NASCAR Racing 2 progress

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Guitarzan

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Feb 18, 2019
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Such a huge improvement... I need to find my copy of NR2..
It might not be right for me to link here, but check archive.org as they have the iso. That's the way I got N1999 installed as they have that disc as well. It's a great resource for old games.
 
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casssp

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Jul 28, 2017
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Excellent! Just as a report, NR2/1999 crashed in the nglide after a certain time of racing. I ended up discovering that if I reduce the grid to 37 cars instead of 39, the game stops crashing.


"7. You don't spin out and throw your race away by lightly touching the A.I."
I didn't understand. As far as I know, in the series NR1/2/3/1999/Legends, we cannot touch any car because otherwise we will have a spin-out. Unless playing with arcade physics, then we can touch each other.

I always thought what it would be like if I upscaled to at least 1024, worked on the paint, and then went back to 320, to see if it would work.
 
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RacingAC

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Mar 14, 2017
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Excellent! Just as a report, NR2/1999 crashed in the nglide after a certain time of racing. I ended up discovering that if I reduce the grid to 37 cars instead of 39, the game stops crashing.


"7. You don't spin out and throw your race away by lightly touching the A.I."
I didn't understand. As far as I know, in the series NR1/2/3/1999/Legends, we cannot touch any car because otherwise we will have a spin-out. Unless playing with arcade physics, then we can touch each other.

I always thought what it would be like if I upscaled to at least 1024, worked on the paint, and then went back to 320, to see if it would work.
Basically I feel the car is more saveable in the early games versus how unforgivable NR2003 can be.

I’ve personally switched from nGlide to Voodoo. I think it’s more stable.

I’m going to take your advice there and scale things up aa I work it on the scale it back down for export. It SHOULD work since the bases I’ve made are all pixel-based in a pixel program. I’ll post results tonight sometime. Gonna paint Bill Elliott’s #11 Bud. Simple base.
 

casssp

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Jul 28, 2017
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Basically I feel the car is more saveable in the early games versus how unforgivable NR2003 can be.
Have you tried playing Arcade mode in NR2/99/3/Legends (Driving Mode)? It becomes more interesting and you can touch other cars. It just doesn't have Practice or Qualify, and the AI is faster and smarter... I didn't used this mode, but after some recent tests, I saw that the races became more interesting than the Simulation mode!

I’ve personally switched from nGlide to Voodoo. I think it’s more stable.
Voodoo? Please, would you mind giving me a link so I can research it?

I’m going to take your advice there and scale things up aa I work it on the scale it back down for export. It SHOULD work since the bases I’ve made are all pixel-based in a pixel program. I’ll post results tonight sometime. Gonna paint Bill Elliott’s #11 Bud. Simple base.
Theoretically, I mean theoretically, the textures should be better. But we know how in old games things are like a surprise box...
 

RacingAC

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Mar 14, 2017
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Starting to tackle the Ford template using what I've learned with the Lumina template. Anybody that's painted cars, period, let alone made templates probably knows that as you keep building templates/schemes, you end up having to go back and fix things in previous projects. I'm in that hell right now, but the end results will be worth it. I do want the three '94 makes to have distinct highlighting on the hood to differentiate them. Would be a nice touch given that they all use the same body.

This Bud car isn't an exact re-creation yet. Still placeholder contingencies and barebones sponsor decals. Just a proof of concept. Still gotta take care of valences, skirts, proper T-Bird grille setup, body line on the side, etc.

I made a video speed-running how I've set these up. Basically a color-by-number system for the body highlights.

5-94.png

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3-94.png
4-94.png
 

RacingAC

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Mar 14, 2017
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I have a solid workflow and template set up, but still refining it. Have decided to focus solely on Fords before moving on to Chevy and Pontiac. Thinking about abandoning the idea of dark shading down the sides. Just doesn't turn out right without needing a lot of correcting. The gradient decided to throw some gold/brown whatever at the bottom of the sides on the 6 car here. The paint job can only use colors over there on the right, so when a, say, 30% gradient is placed overtop of the scheme, all of the pixels affected will scramble to find the closest available color, and it leads to chaos sometimes.

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RacingAC

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Mar 14, 2017
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Honestly the first car that I can say, yep, it's ready. The crowd goes wild. And, yes, I have to draw the hood lines over the logo for every car. Only way to get them looking right. You have to operate in a strict pixel environment, hence the block-letter style 21 on the front and the bleeding of the red outline on the CITGOs. Just not a lot of room to work with.

21a.png

21b.png
 

ai_line_mod

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May 6, 2020
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I have a solid workflow and template set up, but still refining it. Have decided to focus solely on Fords before moving on to Chevy and Pontiac. Thinking about abandoning the idea of dark shading down the sides. Just doesn't turn out right without needing a lot of correcting. The gradient decided to throw some gold/brown whatever at the bottom of the sides on the 6 car here. The paint job can only use colors over there on the right, so when a, say, 30% gradient is placed overtop of the scheme, all of the pixels affected will scramble to find the closest available color, and it leads to chaos sometimes.

View attachment 162064

View attachment 162065

View attachment 162066
is that steve boobs i see?? [eyes emoji]

good stuff, and thanks for pointing us to the NR99 wrapper from ICR2 that's valuable info.
 

casssp

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Jul 28, 2017
62
28
RacingAC, the paintings are very beautiful! Did that upscaling and downscaling worked? At IWCCCARS there is a tool to "automatize" the ratings that still works. I just needed to download a program that runs 16bit applications on Win10 64bits.

It's cool to see NR2/99 getting even more love. The initial trilogy and Legends has a soul of its own that are very enjoyable, and the NR2/3/Legends spotters still echo in my mind even after more than 20 years!

Someone posted on the ICR2 forum some lost carsets for the NR1 from 1994 to 1996, and someone even posted a file to include in cars.dat that increases the draw distance of cars when viewed from afar, car lod, I think is the correct name.

Also, I'm a fan of Indycar Racing 1. How cool would it be if there was some way to increase the draw distance of the ICR1...
 
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RacingAC

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Mar 14, 2017
392
53
RacingAC, the paintings are very beautiful! Did that upscaling and downscaling worked? At IWCCCARS there is a tool to "automatize" the ratings that still works. I just needed to download a program that runs 16bit applications on Win10 64bits.

It's cool to see NR2/99 getting even more love. The initial trilogy and Legends has a soul of its own that are very enjoyable, and the NR2/3/Legends spotters still echo in my mind even after more than 20 years!

Someone posted on the ICR2 forum some lost carsets for the NR1 from 1994 to 1996, and someone even posted a file to include in cars.dat that increases the draw distance of cars when viewed from afar, car lod, I think is the correct name.

Also, I'm a fan of Indycar Racing 1. How cool would it be if there was some way to increase the draw distance of the ICR1...
Hey let’s stay in touch. In the next few weeks, I’m putting together a dedicated N2 site, so any and all utilities/info will be huge.
 

RacingAC

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Hot Pass Member
Mar 14, 2017
392
53
is that steve boobs i see?? [eyes emoji]

good stuff, and thanks for pointing us to the NR99 wrapper from ICR2 that's valuable info.
Yeah that wrapper is still low-key. Planning an NR2 site, and I want to ask Pavel for permission to use that. It has all of his personal stats/info in it, so I'd have to wipe it all clean, but that shouldn't be a huge hassle.
 
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RacingAC

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Mar 14, 2017
392
53
Painting in NASCAR Racing 2 has taught me to not sweat the small stuff. I would be working on this thing until March if I tried to get the arrows to bleed onto the hood -- because the 3DO model in-game can be a pain. Already I've had to make a few executive decisions with paint schemes that, if you try to copy them to a T from real world, it just looks rough in-game. If you can't really tell where the body parts begin and end in the driver-menu screenshot below, that's because I'm hiding them fairly well with the template. The nastiest one is a diagonal line from the bottom corner of the windshield to the wheel well, hence the car highlights from the side having to take a detour upwards before going back to the wheel well.

A lot of touching up involved with these, whether it's adding brighter white highlights to the tops of the Straight Arrow side logos (pixel by pixel) or, just sitting back and looking at this now, I have to touch up the yellow stripe on the left side of the car since that teal/whatever has bleed up into it a little. I applied the same transparent gradient to both sides, but only the left side bled a bit. Go figure. 10,000 bucks to anyone who can figure out what all the small sponsor decals on the car are, without cheating. That's something I keep in mind when I'm stressing out trying to find all of them and place them as accurately as possible.

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