Kitsuneamy's Showroom of Tracks, Paints, and Decals

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KitsuneAmy

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I found an aerial view of the track floating around the internet when looking up reference material and I edited it into daytona_night's ground_n2k3.mip for interesting results.

sunsetaerial.jpg

I also found out that the in-game stated length of the track is 2.5 miles, so that'll be the length in my recreation, too.

Would think this is more in line with a high banked Michigan or California
You may be right, though the length is the same as Daytona, it may feel more like one of those two tracks.
 
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meganinja

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Would Triple 7 Speedway be on your list of interest?
It already exists, try Sega International Speedway go check this out

-----------------------------

Hi, i was testing the tracks and they look amazing, but i felt a problem on Beginner Course and High Speed Ring
I feling that in Both Beginning Course (curve 1-2) and High Speed Ring (on S sector on back part of the track before the tunnel) it needed a bit more of banking, i dont know if you could adjust it on future

Also i wanted you to do, if possible a GT4 Prologue Version of Beginning Course, in this version they made the track without the chicane on backstraich


 
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KitsuneAmy

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It already exists, try Sega International Speedway go check this out

-----------------------------

Hi, i was testing the tracks and they look amazing, but i felt a problem on Beginner Course and High Speed Ring
I feling that in Both Beginning Course (curve 1-2) and High Speed Ring (on S sector on back part of the track before the tunnel) it needed a bit more of banking, i dont know if you could adjust it on future

Also i wanted you to do, if possible a GT4 Prologue Version of Beginning Course, in this version they made the track without the chicane on backstraich


You replied to Jonny way late on that, he said that before that track was made yet.

Not sure I'm too interested in modifying the existing version of Beginner Course to make a no-chicane version though... If I made an update for it, it would just be to add more detail. However, I do want to go back to High-Speed Ring and make an update for it, it's long overdue at this point, but I just don't have many 3D objects I can add to it. For instance I would love to add the bridge where it goes over the lake briefly, but don't have any similar objects.

Also - update on Sunset Peninsula:
1626741198263.png
 
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Jonny683

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You replied to Jonny way late on that, he said that before that track was made yet.

Not sure I'm too interested in modifying the existing version of Beginner Course to make a no-chicane version though... If I made an update for it, it would just be to add more detail. However, I do want to go back to High-Speed Ring and make an update for it, it's long overdue at this point, but I just don't have many 3D objects I can add to it. For instance I would love to add the bridge where it goes over the lake briefly, but don't have any similar objects.

Also - update on Sunset Peninsula:
View attachment 106418
Yup. Someone else made it. So, yeah, I'm good.

But that Layout looks great!
 

meganinja

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Jan 21, 2017
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You replied to Jonny way late on that, he said that before that track was made yet.

For instance I would love to add the bridge where it goes over the lake briefly, but don't have any similar objects.

Also - update on Sunset Peninsula:
View attachment 106418

I had no idea i was checking the thread for first time and wanted to be helpful hahaha

About the objects, maybe you can try get from other tracks and edit them, threre is few tracks on NR2003 that use bidges, some old some more recent (like Old Spice) maybe you can try get and make a edit of those 3DOs
at worst case you could create new items, there is few tutorials on youtube teaching that
View: https://www.youtube.com/watch?v=ct9UxKdLbZo

View: https://www.youtube.com/watch?v=LawB374lyA0

View: https://www.youtube.com/watch?v=GkJKu8kYXDs



About Sunset, do you plan put the Road-Course entrances as detail as well or just keep the Grass?
Also do you plan make the Snake-Named Test Tracks of Forza Motorsport 2?
 

Gwen Cole

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Aug 28, 2018
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If you do end up deciding to make Speedway Blvd from the EA games, I would be glad to help in any way possible. I've wanted it forever and would've already took a shot at it if I wasn't a complete disaster with Sandbox.
 

KitsuneAmy

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If you do end up deciding to make Speedway Blvd from the EA games, I would be glad to help in any way possible. I've wanted it forever and would've already took a shot at it if I wasn't a complete disaster with Sandbox.
I do plan to make it some day. How would you be able to assist?

I had no idea i was checking the thread for first time and wanted to be helpful hahaha

About the objects, maybe you can try get from other tracks and edit them, threre is few tracks on NR2003 that use bidges, some old some more recent (like Old Spice) maybe you can try get and make a edit of those 3DOs
at worst case you could create new items, there is few tutorials on youtube teaching that
View: https://www.youtube.com/watch?v=ct9UxKdLbZo

View: https://www.youtube.com/watch?v=LawB374lyA0

View: https://www.youtube.com/watch?v=GkJKu8kYXDs



About Sunset, do you plan put the Road-Course entrances as detail as well or just keep the Grass?
Also do you plan make the Snake-Named Test Tracks of Forza Motorsport 2?
I'm not exactly thrilled about the concept of making new 3DOs, so I'd really prefer not to at this time.

There are limitations to what you can do in sandbox, the track making program. You can't have stray pieces of track floating around, and you can't just put track surface decals anywhere. I edited my reference map to include the infield and tried my best to place track surface decals along the lines of the track. The lighter colored line near the middle is the drag strip on the track, which I'll probably make longer.
sunsetmap.png1626884787825.png
I was interested in making the Test Track Infield from FM1, but I drove on it again today and decided against it.
1626793662474.png
 
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meganinja

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Jan 21, 2017
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I do plan to make it some day. How would you be able to assist?


I'm not exactly thrilled about the concept of making new 3DOs, so I'd really prefer not to at this time.

There are limitations to what you can do in sandbox, the track making program. You can't have stray pieces of track floating around, and you can't just put track surface decals anywhere. I edited my reference map to include the infield and tried my best to place track surface decals along the lines of the track. The lighter colored line near the middle is the drag strip on the track, which I'll probably make longer.
View attachment 106433View attachment 106501
I was interested in making the Test Track Infield from FM1, but I drove on it again today and decided against it.
View attachment 106431

Wow Sunset/Nissan looks amazing i hope you can manege to put the grandstands on both sides of track

About Test Track, did you tried do the separated versions of the track or just the full version (Called King Cobra on FM2) ?


Reading on Forza Wiki, it hard around 9 layouts (with 9 reverse in a total of 18)

Forza 2

  • Test Track Infield - King Cobra (4.81 mi (7.74 km))
  • Test Track Infield - Boomslang (0.63 mi (1.01 km))
  • Test Track Infield - Russell's Viper (0.82 mi (1.32 km))
  • Test Track Infield - Death Adder (0.84 mi (1.35 km))
  • Test Track Infield - Copperhead (1.26 mi (2.03 km))
  • Test Track Infield - Inland Taipan (1.38 mi (2.22 km))
  • Test Track Infield - Diamondback (1.43 mi (2.3 km))
  • Test Track Infield - Malayan Krait (2.05 mi (3.3 km))
  • Test Track Infield - Black Mamba (2.24 mi (3.6 km))

Forza Motorsport 3


  • Sidewinder Proving Grounds Layout I (4.81 mi (7.74 km))
  • Sidewinder Proving Grounds Layout H (2.24 mi (3.6 km))
  • Sidewinder Proving Grounds Layout G (2.05 mi (3.3 km))
  • Sidewinder Proving Grounds Layout F (1.43 mi (2.3 km))
  • Sidewinder Proving Grounds Layout E (1.38 mi (2.22 km))
  • Sidewinder Proving Grounds Layout D (1.26 mi (2.03 km))
  • Sidewinder Proving Grounds Layout C (0.84 mi (1.35 km))
  • Sidewinder Proving Grounds Layout B (0.82 mi (1.32 km))
  • Sidewinder Proving Grounds Layout A (0.63 mi (1.01 km))
 

KitsuneAmy

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Wow Sunset/Nissan looks amazing i hope you can manege to put the grandstands on both sides of track

About Test Track, did you tried do the separated versions of the track or just the full version (Called King Cobra on FM2) ?


Reading on Forza Wiki, it hard around 9 layouts (with 9 reverse in a total of 18)
I don't know what you mean by "both sides of the track", in Forza 1, there are no grandstands at the top part of the track.

I didn't try to do any version. I drove on the full test track in Forza 1 and within less than 1 minute of driving on it, I decided I didn't want to make it anymore. Also I have already made a crude Complex String, which is a similar track from Gran Turismo 3 already; I cared about GT enough to attempt to make that track, but I don't care about FM enough to make Test Track Infield/King Cobra. I have only played Forza Motorsport 1 and 2 and have had no interest in playing any further entries, but I have played Gran Turismo 1, 2, 3, 4, 5, 6, Sport, PSP, and 2002 Tokyo-Geneva Concept.

Now for other news; apparently I have been so intimidated by the task of decorating Rome-Night with TSOs that I made an entirely different track before I even started doing it. All the track surface level decoration and elevation is complete, but I still have track.ini, LPs, and TSOs to go.

Also I'd like to say something about Blue Moon Bay: I have updated my reference track map to include the lines of the road course, and perhaps I could approach decorating it the way I did with Sunset Peninsula. I think I would have to reinstall GT Sport because not being able to drive around my reference so I can see it from every angle limits how accurately I can recreate it. When I was adding some finishing touches to Sunset, my Xbox decided it didn't want to turn on again so getting my references hands-on was off the table. There's more detail I want to add to that track, but I need a working Xbox first...
Blue_Moon_Bay_Speedway.jpg
 

KitsuneAmy

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Adding lightmaps, increasing road surface texture clarity, and marking sections as apron near pits on Deep Forest today...
1627131656866.png1627132541956.png
Changing the positions of everything on SCA Motorplex to account for the changing of the starting line placement. Redid positions of track surface decals, positions of full and partial pace lap, pit stalls, and SPCC sections. Also have to rerecord all LP lines. I have finally gotten entering and exiting the pit stop to work! I'm going to add some more detail to the track next, I added some custom wall textures, shortened fences, and added some more trees.
1627147245942.png
Finished the day by working on Rome-Night a bit more, placing down the TSOs I plan to use on the track and adding some more of the walls and surfaces that appear on the track.
 
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KitsuneAmy

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I've just been given all the texture files from the first two Destruction Derby games by @KyleJCrb and they had some super clean renders of the DD2 tracks hidden in them I would like to share:
BS_VALLEY_MAP.pngCCANYON_MAP.pngLIBERTY_MAP.pngMOTORPLEX_MAP.pngPH_MAP.pngRACEWAY_MAP.pngSPEEDWAY_MAP.png
In addition, I will share whatever work I do with you today in this thread. I'm gonna start by getting back to work on Rome-Night.
1627224164944.png
This is one of the reasons why I put off working on this track for two weeks... ugh. Recording the LPs for this track proves the fact that this is a challenging track to race on as well as to make.
I have a bazillion more street lights and buildings to place. Getting flashbacks of Special Stage Route 11 now, and speaking of that track, having to place a ton of street lights on that track as well kind of repelled me.

The more I look at Liberty City, the more it looks like a simple track I could make, but I would have to either load a save that I have the track unlocked on or get to the point of unlocking it again to drive on it.
 
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KyleJCrb

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In addition, I will share whatever work I do with you today in this thread. I'm gonna start by getting back to work on Rome-Night.
View attachment 106770
This is one of the reasons why I put off working on this track for two weeks... ugh. Recording the LPs for this track proves the fact that this is a challenging track to race on as well as to make.
I have a bazillion more street lights and buildings to place. Getting flashbacks of Special Stage Route 11 now, and speaking of that track, having to place a ton of street lights on that track as well kind of repelled me.

The more I look at Liberty City, the more it looks like a simple track I could make, but I would have to either load a save that I have the track unlocked on or get to the point of unlocking it again to drive on it.

Yeah, those renders were really cool. Awesome to actually see those old tracks laid out in full!

I'm assuming that's Rome Night? Definitely one of the more difficult tracks in GT2, it makes sense that it would end up being tricky in NR too. Looking forward to giving it a go myself whenever it's ready.

Oh, to solve your Liberty City problem, try starting a championship with the name "MACSrPOO" then back out and check the track selection screen. Should work in the PS1 and PC versions of the game.
 

KitsuneAmy

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Yeah, those renders were really cool. Awesome to actually see those old tracks laid out in full!

I'm assuming that's Rome Night? Definitely one of the more difficult tracks in GT2, it makes sense that it would end up being tricky in NR too. Looking forward to giving it a go myself whenever it's ready.

Oh, to solve your Liberty City problem, try starting a championship with the name "MACSrPOO" then back out and check the track selection screen. Should work in the PS1 and PC versions of the game.
Thanks for the cheat code, lol. I drove on it for a while to refresh my memory and ended up not really liking it. I didn't like how many buildings with unique textures there were, I don't like the section of the track with gravel, the whole rounded square layout isn't really that fun, and I don't see a good place to put a pit stop.

My primary concern was the first four tracks you play and I did those. Black Sail Valley and Ultimate Destruction both have layouts that would be incompatible with the track maker as well, because they have branching paths, and I would want to retain that functionality for the AI, so those aren't an option either.

I'll use this post to mention some update news instead of making a new one; Cocoa Beach will also be receiving an update some point in the future, because I drove on it again and saw a lot I wanted to change.
 
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KitsuneAmy

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Honestly, I have no idea but I'm willing to do whatever I can. I'm working on learning sandbox myself currently but it's a nightmare of a process.
Well, alright. I typically don't need help with my tracks anyway for the most part, but I do agree sandbox is a tedious learning process, especially when the program is prone to crashing at any moment for the oddest of reasons. Perhaps you could be an alpha/beta tester?

Not sure what or if I'm going to work on something today, we'll see how I feel in a bit. Made the track map and cut out the logo for Speedway Blvd.

speedwayblvd.pngspeedwayblvdlogo.png
 
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meganinja

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Jan 21, 2017
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Well, alright. I typically don't need help with my tracks anyway for the most part, but I do agree sandbox is a tedious learning process, especially when the program is prone to crashing at any moment for the oddest of reasons. Perhaps you could be an alpha/beta tester?

Not sure what or if I'm going to work on something today, we'll see how I feel in a bit. Made the track map and cut out the logo for Speedway Blvd.

View attachment 107022View attachment 107025

A suggestion for Speedway Blvd, you could try make a Original version Pre-Daytona Rising and maybe a 2021 version reimagining of track after the Daytona Rising Project

For exemple in the new version, the part that passes under the grandstands would be moved to pass under the new grandstands on main stretch as the old grandstand sector would be changed into passing on the middle of the RVs like the first sector of Talladega Road Course in ea NASCAR games, since now the old Grandstands in the back strech is now another sector for RV Parking after Daytona Rising

It require a bit of extra job but it would be a good "What If" play
 

JNorton (WKC)

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Well, alright. I typically don't need help with my tracks anyway for the most part, but I do agree sandbox is a tedious learning process, especially when the program is prone to crashing at any moment for the oddest of reasons.

Sandbox crashes due to it's poor use of memory. Especially if you have Camera View and Height View running at the same time. Also it is necessary to use both at times, the best option is to save your work and a backup often. Sandbox is notorious for corrupting the main .ptf file when it crashes. The best plan is to edit things (especially when using "Height View") for a short time, Save your work, close Sandbox, and them open it and start editing again. Also NEVER leave height view open when saving. I found that if you turn off camera view, then the height view "in that order", will save you from a ton of memory issue crashes. Sometimes when you exit those views the program can freeze for a little bit. Give it a time to clear memory and see if you can move your mouse. If not, try hitting CTRL - ALT - DELETE and exit Sandbox in the Task Manager.
 

KitsuneAmy

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Found an aerial view of High Speed Ring to reference for a future update and possibly use for n2k3ground.mip

1631236601426.png

Also saw this track's redesign in today's trailer. Pretty stoked to play Gran Turismo 7's iteration of the classic circuit.
 

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