Kitsuneamy's Showroom of Tracks, Paints, and Decals

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KitsuneAmy

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Sep 28, 2020
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After working 40+ hours on Seattle Circuit over the course of a week, I just wanted to be done with it to move on to another track. However, if anyone would like to contribute a camera file, improved LPs, or any objects present (such as the Space Needle, Kingdome, Safeco Field, shipping containers, overpass bridge, buildings on frontstretch, etc.) on the track that are missing, let me know.

That being said, I'm already thinking about what I want to do next, and I have three ideas: starting Desert Super Ring from SEGA GT 2002, a remake of Caprio County Raceway from Destruction Derby 2 that pays more attention to the track shape (I didn't have a map before, though I do now somewhat but would have to modify it for perspective), and a soft remake of Super Speedway to potentially correct the track shape and potentially add more banking, but I will have to double check this.

I made a higher resolution version of Desert Super Ring's logo and took another look around it, calculating the distance and estimating the banking and width. It's about a mile and a half long and fairly wide, something like 25-30 meters wide.

Desert Super Ring Logo.png
 
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KitsuneAmy

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Sep 28, 2020
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I've started work on Super Speedway's soft remake to correct the course layout and add/change some objects.
SuperSpeedwayUpdate.png
I've also started experimenting with Talladega infield to see if I could keep the original course while still adding the infield layout.
TalladegaInfieldWIP.png
I started playing Rage Racer a while back, and The Extreme Oval was mentioned before in a suggestion thread I posted, so I'm interested in potentially making it.
The Extreme Oval.png
I'm also happy about the positive reception Seattle Circuit has been getting, I think it might be the track I've made with the most likes so far, and probably the fastest downloads within the first 24 hours. Thanks so much, everyone!

One more thing, I randomly found an NR2003 track suggestion forum from around 11 years ago that I've made 8 of the tracks from, and am interested in making an additional 2 surprisingly. Too bad it was so late, I didn't even play NR2003 for the first time until 2015.
 
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KitsuneAmy

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Sep 28, 2020
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I had a good time fixing up Super Speedway, so I was thinking about my other tracks that need the same done to them, and one that came to mind was Sunset Peninsula, I think that would would be easy to fix, likely easier than Super Speedway even because the only issue with the layout is that I accidentally had a 16:9 reference of the track when it was supposed to be 4:3. However, I didn't finish decorating that track, so I downloaded an Xbox emulator to play Forza Motorsport since I don't own a physical Xbox console anymore. I took a drive around it yesterday and noted all the logos on the walls and billboards around the track, I'll start to gather materials for that at some point soon.

Sunset Peninsula Shot.png

Also, while looking through the tracks in this game, I gained some interest in potentially making Tokyo Circuit. That's another city course, but if people are fine with how Seattle Circuit turned out, then I guess it's fine if I take a crack at it. It looks potentially more complex though, like I would need a lot more unique objects for the track that I would have to either find or substitute.

Tokyo Circuit Shot.png

Next day - April 2, 2024:
Today I resized the track map and put it into Sunset Peninsula to rebuild the track with, and that includes moving everything into new positions, fun. I also changed the track shot for Sunset Peninsula, Stadium, Motorland, Beginner Course, Test Course (GT4), and High Speed Ring, and made shots for Autumn Ring, Desert Super Ring and Falcon Wing Circuit A, and if I make Tokyo Circuit, the picture above will be used as that track's shot.

Also, driving on Stadium again briefly, I totally forgot to put in the billboards on that track when I first made it, then didn't even think about that when I updated it. Oops. I made the missing stuff and they'll go in when I get around to it.

I changed my mainback for the game using a template and now one more aspect of the game has been GT3-ified, the main menu, the copyright screen, the music, the sound effects, and some of the tracks are now all based on Gran Turismo 3.

GT3Mainback.png

Just fixed another instance of unfair AI tire wear in track.ini, this time for Seattle Motorsports Complex. I still need to make the garages green on that track... and I want to change the ground to pitch black.
 
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KitsuneAmy

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Sep 28, 2020
859
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I'm looking around Autumn Ring today and taking notes of everything I see. Until somewhat recently, my project folders were chaotic and sorely needing to be cleaned and sorted. I now assemble the folders very meticulously, only placing objects and textures in there I know I'm going to use for the track, instead of just copying everything I have then deleting what I don't need. It works for me and the lack of clutter makes me more efficient while looking through lists of TSOs and mips in Sandbox.

I tried to loosely rearrange Post #2's list of not started or unfinished tracks in order of my interest of doing them, which seems to fluctuate frequently so it can be hard to build hype for any one of them unless it's the one that's my main focus. The top tracks (currently #39) I'm more interested in than the bottom, if that wasn't clear.

It took me more time than expected to make that paint I just released since at first, I decided to trace over the design, which really didn't look good and I gave up on the base temporarily to focus on other assets I'd need for it. The next day (which was yesterday), I tried again, Frankenstein-ing together images of the car over the template and using the polygonal lasso and shape tools to make the base, which ended up working a lot better, and I wish I had just done it that way in the first place. It's still missing a green swirly design that I can't really make or find, but it looks good as it is right now and I'm happy with it.

I'm also glad I took a breather with a simpler project and made Desert Super Ring between complex tracks like Seattle Circuit and potentially Autumn Ring or Treasure Island. Seattle took me the longest amount of time so far making a track, but it's okay since I had fun making it. At this point, I think I have more fun making the tracks than racing on them, and that's also okay.
 
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DaleTona

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I'm looking around Autumn Ring today and taking notes of everything I see. Until somewhat recently, my project folders were chaotic and sorely needing to be cleaned and sorted. I now assemble the folders very meticulously, only placing objects and textures in there I know I'm going to use for the track, instead of just copying everything I have then deleting what I don't need. It works for me and the lack of clutter makes me more efficient while looking through lists of TSOs and mips in Sandbox.

I tried to loosely rearrange Post #2's list of not started or unfinished tracks in order of my interest of doing them, which seems to fluctuate frequently so it can be hard to build hype for any one of them unless it's the one that's my main focus. The top tracks (currently #39) I'm more interested in than the bottom, if that wasn't clear.

It took me more time than expected to make that paint I just released since at first, I decided to trace over the design, which really didn't look good and I gave up on the base temporarily to focus on other assets I'd need for it. The next day (which was yesterday), I tried again, Frankenstein-ing together images of the car over the template and using the polygonal lasso and shape tools to make the base, which ended up working a lot better, and I wish I had just done it that way in the first place. It's still missing a green swirly design that I can't really make or find, but it looks good as it is right now and I'm happy with it.

I'm also glad I took a breather with a simpler project and made Desert Super Ring between complex tracks like Seattle Circuit and potentially Autumn Ring or Treasure Island. Seattle took me the longest amount of time so far making a track, but it's okay since I had fun making it. At this point, I think I have more fun making the tracks than racing on them, and that's also okay.
Seeing you making these tracks makes me want to jump into track making myself, with a focus on the various Fantasy Ovals not represented, such as Eagle Rock from the new Forza, Dakota from NFS, the 3 King of Ovals DLC Tracks for GTR: FIA Racing Game, and maybe the paved short tracks from Dirt 2 Daytona and the SRX late Model DLC.

Keep up the good work! I love seeing these tracks from other games brought into NR2003 and the more we have the better :)
 

KitsuneAmy

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Sep 28, 2020
859
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Seeing you making these tracks makes me want to jump into track making myself, with a focus on the various Fantasy Ovals not represented, such as Eagle Rock from the new Forza, Dakota from NFS, the 3 King of Ovals DLC Tracks for GTR: FIA Racing Game, and maybe the paved short tracks from Dirt 2 Daytona and the SRX late Model DLC.

Keep up the good work! I love seeing these tracks from other games brought into NR2003 and the more we have the better :)
I'll never say it's easy, but ovals are ten times less complicated than the road courses/street circuits I tend to make, and should be more approachable for someone just starting in Sandbox. For example, the one I just put out, Desert Super Ring, I think is at a level anyone could produce given they're patient enough and careful with Sandbox. There's lots of mistakes you can make that will set you back since the program isn't perfect and is lacking many modern quality of life or ease of use functions and features. Just a couple days ago when I was working on said track, I encountered an error for the first time ever since I started making tracks around August 2020, that simply popped up a window saying "Cannot save track." and corrupted my save. I think it had something to do with me editing the banking, but the strange thing was that I was able to continue working, I just couldn't save it, which means I lost 30 minutes of work.

If you do start, I or anyone else still uploading tracks, can help you get started. I even wrote up a thread in October 2020 detailing my method that I could probably brush up and make a new post on.

I'm gonna add this random thought here instead of making a new post: what if you changed the gsye.ogg files to songs converted to .ogg and muted the spotter and crew chief? Would you be able to have native in-game music randomly selected among one of fifteen tracks? What if you put two or three songs in sequence, enough runtime to last a short 5-10% race?
 
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KitsuneAmy

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Sep 28, 2020
859
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Started doing Treasure Island's elevation and made the pit stop while I was at it.

TreasureIslandWIP.png

I also started putting together a project folder for Autumn Ring of all the objects and textures I'm going to need to make it. Then I laid out, textured, and scaled the track to the proper length, which is 2950 meters, or 1.833 miles.

Autumn Ring WIP.png

It is now the next day; I decided to get making textures for Sunset Peninsula out of the way, as well as rebuilding the track according to the revised trackmap... I have a lot of things to relocate.

SunsetRemakeWIP.png
 
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KitsuneAmy

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Sep 28, 2020
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I would like to upgrade from MENCS19 to NCS22, but would like to avoid using cars that use the new paint scheme format. To that end, I've put some thought into making my own carset, either of the 2001 or 2003 season. Since I'd be making 40+ cars, I'd want to avoid making custom contingency sets for cars to save time. Previously, I made a set of 22 cars for CUP90 of the Destruction Derby 2 roster, but those cars had very little detail. We'll see how I feel about it when I put more thought into what exactly I want to do.

I haven't worked on any tracks for the last few days since the Rusty Wallace scheme I just put out took a lot more time than expected and I wanted to focus on finishing that. I'll load up Treasure Island again at some point today and get back to my usual work though. The last thing I was doing on it was making the tunnel sections look as good as they can compared to the game they come from. After that, it'll be time to start putting in the banking since I'm mostly finished with elevation.

TreasureIslandWIP.png

Side note, I'm going to play Sega GT on the Dreamcast for the first time in about five years to look at a couple tracks I got requests for, namely Night Ground and Sky Peak Track. Night Ground is a short, simple track based in a suburban environment; it reminded me a bit of a mirrored Broad Bean Raceway. Sky Peak Track is a tri-oval like Daytona, very similar to Desert Super Ring which I just released, except it has no banking, which I thought was strange. I also drove on Night Section A, which is a street course set in a downtown urban environment like Special Stage Route 11, and Sprint Zone, which was like a shorter Test Course (GT4), at about 4 km long.

Driving on these tracks again reminded me of two tracks from other games, Angel Superspeedway from Juiced, and the test track from Tokyo Xtreme Racer 3.
 
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KitsuneAmy

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Sep 28, 2020
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I spent a good portion of yesterday planning out a potential 2001 carset for the NCS22 mod. I have all the drivers picked out as well as the schemes; there will be some different schemes than usual for the sake of variety, including one I had never seen before until this morning. Currently, I have 46 drivers to make on my list. Each will have one paint scheme, so there will also be 46 cars included. I have at least one reference image for every car, and I have gathered all the numbers I will need except for some I'll have to make myself or keep looking. Speaking of the numbers, as hinted at previously, they will be placed in the old way. I have no plans to place them where they currently are in current NASCAR like other NCS22 carsets. That being said, here's the current list of drivers planned to be included:

2001 Roster.png

Spoiler: There's more cola bears. I managed to find a high resolution image for the hood, but for the side, I haven't been so lucky.

18_BobbyLabonte03.png18_BobbyLabonte04.png

I'm now in the process of gathering all the logos I'm going to need, a few of which I still had from my days of making liveries for Gran Turismo Sport, but most I will need to find and download.
 
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KitsuneAmy

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Sep 28, 2020
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It took me nearly three days to do my research, and gather all the logos and numbers I'm going to need. I finally get to start painting, and number one of forty-six is complete: Andy Houston's #96 McDonald's Ford.

PaintPreview.png

And three hours later, I've finished number two of forty-six: Dave Blaney's #93 Amoco Ultimate Dodge.

93.png

It is now the next day. I've finished number three of forty-six: Jason Leffler's #01 Cingular Wireless Dodge.

SneakPeek.png

A bit over two and a half hours later, I've finished number four of forty-six: Jeff Gordon's #24 Pepsi/Dupont Chevrolet.

24.png

And just under two hours later, another is finished: Ryan Newman's #02 Alltel Ford. Break time.

02.png

Finished another one: Jeremy Mayfield's #12 Mobil 1 Ford.

12.png

Correction to the above roster: Brett Bodine drove a Ford, not a Chevy. Oops.
 
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KitsuneAmy

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Sep 28, 2020
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Completed ten more since my last update, bringing us to 16/46 completed.

Bill Elliott's #9 Dodge Dealers Dodge
9.png
Brett Bodine's #11 Ralphs Ford
11.png
Ron Hornaday Jr's #14 Conseco Pontiac
14.png
Matt Kenseth's #17 DeWalt Tools Ford
17.png
Bobby Labonte's #18 Coca-Cola/Interstate Batteries Pontiac
18.png
Casey Atwood's #19 Dodge Dealers Dodge
19.png
Tony Stewart's #20 Coca-Cola/Home Depot Pontiac
20.png
Ricky Craven's #32 Tide Ford
32.png
Sterling Marlin's #40 Coors Light Dodge
40.png
Rick Mast's #50 Blair Chevrolet
50.png
 

KitsuneAmy

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Sep 28, 2020
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Seven more paints have been completed, making this project now 50% complete. They are:

Steve Park's #1 Pennzoil Chevrolet
1.png
Dale Earnhardt's #3 Goodwrench Chevrolet
3.png
Michael Waltrip's #15 NAPA Auto Parts Chevrolet
15.png
Elliott Sadler's #21 Motorcraft Ford
21.png
Ward Burton's #22 Caterpillar Dodge
22.png
Kevin Harvick's #29 Goodwrench Chevrolet
29.png
Jimmie Johnson's #48 Lowe's Chevrolet
48.png
I had a thought this morning, what if I took the existing Clubman Stage Route 5 made in 2008 (the only GT track that existed for NR2003 before my involvement), and added onto it to make Special Stage Route 5 while also updating it visually while I'm at it?
 
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