Gravis City: Industrial Zone 7 v2.0.0

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Cynon

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Hot Pass Member
Jan 5, 2017
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So for starters, 1.5 has been out for several years. Here's what it looks like;

... now I've shown off bits and pieces of 1.6 as isolated screenshots where I'm hiding a lot. Here's a mostly full lap of the track.

As it stands, it will be the largest NR2003 track .dat file by far, which I'm not exactly proud of but not surprised by. There's no giant textures on this track, there's just a lot of them... and some custom sound mappings. Believe it or not this runs pretty smoothly in-game for the most part. Some assets that were made for this track have been posted here already (the stoplights).

Oh yeah and it uses human NPC models from Deus Ex, a lot of buildings from GTA: San Andreas and textures from games as new as Hitman: World of Assassinations, to Blackchain, Deus Ex 1, FF10, Saints Row 3... and a lot of textures I made or edited myself. While not all of the billboards are original, most of my favorite ones are.

This is the Pit Lane 1 camera. When you switch to race, the host(who I have named Karla)'s outfit changes, and her co-host is a totally different NPC altogether, with Bob Page moving to the flagstand.
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normal GCPD behavior, honestly. Hauler by gwoodard.

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in version 1.5, the wall at turn 8 was a bit of a death trap. Gravis City race organizers decided to install a TecPro wall there, and there's definitely no way this makes problems worse, right? ... right?

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RIGHT?! ... Ok good.
 
Last edited:

Cynon

Active Member
Hot Pass Member
Jan 5, 2017
258
63
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Hey I made a Sotteraneo hauler, as a nod to the racing team from Hitman. Why did I post this hauler?

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Cause I put it in part of the fan zone outside the track on the left side of the track.
 
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Cynon

Active Member
Hot Pass Member
Jan 5, 2017
258
63
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... we're trying to keep the filesize under control. Doesn't mean it's necessarily working, but an attempt is being made. Unused objects have not yet been removed from the working directory but a bunch were removed just a few minutes ago...

From what I've heard back from the people that have tested this track, it's actually performing substantially better than I was expecting on older machines, presumably because the LOD switches I've put on this track actually work correctly.
 
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Cynon

Active Member
Hot Pass Member
Jan 5, 2017
258
63
Tech inspection shed object that I saw on Revamped Reloaded's Daytona 2010, but I just cleaned up the texture mapping a bit and copied the sign and attached it to the other side.

The car there needs no introduction but that object I saw on a few PST tracks, which I then cleaned up a bit. I'm trying to make this track not turn FPS into SPF, after all...
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Another Deus Ex 1 model. Been having fun with those guys.

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That'll buff out.

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Yeah, another one of these, this one's int he paddock area though. The one pictured is not dynamically lit, but the one on the track in-game is (and I concede that may not be necessary).

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Merch stands!

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