NR2003 Generic Cars (Texture Load Issues) - Fix

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RacerXero84

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Aug 12, 2016
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Some of you may have some experience with some cars in a full field not loading correctly, particularly with high detailed mods on many of the modern tracks. Usually the one's at the back of the pack on pit road are the ones that pop up as such: They load as a 'generic' car and can ruin the appeal of the racing, being a real eye-sore.

After extensive trial and error, I believe I have a fix to this problem. It is the size of the car file and/or the TGA file prior to importing. For the record, my computer is no slouch by any means, and yet I myself have run into this issue, particularly when dealing with 2048x2048 schemes.

Generally speaking, you want the end result (the car file size) to be below 2-3 MB to ensure they load, regardless of the track (some are more texture intensive than others) or the graphic settings. Here's a brief explanation of how I managed this without sacrificing quality.

After painting a car (at least in PSD, I have no experience with PSP), you obviously need to save it in TGA format in order to import it into the game. If you are working in 2048x2048, it is suggested you downsize to 1024x1024, then save in TGA, using 16-bit RLE Compression as the selected option. The bit compression will help decrease the file size without much noticeable changes, and the RLE Compression is a MUST.

*****Brief note as well: I noticed that other programs RLE Compression or methods of saving in TGA result in much larger file sizes (notably PaintDOTNet, or PDN), sometimes 3 times as large as Photoshop's method. That is why I recommend Photoshop to do this, as it will ensure your file keeps within the memory limitations, assuming you follow this method.

Also, downloaded cars/car files: This is where many of the issue pop up. Car files downloaded that are over 10 MB per car. Add them up for a 40+ car field, and unless you are running some unreal $5000 computer, you are likely going to run into this issue. I am working on looking at if these files can be re-compressed after downloading, but from what I experienced, it'll still break the texture loading abilities.

Summary:

- Car files sizes no larger than 2-3 MB per car (without pit crews)
- Use 1024x1024 (resize from 2048x2048 if necessary for in game use)
- Use Photoshop to properly compress: 16-bit RLE Compression
 
Last edited:

The_Tigg

"The One, The Only"
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Dec 24, 2016
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Shite, Bill?

Oh, by the way, even doing that my PC can't run 20 cars, even with the fixes in the other thread, LOL!
 

RacerXero84

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Hot Pass Member
Aug 12, 2016
65
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Shite, Bill?

Oh, by the way, even doing that my PC can't run 20 cars, even with the fixes in the other thread, LOL!

That makes me think of something else: A PC shopping/building guide. What to look for in price to performance. I cannot tell y'all how many times I've had to field questions in that regard. lol
 

RacerXero84

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Hot Pass Member
Aug 12, 2016
65
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Believe it or not, I spent maybe 1000 USD on my PC, over time, to get it where it is today. Does everything I need it to and more.
Flip side, I just built someone a $500 rig that rivals my PC's performance in nr2003.
It's mainly about knowing what NR2003 needs, catching sales, and knowing what parts are good deals vs ones that are simply over-hyped and overly expensive.
 

RacerXero84

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Hot Pass Member
Aug 12, 2016
65
18
I'm not necessarily referring to FPS, I'm talking the boundary of where car textures become too large for the program to load them properly, resulting in generic cars.

I can run 43 cars 2048x2048, in 2560x1080 res, with all the graphic bells and whistles at the most graphically demanding tracks at 45 FPS+, but I'll bet my last dollar that the back half of the field's liveries will not load.
 

twcom

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Feb 12, 2017
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I also run all my pit crews at 512x512 to stop the front straight surge. No notable quality loss for the amount of time actually spent on pit row well worth the saving.
 

The_Tigg

"The One, The Only"
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Dec 24, 2016
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If memory serves the sim was designed using 524x524 templates for high resolution and half that for low resolution. Keep in mind this is a 14 year old platform.
 

RacerXero84

Well-Known Member
Hot Pass Member
Aug 12, 2016
65
18
512x512
1024x1024
2048x2048 are the sizes.

I'm going to run some tests, I MAY have found a way to get that nice crisp 2048 to work.....
 

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