Kitsuneamy's Showroom of Tracks, Paints, and Decals

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KitsuneAmy

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Sep 28, 2020
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Sega GT 2002 is another one of the games I love that I would really like to make a track from, and after going over all the tracks again for the first time in years, Desert Super Ring and Falcon Wing Circuit A interest me the most.


Update, March 13 2023: Today I want to say, that whenever Grand Valley Speedway gets an update like I have done with High Speed Ring and Red Rock Valley for example, that the track will become the Gran Turismo 2 version instead of Gran Turismo 3, just like how I changed Special Stage Route 11 from a GT3 replica to a GT1 one.
 
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KitsuneAmy

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Sep 28, 2020
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Hello everyone. Hope you're all doing well. I don't want to get too into it here, but things have been rough in my life to say the least for a long time, as evidenced by the slowdown and complete stop of posts. Ongoing troubles have affected my desire to do basically anything productive, as I have not been been happy enough, and forcing myself to do something isn't worth it and just makes me upset. Only recently in late April did I start drawing again after quitting in December 2018, my last YouTube upload I put a significant amount of effort into was in June 2022, and it was around the same time I released an update for a track here. I can only remain hopeful that given enough time things will get better, and when that happens, maybe I'll feel motivated to start creating again. For now, though it's almost a year overdue, I made a few side by side comparison videos for Red Rock Valley, Special Stage Route 11, and Apricot Hill Raceway, so check those download pages for those videos if you're curious.

Here's to a better tomorrow, not just for me, but for everyone who's suffering right now, and thank you for following the development of my NR2003 tracks and paints.
 

Cynon

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Jan 5, 2017
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The recent release of a certain pack of 3DOs may have inspired me to lay the groundwork to start a replica of Seattle Circuit... we'll see.

View attachment 153359

Objects from Vice City, and San Andreas have successfully been ported to NR2003 tracks (that NYC city street track is almost entirely Vice City objects I think). I can get you some extra things (including stuff I didn't use for Gravis City but *could have*) if you'd like. So there's a lot more building objects and the like available that you might not realize. Can't wait to see how this turns out! :D
 

KitsuneAmy

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Sep 28, 2020
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Busy working on more small updates for tracks these last few days. In particular, Salt Lake, Cocoa Beach, and Dustbowl are next in line at this time. I also have been updating track logos and shots as I see fit because small details like that bother me. For example, I found a logo for Dustbowl in NT2002 on PS1 and didn't even know the Nascar 2001 tracks were in Thunder 2002.

Shots made/updated, including unreleased tracks: Caprio County, Complex String, SCA Motorplex, Seattle Circuit, Treasure Island
Logos made/updated, including unreleased tracks: Dustbowl, Phantomile, Treasure Island
Tracks still needing/want to edit shots and/or logos: Autumn Ring, Bayview Speedway, Long Valley 1, Stadium

I have also done some thinking about how I still want to make Black Sail Valley (3963m) and SCA Ultimate Destruction Speedway someday but haven't because of their layouts with multiple paths. I know there is a way around this if my experience with Special Stage Route 11, and what I might have to do with Seattle Circuit to get the pits working the way I want to. You can use the LPs to make the AI follow whatever line you want, regardless of where the racing line actually is.

For the double chicane on SSR11, it is actually a straight line I have told the AI to go a certain way through, and surprisingly, it works great. I have to do a similar thing concerning the chicane before the pit stop for Seattle Circuit but haven't worked out how exactly to do that yet, though I have a good idea. What I'm saying is, they could be straight lines that the AI follow a path through, but I'm not sure yet. One of which the AI would always take, but the player could decide which to take. I'm thinking this will definitely work for Black Sail Valley, but Ultimate Destruction is a lot more complex so I'd just have to work out how to make it work as accurate as possible to the source material.

Edit, July 1, 2023: Finished update on Cocoa Beach; started work on update for Dustbowl.
 
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KitsuneAmy

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Sep 28, 2020
870
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On the night of the 1st, a severe thunderstorm knocked out the power for 10 hours, and the internet until this morning. So, for the majority of the day on the 2nd and 3rd, I found myself finishing the Dustbowl update sooner than I anticipated and an update for my SPCC pack as well. I even found myself working on Chalk Canyon briefly:
ChalkCanyonUpdate.png
I changed the texture of the walls and raised their heights on the front stretch to obscure the track's highest point, among other minor things I felt like doing. I already had a small update for Salt Lake started before I went on hiatus again so I'll finish that up sometime soon and upload it.

Sidenote, if I made SCA Ultimate Destruction and had to choose just one path, it would be the one with this awesome turn.
UltimateDestructionSnap.png
 
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KitsuneAmy

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Sep 28, 2020
870
93
-BEGIN TRANSMISSION-
-TRACK <<BLACK SAIL VALLEY>> NEARLY COMPLETE-

BlackSailValleyShot.png
BlackSailValleySneakPeek.png

EDIT, JULY 10 2023, 10:10 PM: TRACK IS COMPLETE AND UPLOADED. ENJOY.
-END TRANSMISSION-
 
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KitsuneAmy

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Sep 28, 2020
870
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Yesterday I started putting together all the files I'm going to need to make Treasure Island, and I also remade the reference track map I made for it in late 2021 because I didn't trust that it was made from a 4:3 screenshot. I'd rather not make the mistake of making a track 16:9 when the source is 4:3 again, which is something I noticed while making the latest update for Dustbowl.

Today I decided to change all the music in the game for songs from Gran Turismo 3 since I have made so many tracks from there already. I changed "uimain" to the Simulation Mode track, "uigarage" to the Home/Garage track, "uiendevt" to the results screen music, and "reminder" to the Race Menu track. Doing all this has made me think of just changing everything to a Gran Turismo 3 theme, especially since I downloaded the sound mod from here that changes all the menu noises to ones from Gran Turismo 3. That means even down to the intro video(s), copyright screen, and all UI elements. Not sure if I want to commit to it that much but I think it would be cool.

Edit, July 13, 2023 @ 12:33 am; Laid out, textured, and scaled Treasure Island.
TreasureIslandLayout.png
 
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KitsuneAmy

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Sep 28, 2020
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So a couple days ago, I asked the NR2003 community on Reddit what tracks they would like to see in the game. Out of many suggestions so far, I came out of it with three more tracks I have interest in making. From u/CarlaAyatsugi, Seaside Route 765 from the Ridge Racer series. From u/KyleJCrb, Fuji Speedway, though if I made it, it would be Fuji Speedway 2005 from Gran Turismo 4, though I also have interest in making the track as it appeared in 1970. Finally, from u/GTAlpha7, Talladega Infield, from the EA Sports NASCAR series. Post #2 will be updated with these new projects.

By force of habit, I have taken on more potential projects without finishing ones I've started. I can't help it; for example, I didn't plan at all to start and finish Black Sail Valley so quickly, but I fixated on it until it was finished. If it sounds fun, I'll do it, and once something stops being fun, I stop. Eventually I'll finish things I've started, even if I take on dozens more in the meantime - I think the recent spontaneous updates of Cocoa Beach and Dustbowl are a sign of that. If you're hoping for or waiting for a specific track, I'm sorry, but that's just not how my brain works.

Regardless, if you've been following my work since day one, or have become a fan somewhere along the years, thank you for your patience, and look forward to more years as long as this game stays relevant in our niche little community.

SeasideRoute765Logo.pngFujiSpeedwayLogo.jpgTalladegaInfieldShot.png
 

KitsuneAmy

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Sep 28, 2020
870
93
This morning I started working on Fuji Speedway 2005, my first non-fictional track. I spent a lot longer than I thought I did making a lot of custom textures for objects and went to bed like an hour later than I usually do.

FujiSpeedwayShot.png

I'm going on a trip soon, a vacation of sorts, and won't have access to my computer, but I will have my project files, so if I have computer access, I will likely keep working on tracks if I can, but I'm going to try finishing this track before I leave. I have a little over a week until then though. That being said, if someone would like to contribute camera placements, I would reluctantly gladly add them to the track.
 
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KitsuneAmy

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Sep 28, 2020
870
93
Day three of working on Fuji Speedway. Elevation is WIP but mostly done; pit stop construction is about finished; made custom textures for the tire walls on track, just have to make the walls and place them where they appear. Still have to delete rumble strips where they do not appear, all the track.ini work, and finish object placement. Also started laying out where the runoff areas are going to be with the asphalt and sand/gravel.

FujiSpeedwayShot.png

I took a moment to do something I wanted to do with Blue Moon Bay as well since it was simple, expand the infield textures, and while I was at it, I changed the grass texture. There's more I'd like to do for an update to the track, such as change the billboard images to the ones in game, but I don't want to get too sidetracked.

BlueMoonBayShot.png

I also fixed a couple things on Deep Forest Raceway I noticed and took note of the last time I drove on it. Changed a couple textures, fixed lightmapping, and fixed a wall with the wrong type. Not enough changes for an update though, really.
 
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Jonny683

ZRW Alum
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Jan 5, 2017
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So a couple days ago, I asked the NR2003 community on Reddit what tracks they would like to see in the game. Out of many suggestions so far, I came out of it with three more tracks I have interest in making. From u/CarlaAyatsugi, Seaside Route 765 from the Ridge Racer series. From u/KyleJCrb, Fuji Speedway, though if I made it, it would be Fuji Speedway 2005 from Gran Turismo 4, though I also have interest in making the track as it appeared in 1970. Finally, from u/GTAlpha7, Talladega Infield, from the EA Sports NASCAR series. Post #2 will be updated with these new projects.

By force of habit, I have taken on more potential projects without finishing ones I've started. I can't help it; for example, I didn't plan at all to start and finish Black Sail Valley so quickly, but I fixated on it until it was finished. If it sounds fun, I'll do it, and once something stops being fun, I stop. Eventually I'll finish things I've started, even if I take on dozens more in the meantime - I think the recent spontaneous updates of Cocoa Beach and Dustbowl are a sign of that. If you're hoping for or waiting for a specific track, I'm sorry, but that's just not how my brain works.

Regardless, if you've been following my work since day one, or have become a fan somewhere along the years, thank you for your patience, and look forward to more years as long as this game stays relevant in our niche little community.

View attachment 155807View attachment 155806View attachment 155805
If I had a vote, I'd go the Oval from DD1

destruction-derby_430.jpg
 

KitsuneAmy

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Sep 28, 2020
870
93
If I had a vote, I'd go the Oval from DD1

destruction-derby_430.jpg
This would be extremely simple, but I have way too many projects I have taken on at this time as well as juggling updates for existing tracks. I never really liked how every track in DD1 is totally flat (I decided against making Liberty City from DD2 because I find it boring; it's just City Heat from DD1 but with a construction zone), even the derby arena is just a flat circle. I think if I had to pick one from that game though, it would likely be Cactus Creek.
 

KitsuneAmy

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Hot Pass Member
Sep 28, 2020
870
93
Day five of working on Fuji Speedway. It's coming along slowly; I think it's safe to say this is the most complex track I've ever tried to make. The runoff sections are complete, and the pit stop is complete; in progress are TSO placement and exterior banking. After that, I have to record LPs and work on track.ini. Still trying to get the elevation right, too. It's hard to tell the heights of things by just driving around the track - I go test my work and I'm like, "This doesn't feel right." Overall I feel very good about the track, I think it's coming out great so far. I'm confident I have more than enough time to finish it before I leave.

FujiSpeedwayShot.png
 

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