Kitsuneamy's Showroom of Tracks, Paints, and Decals

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KitsuneAmy

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Now that I'm finished with Fuji Speedway (for now, at least), I'm thinking about what to do next, and I'm poking around for objects to use on Seaside Route 765 (the track from Ridge Racer 1) today - namely the buildings on the front stretch and waterfront, traffic direction thingies (I believe these are called arrow boards) in the tunnel, and the bridge over the river. If any of you are familiar with the track and see things I could use on other tracks, let me know. The geometry and elevation should be easy to replicate, so it's just the objects I'm worried about.

Also, I'm glad I manually calculated the length of the circuit by travelling around it at a constant speed, because the Ridge Racer wiki lists the length at 2.553 miles, and I just got 1.709 miles - I think they intended it to be 2.750 km.
 

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KitsuneAmy

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Watched some old footage of 1000km of Fuji events yesterday, the 1969 and 1972 races, and I think that first turn is cool as heck, scary for sure, and claimed some lives, but safely going around the track in a racing sim sounds like a lot of fun. 30 degrees of banking at 200 miles per hour... it sends chills down my spine, but sounds exciting. Since attention to detail is important to me, I would like to locate as many objects as possible that appear on the track and retexture them as necessary; mainly the advertisement boards since those are the main decorations outside of the front stretch infrastructure.

In other news, I put together a track map for Talladega Infield today. The plan for that course is to use Papyrus' Talladega as a base and modify it to suit my needs. I still need to figure out how long the track is too. That should be a nice head start but either Fuji 1970 or Seaside Route 765 sound more interesting to me at this time. I'm leaving for my trip tomorrow so we'll see how I'm feeling about things in the coming days.
 

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Rollo75

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No.
The Intertec Fuji 5-Hours of 1986, was a race for Group A cars. It has some weird tales of cars

Two of the 1985 TWR Bathurst Jaguars ended up in Japan in Nov 1986, before returning back to England and they were never raced again.
The HDT Holden Commodores which had competed in the 1986 ETCC, were shipped to Japan. The Commodores were then onsold; where one of them raced in Japan in the 1987 AJTCC.

View: https://www.youtube.com/watch?v=3RLrkwGae8I
 

KitsuneAmy

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Hey everyone, I'm back from my trip. Unfortunately, I did not get to work on tracks at all while I was away. (I was really wanting to start Fuji Speedway 1970.) The only thing I got to do was watch some more footage of the layout. I had fun though, and it was a nice mental refresh. I'll be back to work as soon as I feel like it, but I'd like to find suitable objects for the TSOs that appear on the track(s) before I start in Sandbox if possible.

Also I wanted to mention that I tried changing the intro video of NR2003 to Gran Turismo 3's opening movie. I got the video working but had no audio. I'm not sure what format it's supposed to be in.
 
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KitsuneAmy

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It's been a while again, hasn't it? I ended up taking another nice long break after releasing Fuji, whether I wanted to or not. Focusing on improving my life at home became my #1 priority and I'm much better now than I was before. I'm feeling like making something again, but I lack direction. The desire is there but what I want to make, I don't know yet. I started a thread on the NR2003 Reddit to maybe get some input and anybody who stops by my thread and reads this post is welcome to suggest something as well, be it an update for one of my many existing tracks, or an entirely new track. The ones I currently want to make are the same as before:

1. Autumn Ring (Full Course) from Gran Turismo 4
2. Bayview Speedway (Track 5) from Need For Speed Underground 2
3. Cape Ring Periphery from Gran Turismo 5
4. Desert Super Ring from SEGA GT 2002
5. Falcon Wing Circuit A from SEGA GT 2002
6. Fuji Speedway 1970 based on real life photos and videos
7. Phantomile from Ridge Racer Type 4
8. Seaside Route 765 from Ridge Racer 1
9. Seattle Circuit from Gran Turismo 3
10. Southern from NASCAR 2001 (PlayStation 1)
11. Speedway Blvd. from NASCAR 2005: Chase For The Cup
12. Talladega Infield from NASCAR Thunder 2004
13. Treasure Island from NASCAR Thunder 2002 (PlayStation 1)

The following circuits have updates that are complete, work in progress, or planned:

1. Blue Moon Bay Speedway (mostly adding more detail, like the track surface decals and accurate number of billboards with the correct sponsors)
2. Complex String (sorely needing more detail, the track is so massive the task is a bit overwhelming, however)
3. Deep Forest Raceway (fixed a couple errors so far like light maps and wall types)
4. Fuji Speedway 2005 (spotted some errors and possible fixes to TV camera(s))
5. Grand Valley Speedway (going to remake the track as the Gran Turismo 2 version like I did with Special Stage Route 11)
6. High Speed Ring (working on fixing pit entrance mostly)
7. Rome-Night (add streetlights, more light sources, and more detail)
8. Up N' Over (narrowing the track and adding more detail)

It's a lot of work I've given myself and like I have been for the last three years, I'll continue to complete it at my own pace. I'm happy I've put out 35 different tracks to date already so even if I were to stop today, I'd be satisfied with my contribution to the NR2003 community. Regardless, from those who have followed me from day one to every friendly face along the way that's cheered me on and supported me, I give a hearty thank-you. This is a hobby I have a lot of fun with and it makes me content to see you guys enjoy the fruits of my labor.
 
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Rollo75

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No.
14...

11 Foot 8.

1.jpg

2.jpg

MUAH HA HA HA HA....

If you know :D
I'd be satisfied with my contribution to the NR2003 community. Regardless, from those who have followed me from day one to every friendly face along the way that's cheered me on and supported me, I give a hearty thank-you. This is a hobby I have a lot of fun with and it makes me content to see you guys enjoy the fruits of my labor.

You jolly well should be proud as it's excellent.
 

Nuttyboy812

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Jun 11, 2017
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My vote would be for Speedway Boulevard, I'm really shocked nobody has made that track yet, it was very fun.
 

KyleJCrb

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May 13, 2020
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There are some existing tracks that I feel could really use a facelift, like some old conversions from as far back as NR2 like Bullrun, Red Rock (the NR2 version, not the GT2 RR Valley,) Desert Winds (would also love to have the oval configuration of this one brought into NR2003 finally,) Laguna Seca, Calder Park, Sebring, Spa... No idea if you're interested in bringing these up to more modern spec, but figured I'd throw it over there.
 

KitsuneAmy

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There are some existing tracks that I feel could really use a facelift, like some old conversions from as far back as NR2 like Bullrun, Red Rock (the NR2 version, not the GT2 RR Valley,) Desert Winds (would also love to have the oval configuration of this one brought into NR2003 finally,) Laguna Seca, Calder Park, Sebring, Spa... No idea if you're interested in bringing these up to more modern spec, but figured I'd throw it over there.
Eh, I'm more interested in making full tracks. Taking someone else's work and retexturing it doesn't particularly interest me and there's a couple folks here that do that from time to time already.

My vote would be for Speedway Boulevard, I'm really shocked nobody has made that track yet, it was very fun.
I've got to drive on that one again to refresh my memory, it's been quite some time since I last did, and all I have done so far for the track is the layout, no elevation, TSOs, or anything else.
spdwyblvd.png
Haven't even touched it in two years, actually.

14...

11 Foot 8.

View attachment 159639

View attachment 159640

MUAH HA HA HA HA....

If you know :D
This seems like a legitimate track idea someone could do.
 
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Lastlap

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There are some existing tracks that I feel could really use a facelift, like some old conversions from as far back as NR2 like Bullrun, Red Rock (the NR2 version, not the GT2 RR Valley,) Desert Winds (would also love to have the oval configuration of this one brought into NR2003 finally,) Laguna Seca, Calder Park, Sebring, Spa... No idea if you're interested in bringing these up to more modern spec, but figured I'd throw it over there.
A member here has done a Red Rock facelift.... recently. :rolleyes:
 

Jonny683

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Jan 5, 2017
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If you're going to fix some stuff with Fuji, my personal issue (Cosmetic wise) is the addition of Mount Fuji being seen off the last few corners. Thats me though,
 

KitsuneAmy

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Sep 28, 2020
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I've done as much as I wanted to do with Bayview Speedway and uploaded it. I'm done with placing hundreds of trees manually. Done. Done. Done. However, as usual, a future update will add whatever details left I think are important enough to put in, like somehow I want the drift course in there (it's inside the square of lights north of the pit stop). It would have been easy to implement as a TSD at the bare minimum if it allowed them to be larger than 100 x 100 meters.

In other news, I began a small update the other day for Fuji Speedway 2005 to correct a texture error, fix a few object positions (I lost some billboards underneath the track), and move a few camera positions. I am currently unable to open camedit however, there's some kind of DirectX file I'm missing, "COMDLG32.OCX", that's required to use it.

I've thought about resuming work on Seattle Circuit next and continuing to place buildings around the track like a puzzle thanks to buildings supplied by MonkeyApe and Cynon. We'll see how far that goes, and if I make any progress, I'll make another post.
 

Mystical

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I'm done with placing hundreds of trees manually. Done. Done. Done

Definitely recommend for areas that have lots of trees make a 3do that is a cluster of trees. Saves ton of time manually placing one tree at a time but also can really build up an area of vegetation much quicker with not a billion 3do boxes all over lol. When there is a track I'm making I know will be in a dense area with trees I'll make a tree 3do that is a varied group of them I can place and rotate at different angle to create variation.
 
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KitsuneAmy

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Definitely recommend for areas that have lots of trees make a 3do that is a cluster of trees. Saves ton of time manually placing one tree at a time but also can really build up an area of vegetation much quicker with not a billion 3do boxes all over lol. When there is a track I'm making I know will be in a dense area with trees I'll make a tree 3do that is a varied group of them I can place and rotate at different angle to create variation.
Ah, but when you do that, every tree will always be in a static position. It is tiresome to place many of a single object in sandbox due to the lack of shortcuts (being able to simply duplicate an object, possibly with the same coordinates, would save a lot of time!), but it allows a degree of freedom such as placing individual trees at random (as they grow in real life) and rotate and place each one at different heights for variation of how tall they are. I do see the utility for using them more in the background though, I can still place individual trees up front.

I'm also just stubborn and lazy. I don't really want to learn how to make my own 3DOs as spending sometimes hours making my own custom textures for objects can be cumbersome enough. The most I might do is edit existing objects that I'm too lazy to search other tracks that may have more suitable objects for, an example being the oversized tire sign that is present on Laguna Seca 2005 v2 I use. I want just the tire and not the wooden object below it, and I might use 3DSimEd to detach and delete the wooden object from it unless I can just find the Yokohama/Potenza tire by itself on another track.
 

Mystical

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Ah, but when you do that, every tree will always be in a static position. It is tiresome to place many of a single object in sandbox due to the lack of shortcuts (being able to simply duplicate an object, possibly with the same coordinates, would save a lot of time!), but it allows a degree of freedom such as placing individual trees at random (as they grow in real life) and rotate and place each one at different heights for variation of how tall they are. I do see the utility for using them more in the background though, I can still place individual trees up front.

I'm also just stubborn and lazy. I don't really want to learn how to make my own 3DOs as spending sometimes hours making my own custom textures for objects can be cumbersome enough. The most I might do is edit existing objects that I'm too lazy to search other tracks that may have more suitable objects for, an example being the oversized tire sign that is present on Laguna Seca 2005 v2 I use. I want just the tire and not the wooden object below it, and I might use 3DSimEd to detach and delete the wooden object from it unless I can just find the Yokohama/Potenza tire by itself on another track.

Yeah if I need to place a very repetitive 3do in many places and even different sizes/rotation I export my track model to blender. That way I have the exact geometry of the track. I then place the model everywhere and export it as one or as few models as possible and create that as one giant 3do. I usually just have its coordinates as 0,0 so in sandbox when I place it down I just center it to 0,0 and call it a day. Sandbox doesn't have a lot of modern options like undo/redo and copy/paste so I spend as little time in the program when it comes to 3dos as I can and let my custom 3dos do the work for me.
 

KitsuneAmy

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Sep 28, 2020
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I have spent a long time looking for objects and texturing them, at least 10 hours of that, then I wrapped up last night sorting my project folder and that took two hours... I don't know why I focus on the time so much sometimes when I should just be enjoying myself. Here are some of the objects I've found and/or textured.

SeattleObjectCollage.png

Generic road sign from Thornton WCR, overhead highway sign, stop sign, and speed limit signs edited to be arrow signs from New York City Circuit, two billboards from the Pole Position Fuji Speedway (only one is pictured). I used a template from vadkuz here to make two trucks I needed, and retextured the Papyrus tow truck to be yellow like in-game. So, all this new stuff in addition to textures I made and showed in the WIP thread took me a long time to make, and I'm still searching for more objects.

SeattleFrontstretchBuilding.png

For example, this building pictured above there are two of on the front stretch, so I'd like to find something similar I can retexture. As far as other objects go like all the various shapes and sizes of buildings, I'll get creative and make do with what I have. Is there a shipping container and/or a stack of them on a track? I need some of those too. I'm working on getting the front stretch looking nice right now though.
 

KitsuneAmy

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I'd like to post a status update for Seattle Circuit today with some screenshots:

SeattleWIPCollage.png

Top left is looking down Alaskan Way near the chicane that uses King Street, top right is the hairpin that uses Marion Street to get onto Western Avenue, bottom left is looking up James Street from Yesler Way, and bottom right is looking down James Street at the intersection of 4th Avenue. Below is how the track looks right now.

SeattleCircuit.png

I'm solely building the scenery right now, done with texturing for now until I find some more suitable objects to add to the track. I've searched several tracks for objects, like Surfer's Paradise, which I came out empty-handed from (The billboards were way too large, and the overhead bridges weren't a good fit), and am still searching for more.
 
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