Kitsuneamy's Showroom of Tracks, Paints, and Decals

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Cynon

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Jan 5, 2017
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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:
View attachment 106757View attachment 106758View attachment 106759View attachment 106760View attachment 106761View attachment 106762View attachment 106763
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.
View attachment 106761 I have a track with a very similar layout to it, only it's a short track that was made in like 2004 called Remington and it's extremely broken and a little janky, and by a little janky, I mean it doesn't have it's own dat file, it uses the ingame Rockingham's dat file.

This would probably be really fun in NR though, since I think this is bigger than that track was.
 
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Jonny683

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Jan 5, 2017
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View attachment 106761 I have a track with a very similar layout to it, only it's a short track that was made in like 2004 called Remington and it's extremely broken and a little janky, and by a little janky, I mean it doesn't have it's own dat file, it uses the ingame Rockingham's dat file.

This would probably be really fun in NR though, since I think this is bigger than that track was.

So that track. in the original game featured a jump on the back stretch.
 

KitsuneAmy

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Sep 28, 2020
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I have to admit a mistake I made with Sunset Peninsula, when I was making the track, I used a 16:9 screenshot of the game that had an image of the track map, games back then were all standard definition with a 4:3 ratio so my track is stretched out and is essentially an entirely different track because of that. When I made my track map for Speedway Blvd. I took this into account and put the game to its original aspect ratio before taking my reference screenshot.

In other news, my hiatus is just a hiatus, and not cause for the start of a Series IV of tracks with me. I still sometimes think of my work on tracks and when I get an idea I type it out into my text document associated with them. Today I'm randomly looking into making a track based on Willowdale 1 or 2 from Ford Racing on the PlayStation.

1632178472823.png

I would make the turns before and after the front stretch banked like a speedway but keep the bottom half of the track as a road course. The screenshot of High Speed Ring I posted before will still contribute to an update for said track, and I'll have to fire up Gran Turismo 4 again and pay close attention to add more detail. I still have to find a suitable bridge for the section that goes over the lake.

As for the update on Deep Forest I teased before, I have put a little more thought into it, and I will narrow the racing surface significantly because I think I made it way too wide and it sticks out to me like an eyesore every time I drive on it.

I'm still having the same issue as far as Rome-Night goes, I can't find the effort within me to decorate the track at this point in time. The task seems so overwhelming to me that I keep putting it off, remembering that this is just my hobby, not my job. To a lesser extent, this applies to Blue Moon Bay as well, but one day I will add the additional detail I spoke of to that track.

I hope anybody following my work appreciates this update anyway, and thank you for your continued support.
 

KitsuneAmy

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Sep 28, 2020
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New paint out yesterday. Tony Stewart's car raced in the 2001 EA Sports 500 at Talladega.

1633896643708.png1633818515586.png

Would love to make this someday, but city circuits mean placing tons of buildings...

1633818174035.png
 
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KitsuneAmy

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Sep 28, 2020
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Under construction... with two corners too tight for proper textures... thanks, Papyrus.
Also I edited post #2 with courses planned for sure.

1634258028903.png

Also, thanks Papyrus for a funny little bug that made me lose about 30 minutes of progress... the one where if you accidently press a key as a shortcut when selecting a texture where there isn't one for the key you hit, the program will freeze.
 

KitsuneAmy

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Sep 28, 2020
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Progress on Blue Moon Bay today... I'm driving around the track on Gran Turismo Sport and there really is a whole lot of nothing in the infield.

1634522505191.png
 
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KitsuneAmy

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Sep 28, 2020
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Not surprised to considering how big it is. I say take Artistic liberties to dress it up.
I'll probably add several more objects and call it good for now. I'll also be implementing your suggested camera placements.

Also, I started construction on Seattle. Found out the top part of the track is narrower than the speedway section, so I made sure to include that detail. I'm currently working on banking and elevation, and making the pit stop will come next.

1634635724948.png
 

Jonny683

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Jan 5, 2017
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Looking forward to seeing how you tackle the backstretch scenery with the cliffs and water.
I loved this track. Cliff going up on the inside, cliff going down into a lake on the outside. And it had a Day to Night Transition, if I remember.
 

Jonny683

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Jan 5, 2017
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Yes, yes it did.
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