GJ's and I Spy's Workshop

Post your own tools and resources, as well as your cars and tracks.
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G_J
Posts: 22

Re: GJ's and I Spy's Workshop

Unread post by G_J » Mon Jun 21, 2021 4:03 pm

Home 1 updated to fix small graphical error on the fish bowl. Home 2 AI has been fixed so repositioning errors should no longer happen. Also a new battle track has been released for the home theme.
Performance updates for the fairground tracks are still in the works despite having slow progress. Lastly the hospital tracks are entering the production stage, so hopefully we can roll those out in a reasonable amount of time. :)
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jeff.d.guile99
Posts: 7

Re: GJ's and I Spy's Workshop

Unread post by jeff.d.guile99 » Sun Nov 13, 2022 4:17 pm

It's been 510 days since this topic has been updated. I have a couple of questions, though:
  • How are Downtown 1 and 2 coming along?
  • Any new track theme ideas since Downtown?
  • Where in the hospital area would Hospital Battle take place?
:re-volt: Start your engines! :re-volt: Let's go racing! :re-volt:
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rodik
Posts: 20
From: Russia

Re: GJ's and I Spy's Workshop

Unread post by rodik » Thu Nov 24, 2022 7:25 pm

I never cease to be surprised by each of your tracks! Keep it up ! ;)
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Adamodell
Posts: 17
From: USA

Re: GJ's and I Spy's Workshop

Unread post by Adamodell » Wed Jan 18, 2023 4:10 pm

These tracks are excellent. Thank you for all your hard work, guys!
Forums are dead, Jim.
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My Website | RV Wiki | Steam | Bandcamp
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G_J
Posts: 22

Re: GJ's and I Spy's Workshop

Unread post by G_J » Mon Apr 03, 2023 9:06 pm

It's been a while but I'm back!
Finally updated this topic. Hospital 1 and 2 downloads are available. Hospital 2 just got updated so that the buildings in the reversed mode skyline are accurate.

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Hospital battle is now available after a year of waiting! It's fairly large and has working elevators, and a gym with some neat stuff too.

Downtown 1 and 2 are in full scale production again. Hopefully we can get these city tracks squared away soon 8-)

Entering pre production are the elementary tracks. These will take place at an elementary school and feature easier racelines to go with the colorful and nostalgic visuals.

Thanks for all the kind comments, I enjoy making tracks and sharing them. I'll try to keep this topic more up to date moving forward! :D
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G_J
Posts: 22

Re: GJ's and I Spy's Workshop

Unread post by G_J » Tue Jul 04, 2023 6:33 pm

Downtown tracks are finally released!
https://www.revoltworld.net/dl/downtown-1/
https://www.revoltworld.net/dl/downtown-2/

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Downtown Battle is also available to play!
https://www.revoltworld.net/dl/downtown-battle/
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The elementary school tracks are now in production. At the same time, we are also working on our next theme: Pub Crawl.
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G_J
Posts: 22

Re: GJ's and I Spy's Workshop

Unread post by G_J » Sun Jul 09, 2023 1:41 pm

All 3 downtown tracks have been updated! Minor fixes to vertex colors, mapping repairs in Downtown 2, and adjusting some pickup locations in Downtown 1. Change logs are in the respective Readme files.

Some concept art and such:

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Hi-res subway map
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Hi-res newspaper
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607
Posts: 393

Re: GJ's and I Spy's Workshop

Unread post by 607 » Tue Aug 01, 2023 8:25 am

G_J wrote: Sun Jul 09, 2023 1:41 pm All 3 downtown tracks have been updated! Minor fixes to vertex colors, mapping repairs in Downtown 2, and adjusting some pickup locations in Downtown 1. Change logs are in the respective Readme files.

Some concept art and such:

[snip]
I love the extras. :D Especially the concept art is really cool.
I usually only play Re-Volt when I'm creating or preparing YouTube videos, but I should really boot it up sometimes just to play a bit more on your tracks! They're way too good to be only played a couple of times when doing my YouTube video and then left alone.
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G_J
Posts: 22

Re: GJ's and I Spy's Workshop

Unread post by G_J » Mon Jan 29, 2024 2:01 am

Some quick updates to Fairground 1:
-Fixed reposition issue at end of picnic area
-Fixed trackzone cheat at the donut stand
-Moved the practice star a little bit so more car types can grab it
-Start sign collision repaired (no more glitchy clipping)

and Rooftops 1:
-Fixed visibox error and trackzones at satilite area.

Also, Food Vault has some new inventory for the supermarket tracks!
Download is under the Odds and Ends category in the main post.

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Installs some new instances to add bulk to the empty shelves of the supermarket stock tracks, all while still matching the general environment design and tight budget the stock game had.

This project was mostly built in 2019 and 2020, but had been gathering dust for some time. An early version took the concept too far and added so many new instances that it buried the original stock-content in a poorly optimized tsunami of content. The best 15 products have been preserved though, and you can add them to your own supermarkets and your own creations as needed :D
They are a part of the extra instances set. Download links are in the main post.

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G_J
Posts: 22

Re: GJ's and I Spy's Workshop

Unread post by G_J » Tue Feb 06, 2024 11:40 pm

Elementary tracks are now available on Re-Volt World! Downloads are in the main post. :)

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We're also starting our next theme, Galaxy World! It's a sci-fi indoor park like the ones that were popular in the 80s-early 2000s.

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Pyves
Posts: 53

Re: GJ's and I Spy's Workshop

Unread post by Pyves » Fri Mar 29, 2024 8:24 pm

Some amazing-looking tracks, thanks for sharing, gonna try them out ;)
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G_J
Posts: 22

Re: GJ's and I Spy's Workshop

Unread post by G_J » Mon Aug 26, 2024 12:54 am

Updated 3 themes:
Hospital:
Mostly minor visual fixes to the hospitals and and anti-cheat to the battle arena.

Downtown
Car wheel shaping fixed in the downtowns, and other visual fixes such as the mapping inside the diner.

Elementary
Visual fixes to the elementary school.
The pesky wall and door collisions in Elementary 2 are fixed.

Also, to celebrate Re-Volt turning 25, you can add some party decorations to the home battle tag arena!
https://www.revoltworld.net/dl/home-bat ... y-edition/


In other news, decent progress has been made to Galaxy World.
Hopefully it will be ready soon! : )
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G_J
Posts: 22

Re: GJ's and I Spy's Workshop

Unread post by G_J » Fri Mar 14, 2025 7:21 am

Galaxy World opens its doors today! This is the crazy indoor amusement park of the future that you wish you knew in your childhood.
Downloads are in the main post! :)

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Includes a battle tag arena for all the battle-tag groupies.

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Well, that took much longer than expected. What was originally supposed to release last summer ended up taking just over a year to build. Still, I'm happy with the result and hope it knocks your socks off.

Meanwhile, it's time for us to drag ourselves back to the pub and get those tracks built! And: the little Botanical Garden 2 track is not forgotten, some progress has been made (in the past 6 years :shock: ), and we'll likely release it under the title Zen Garden to avoid any mix-ups with the existing track.

Also on the horizon is a coastal themed track set at a beach boardwalk. Like the ones on the eastern seaboard stateside. Maybe California, still deciding :eyes: .

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G_J
Posts: 22

Re: GJ's and I Spy's Workshop

Unread post by G_J » Thu Apr 03, 2025 2:23 pm

Some news! To start with, a long awaited project of mine is in full production now: Stock Track Fixes!

A large scale repair project for all stock game levels. Misplaced props. Hundreds of uv/texture mapping errors. Collision and lighting repairs. Mesh edgeflow repairs. Additional content when applicable. It will include Supermarket Restocked and (new) Toy World Restocked track mods bundled within. This will not affect gameplay or trials, and is designed to match the stock game rather than be a visual overhaul in any way.

This was started in 2019 nearly 6 years ago but scrapped part way through development. Now I plan to finish it more thoroughly, including extensive changelogs on all repairs and additions made. Decent progress has already been made.

On another subject, here is some concept art for the recently released Galaxy World tracks! Thank you all for your support, some tracks are a pain to make and these are definitely up there. Some design overhauls were made during production a few times as you might guess from the concept art. :P

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I Spy had a blast making animatronic and mascot ideas. A lot of them made it in some form. Squkwizwellio (the canonical name for the lady singer band robot) was designed by a talented guest artist and added an extra challenge to rigging the gang.

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Some logos and race obstacle ideas doodled by I Spy.

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The original track pitch was probably a little too wacky, but it was fun to brainstorm ideas for it.

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I vetoed the magnetic walls, but the vonbraun wheel space station jump nearly made far into production, nearly end product.

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Two very early sketches, the areas both made it in some way.

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Half a year into development the track layouts got completely scrapped while nearing completion due to pacing, environment, and raceline issues. After a brainwave I made these layout sketches that mostly resemble the final.

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Same concept as the final with the indoor lake and overlooking starship, just a with several layout and bridge changes

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The sci-fi carousel was replaced by a teacup ride to differentiate if from Fairground 2. The space bus ride was fully animated but couldn't fit in the new layouts after the overhaul.

Hope you like them! Maybe I'll do more extensive dev diaries for our tracks someday.
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Ced!
Posts: 47

Re: GJ's and I Spy's Workshop

Unread post by Ced! » Sat Apr 05, 2025 8:04 am

"Maybe I'll do more extensive dev diaries for our tracks someday."
That'd be cool.
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