and when the PC port is ready (updates on pc port coming soon)
@@nprocopi1231I know this might be a stretch to ask for (and it would need a lot more editing for sure) but are you considering to rip the tag team racing tracks too?
@per-torereiniurfjell5424 It would be an equal amount of effort to do CTTR as CNK, cause it rips from dolphin with a plugin. I'm not the one who ripped the tracks though
@@nprocopi1231 Yeah, I see what you mean about ripping the tracks themselves, but what I was getting at was about the CTTR tracks needing more adjustments to the CTR physics & gameplay in terms of finding placement for item boxes, obstacle boxes, normal turbo pads and not at least super turbo pads (for making the long jumps on tracks like Tiki Turbo, Uranus' Mine, etc.), and also if the shortcuts on these tracks should have the same activation mechanic like in CTR's Tiger Temple track.
That sounds cool, but problem being, how could the CNK tracks play like in the OG CTR if there is no anti gravity feature? Is there even something to replicate this feature in the OG CTR?
hey when you're done with the linux steamdeck port, can you make it as easy to install to your deck like what opengoal does now? that is make a decky loader file you can download to decky, find the rom from there and just make a shortcut to steam?
Absolutely!
Also thinking about that, porting them over would mean porting all the gravity thing cnk had to og ctr, good luck with that
We've already got wall riding test track on this channel
@@nprocopi1231 Wow I totally missed that, that's cool!
When they add the tracks to the PC port Will they also add the CNK story mode?
I would also like the CNK vehicles to be in the game
We'll keep adding more and more, as long as people keep playing the mods, so sooner or later ya we can do that
@@nprocopi1231keep up the good work
I mod MKWii (Custom Tracks) and would be really interested on getting my hands on these models. The invite link seems to be dead
I would imagine crash nitro kart PC port
what is the name of the song?
AMO ESTO
😮dr maruki was here
Do these map rips include the hub worlds?
Only the track levels for now, hub worlds will be next.
@@faradise3819 No worries. Thanks for the information.
wah ninja ripper
I'm really hoping someone adds them to the CTR PC port eventually
Already being drafted
Are these the original assets? Great job;)
Yes
You are so cool
I don't know if we'll ever get any more tracks as good as CTR and NK (and of course Kart handling) that we were lucky enough to get repackaged as NF (and the Bonus tracks were pretty good, too) ever again
porting these tracks to the original CTR, ok, but how will it work for the anti-gravity sections? will they be reworked?
We're working on it. We have anti-gravity tests, lots to think about. We do have the ability to change physics code
They could always go the Nitro-Fueled route and rework the sections if messing with the physics is too daunting. I believe in them though!
@robobob408 it's not about what's easy or hard, it's about what's the most fun to play, so we're gonna take all the time we need to try multiple options (both anti gravity, and replacements). Personally I definitely want anti gravity on the clock, but we'll see
@@nprocopi1231 oh yeah I'm sure the ideal thing would be the replicate those sections with the anti gravity and all. I'm just not familiar with the programming of it all so I don't fully know the capabilities of what's obtainable. Sounds like it is at least possible which is great!
imagine play cnk maps in ctr
Working on it
For a sec, i thought you're in the process of importing CNK Maps for the CTR projects lmao
....unless
Yes that's exactly what we're doing. CNK tracks are coming to the PC port when the level editor is ready (updates on pc port coming soon)
@@nprocopi1231 Oh.... Oh! wtf??
What are you gonna do graphics wise tough? will be a pure CNK graphics or downgraded to the PS1 style?
Remaking the assets to fit within the PS1’s harsh memory and polygon budgets (while retaining as much of the look of the original as possible) would be an interesting challenge. The original CTR tracks were already really pushing the capabilities of the system but CNK tracks are far more denser and complex, at least from an art perspective.
Are these gonna be implemented in the ctr pc port?
Yes they are
Wow amazing, but for what purpose? To be used in CTR decompile?
😉
This will be insane if it's true 🔥🔥🔥 @@faradise3819
Yes it's coming to the PC port of CTR (updates on pc port coming soon)
@@nprocopi1231cnk traxk are coming to ctr pc with some guest? 👀
@@Ryukuuma In a PC port ya we can add new characters, new music, new everything. Wont be the first release of the port but it will indeed come
Nice. BTW, can your code changes be debugged somehow? I work with Visual Studio community 2022, can I debug your mod codes on it?
Sorta, anything that runs in the pc port can be debugged in visual studio, and it is AMAZING. Visual studio is not compatible with ps1 runtime debugging
without it*
Can You rip chocobo racing psx models tracks and chocobo gp model switch tracks ?? Where can i join discord to drowload models