The Random (WIP) Screenshot Thread

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Bacs

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Dec 11, 2017
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OlympiaMotorsportsPark.png

I started work on this fictional track, which I named Olympia Motorsports Park. Unfortunately, I suffered a heart attack back at the end of September/beginning of October, so progress has been slow. I've got a problem with turn 4's banking transitioning too quick onto the straightaway, thus making a near cliff, and I'm unsure exactly how to fix it. As well, I still haven't got .mips and 3dos down in my understanding. Anyway, let me add some brief info on the track.

Olympia Motorsports Park - A 2 mile Quad-D oval. Each turn is banked at 23 degrees. The front stretch and backstretch are banked at 5 degrees. The location is based in the Pacific Northwest state of Washington. The unique feature about this track is that it is a two mile (like Michigan) quad-oval (like Charlotte, Texas, Rockingham, or Atlanta), but the backstretch is curved (like Chicagoland).
 

Riviera71

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Jan 19, 2022
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View attachment 162734

I started work on this fictional track, which I named Olympia Motorsports Park. Unfortunately, I suffered a heart attack back at the end of September/beginning of October, so progress has been slow. I've got a problem with turn 4's banking transitioning too quick onto the straightaway, thus making a near cliff, and I'm unsure exactly how to fix it. As well, I still haven't got .mips and 3dos down in my understanding. Anyway, let me add some brief info on the track.

Olympia Motorsports Park - A 2 mile Quad-D oval. Each turn is banked at 23 degrees. The front stretch and backstretch are banked at 5 degrees. The location is based in the Pacific Northwest state of Washington. The unique feature about this track is that it is a two mile (like Michigan) quad-oval (like Charlotte, Texas, Rockingham, or Atlanta), but the backstretch is curved (like Chicagoland).
For the banking I marked 2 points in your pic and sandboxbanking.png, P1 is where you want max banking (23 degs) to end and P2 is where you'll want to be down to 5 degs. I did pull the location of P1 and P2 from my behind so the exact locations are up to you :). Make sure that these 2 nodes are set to Mode Absolute and then for all the nodes along the top of the banking inbetween them set them to Mode Interp Forward/Back and it should smooth things out a lot :) If it's still to sudden you might have to pick a node earlier for the drop off to start.

If you experience "ghost" bumps in the track you can adjust it slightly by dragging the boxes as marked in manadj.png. This is a lot of trial and error so hopefully not needed after step 1 :)

As for mips and 3do's, all mips that you apply on f- and w-sections go in the trackmat folder. All 3do's and the mip's they use go in the main track folder. TSD's (track side decals like start finish line, logos on the grass etc) also go in the main track folder. You could use something (most likely paint.mip) both on a f-section and as a TSD but in that case it should be both in trackmat and the main folder. When you borrow a 3do from another track you can rightclick on it and open it in notepad and then search for "mip", that way you'll know all the mips that 3do needs to load.
You might have to add the flagger dudes 3do's and mips to the main track folder to be able to add them to the track so I added the zip here (it's been almost 20 years since I started doing this so I don't remember exactly why, I just added the 3do's and mip's to my "base" track back then :p)

For added prettiness you should also use Override Default Tex Params for all textures you apply on f- and w-sections. Generally asphalt, concrete, grass etc should have both U and V unticked, walls and fences V ticked and paint (iirc) U ticked.

If you have any further questions feel free to ask. Not like I know everything but I can try :)

EDIT: forgot to say, all my sandbox pics (banking, texture overrides) are from in game Daytona so banking will look a lot smoother than for you
 

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Bacs

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Dec 11, 2017
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Thank you for the helpful information and the flaggers, Riviera. As I work with this project, I'll consult with the info and if I have any future questions I'll reach out to you.
 

Riviera71

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Jan 19, 2022
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Some more (potentially unnecessary) info while I wait for my sleeping pills to kick in, you don't have to move any files from shared to your track folder.
1. Use winmip to unpack the shared.dat (in winmip it's Extras/Unpack) in your nascar racing 2003 season/tracks/shared folder
2. Move the Unpack folder that's now created in the shared folder to your working folder and rename it to "shared" so it looks like in the attached pic.
3. Now, if you open your track in sandbox and go to View/Object Placement View you'll be able to place any object from shared into your track. It likely wont show up until you save your work, close sandbox and then open the track again, this is good to know ;)
Since 99% of all 3do's are supposed to remain in place you should also make sure that the Fixed box is ticked. For whatever reason it's always set to Moving on my end when I add a 3do but that's really only used for blimps, helicopters and airplanes (those require a path (.pth) file but that can be saved for later :)

Shared contains stuff like ambulances, buses etc but no track specific stuff like grandstands, flagger stands etc. You're probably going to want some of those on your track so for that you'll have to unpack the track.dat that contains the 3do's you want. If you like the stands from say Atlanta unpack the track.dat like in step 1, move it to your working folder and rename it to Atlanta and then open atlanta in sandbox. Go to View/Object Placement View and click on the 3do you want. Go to the smaller properties window and see what it's called and then in windows explorer right click, open in notepad, search and see what mips it requires. Copy the 3do and those mips to Olympia and then you can put it on your track.

Almost forgot the most important part, save often and, when you've done something important, under a incremental name. So far I've never ended up with something smaller than trackname30.ptf lol
 

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Lastlap

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Getting ready for '24...

PZBvLzj.png
 

stEvN

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Sep 10, 2020
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justahamlinfan
View attachment 164590

Just about done. Still need to finish details but it's getting there.
Hope to release later! Finished dialing in the AI last night and got the track.ini all ready to go. Had a hell of a time trying to get the AI to merge on and off pit road how I wanted them to but I think I've got it as good as I'm going to get. Just need to finalize setups and attend to some other small details and should be good to go.
 

stEvN

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Sep 10, 2020
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justahamlinfan
Hope to release later! Finished dialing in the AI last night and got the track.ini all ready to go. Had a hell of a time trying to get the AI to merge on and off pit road how I wanted them to but I think I've got it as good as I'm going to get. Just need to finalize setups and attend to some other small details and should be good to go.
Well, the plan was to release the track tonight but that's no longer the case. The current pit lane is just too hit or miss for my liking. It's 50/50 on whether or not the AI will wreck during green flag stops with the way I initially laid it out. The pit entry and exit were so close the AI simply didn't have enough room to maneuver on and off of pit road without crashing into one another. So, I have decided to go ahead and reconfigure the pit lane. Then, hopefully I will be able to release! Lol.
 
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