Kitsuneamy's Showroom of Tracks, Paints, and Decals

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KitsuneAmy

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Sep 28, 2020
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I gotta finish the update for Blue Moon I'm working on or I'll end up putting it off longer... dealing with a bad cold right now doesn't exactly put me in the mood to work. I've been having some of the worst sleep ever these last few days.

Edit, 1:37 am: It's done. I did as much as I wanted to do for now. Someday I'll add even more of the small details like the company logos on the concrete aprons, but I think I've done enough for this track for the time being.
Edit, 1:58 am: I realized I made the same mistake with the Phantomile track map I did with Sunset Peninsula, so I corrected it before it could become a problem.
Edit, 6:43 pm: I wonder if anybody would be interested in a season file when I finish 36 unique tracks (minus Cyclone because it is for destruction derby)

Also I really want to get Rome-Night out there for people to try (since it's finished functionality-wise) but don't really want to place the 1000 buildings, streetlights, and lights for said streetlights because they do not have their own... should I do what I'm willing to and release it? Maybe.

One more thing, I opened up Grand Valley to tinker with and realized it's been exactly one year since I last touched it... yikes.

Phantomile.png
 
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KitsuneAmy

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Sep 28, 2020
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So next, I have to decide the best way to approach recreating parts of Seattle that might be tricky.

1635195760904.png

This appears to be the most difficult, but only because of the wall on the left that goes from wall to staggered slope, but the one on the right also does this as well. How I approached a similar section on Rome-Night was that I banked the entire side, but placed a wall whose height starts at 0 with the top texture being grass to try to achieve a similar effect.

I have also taken the track shots for Seattle, Phantomile, Southern, and Speedway Blvd.
SeattleShot.pngPhantomileShot.pngSouthernShot.pngSpeedwayBlvdShot.png
 
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Jonny683

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Jan 5, 2017
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Honestly, my only complaint about your tracks so far, is the lack if diversity in billboards around tracks, and camera angles, which after Blue Moon, are better than before.
 

KitsuneAmy

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Sep 28, 2020
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Honestly, my only complaint about your tracks so far, is the lack if diversity in billboards around tracks, and camera angles, which after Blue Moon, are better than before.
Which existing track(s), would you say, need this attention to detail the most? Can you give me specific examples?
 

Jonny683

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Which existing track(s), would you say, need this attention to detail the most? Can you give me specific examples?
A good number of them have "Indy Japan 300" billboards and such and I think thats really my main issue. I can't name the tracks off hand at the moment.
 

KitsuneAmy

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Sep 28, 2020
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Progress on Seattle made over yesterday and today:

1635291101687.png1635291221466.png

Need to place about 40 more lights, top section inside x-sections, bank outside x-sections and add water, hill behind garages, there is a bump to smooth out on the downhill section after turn 1, still have all other objects to place, may change garage texture to be green on sides and black on top.

Also, for now I have decided that Seattle will be a night time track.

Edit: 10/27, 2:50 pm: Seattle is almost done, all I've got left to do is TSO placement and some LPs to record.
 
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KitsuneAmy

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Sep 28, 2020
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Laid out the track, basic textures, and scaled to correct length for three more tracks. Got all basic ini work done as well as initial testing, too.

1635836337262.png1635836384811.png1635836434183.png
 

KitsuneAmy

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Sep 28, 2020
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I have been playing through Racing Lagoon in my most recent hiatus, and I can say that Spencer's Test Course from the game is very likely to be one of my next tracks.

1639066621631.png

It is a 2160 meter (1.33 mile) road course situated in Yokohama, Japan.
 
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KitsuneAmy

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Sep 28, 2020
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Leap Of Faith 0.1 alpha - first attempt

1640042150445.png

Thinking of possible pit stop layout... Split pit stop in blue, and two other ideas for a pit stop in red and green.

1640048830671.png

The green one is probably the most likely one I'll go with, perhaps another tunnel under the grandstands stop like I decided to do for Caprio County Raceway.

1640135241630.png

The biggest challenge for me I think will be trying to make sure both sides of the track line up for the jump. Currently it's not going so well, the side profile is supposed to be like I've drawn in red.

1640135604682.png

Will update post as work progresses.
 
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KitsuneAmy

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Sep 28, 2020
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Wonder if there would be any interest in this track from Ford Racing called Ford Speedway. You don't race on it in the game, but it's the track the game uses for when you want to test your car. I don't know how long it is, but I am going around it at a constant speed of around 170 mph in my GT90 and clearing a lap in about 26.8 seconds.

1640134007311.png
 

KitsuneAmy

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Sep 28, 2020
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I used this site to calculate a distance of 1.26556 miles in 26.8 seconds at 170 MPH.
Well considering that this is an arcade racer and I was bumping off the walls a bit in the corners to correct my course, it's probably around a mile and a half if I had to guess based on the estimate that site gave you.
 

Cynon

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Jan 5, 2017
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Depending on what emulator you're using, you might be able to extract the actual track model and get the size based off of that.
 

KitsuneAmy

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Sep 28, 2020
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Depending on what emulator you're using, you might be able to extract the actual track model and get the size based off of that.
I'm using duckstation, but how would the model help me get an exact length?

Since this layout is simple, I'll throw together an alpha real quick, I put the game back to native 4:3 to get what the track map actually looks like here:

1640212124465.pngFord_Speedway.png

Racing surface appears to be about 12 meters wide or so...

1640221195876.png1640221235845.png

Pictured above is after about 3 hours of work. Current length is my estimate of 1.5 miles.
 
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Cynon

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Jan 5, 2017
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I'm using duckstation, but how would the model help me get an exact length?

Since this layout is simple, I'll throw together an alpha real quick, I put the game back to native 4:3 to get what the track map actually looks like here:

View attachment 117225View attachment 117231

Racing surface appears to be about 12 meters wide or so...

View attachment 117241View attachment 117242

Pictured above is after about 3 hours of work. Current length is my estimate of 1.5 miles.
You could import the model as an object, even if just a temporary one with everything mapped to one texture (that you would delete afterwards), and you'd draw the track based on that.
 

KitsuneAmy

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Sep 28, 2020
777
93
Creating/Gathering assets to start working on Spencer's Test Course. The track will feature all the custom billboards that show up on it. I should also recolor my black night sky to be the dark blue it is in game.

1640397003056.png1640397077088.png1640397094129.pngSpencersTC.png

December 26, 7:12 am - a little progress made before bedtime:

1640524365084.png
 
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