Red Rock Valley Speedway

Red Rock Valley Speedway 1.0

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After about 18 hours of work spread over 3 days, I have finished an update for Red Rock Valley. Here's what's been changed:

- added many custom textures for walls and billboards
- moved merge to pit lane back and merge from pits forward
- rerecorded all LPs
- added more lights around the track
- added additional texture details I missed before on turns 1 and 5
- fixed all rumble strips and removed them where they do not appear; their textures were backwards
- redesigned the pit stop to be more accurate to the source material
- redid most if not all banking, on and off track
- tweaked elevation a bit; also raised track height by 10 meters to avoid conflicts with freecam; moved all pit lane and TV1 cameras up 10 meters as well
- narrowed the racing surface by 2.5 meters to 16 meters wide
- set a bunch of sections before the pit entrance as "apron near pits" and set the pit road start sooner to enable as smooth as possible pit entry
- removed textures from unseen side on all forests
- made most walls 0.25 meters wide instead of 0.5; made any fences 0.1 meters wide
- moved many objects, added new objects, added custom textures to some existing objects, and removed old billboards
- made pit stall references before the finish line positive so they don't glitch in a replay
- probably more that I don't remember
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So I've dedicated a whole afternoon to Red Rock. Here are the fruits of my labor. This is part of a series of updates for older tracks I'm gradually rolling out.

-extended some surfaces and added more trees
-general increase in detail; changed textures on walls, tunnels, and forests
-added more custom textures to tall walls, with more to come in the future
-changed time of day to night time
-changed start/finish line texture
-added a few lights around turn 1, will be around the whole track in the future
-fixed pit wall that only had collision on one side
-added flag box and flagger
-fixed a texture hovering above section after tunnel
-rotated all garages 180 degrees
-added several new objects to track, including overhead bridges and a start/finish line banner
-changed the track shot
-changed/fixed existing banking and added new banking
-added six grid spots on the front stretch
-changed many of the grandstands to a smaller one easier to curve around turns

RedRockUpdate.png
I felt like going back to this track today, so I did. Here's what I did.

-added some infield banking​
-added some more trees​
-redid some aspects of the pit stop to get it closer to the source material, such as adding walls that go back to the garage, and making the pit wall invisible​
-moved some walls forward and back (turn 4 and turn 8)​
-added textures on wall ends that were missing them​
-started adding custom textures to the walls​
-added some billboards to the downhill slope leading to the underpass as well as changed the wall on the right side to a short and wide one like the game​
-removed a nasty piece of code from track.ini that instantly disqualified you if you attempted to qualify​
-extended the grass in some areas, and removed grass on the overpass bridge​
-attempted to smooth out a bump on turn 5​

There's still much more I'd like to do like add custom textures to all walls of the sponsors on them from the game, add at least a placeholder for the bridges that go over parts of the track, make it sunset and add lights to the track, and in general add as much detail as I possibly can.
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