Kitsuneamy's Showroom of Tracks, Paints, and Decals

  • You DO NOT need an account in order to download the content that we host....ONLY make an account if you plan to be an ACTIVE member.
  • We DO NOT Allow Multiple Accounts, those people found to have more than one linked to their IP address Will be Banned.

KitsuneAmy

Well-Known Member
Hot Pass Member
Sep 28, 2020
864
93
A peek at the current state of Spencer's Test Course. I recolored the night sky and made custom textures for the tire walls, which I had to use texture segmenting to apply.
On the morning of January 2, 2022, I did some more work on it and finished the ini, lps, correcting wall heights and texturing them, and placed most of the objects down.

1640927788193.png

Also, I've updated the functionality of Post #2. Clicking the name of a track will now take you to its' download page.
One more thing, I've been thinking of releasing the update for Deep Forest I worked on a while back, but I'm gonna make some more changes to it before I do so.
And maaaaybe an update for Test Course (GT2)?
 
Last edited:

KitsuneAmy

Well-Known Member
Hot Pass Member
Sep 28, 2020
864
93
Worked on Leap of Faith a bit yesterday and had a breakthrough while messing with track.ini. I set "ai_decel_modifier" to 8.00, and now the AI goes off the jump, as intended. However, in my testing session I found all 42 AI cars were wrecked after 45 laps... which is appropriate for what kind of track it is. After all, the track in Destruction Derby Raw only has 4 laps, and usually all the AI cars survive the race. So, I'm thinking of changing the default_event_laps to a lower number. Other minor changes I have made to the track are rerecording race.lp and pit0.lp and adding light mapping (shadows) to the pit tunnel.

Also, to go into more detail on a potential update for Test Course GT2, it's not much more than little changes that make the track more accurate to the source material. I think I made the banking too high, and I have been trying to get a smooth pit entrance too, as I've noticed the pace car bumps the wall upon entry but goes in and to its stall despite that. I want to push the forest back a bit and add pine trees to the sides of the track, but I'll go looking all over the track when I drive it again for small details I can add or have otherwise missed that I am able to/have models for/whatever.

Speaking of Test Course, I think an update is long overdue for the Gran Turismo 4 version, which again, would take a lot of driving around and implementing what I see to the best of my ability. But other annoying things I'm going to (reluctantly) do is see what font the numbers denoting distance travelled in meters on the front stretch is and make a MIP for each one (20 total I think).

I'm happy with the initial positive reaction Spencer's Test Course has gotten. I really, really enjoyed Racing Lagoon, so I wanted the track I made from that game to have a more premium feel; custom wall and billboard textures and custom cameras off the bat, new buildings I haven't used before that felt appropriate for the ones that appear in-game, attention to where rumble strips are on the first release, a lamp post everywhere it it appears, etc. Thank you for your reviews and following the development of now 32 released tracks.
 

KitsuneAmy

Well-Known Member
Hot Pass Member
Sep 28, 2020
864
93
Randomly did Apricot Hill's elevation this morning. It's not final yet, still needs more tweaking. Might do more later, I don't know yet.

1641910022894.png

January 14, 2022: Making custom textures for an object today while listening to the FFX soundtrack.

1642178870616.png

Side note, thinking of making a video playing through a 5% season when I finish 36 tracks. I have a season file of the 32 existing tracks right now, wonder if anyone would be interested in that.
 
Last edited:

KitsuneAmy

Well-Known Member
Hot Pass Member
Sep 28, 2020
864
93
These last few days, my track making efforts have been going towards NFS:SA, or Need For Speed: San Andreas. It is a Multi Theft Auto server that makes an attempt to create an online multiplayer CaRPG based on an amalgamation of Need For Speed titles such as Underground 1 & 2, Most Wanted, and Carbon. If this sounds interesting to you, you can go here https://www.nfssa.com/member.php?action=register&referrer=29128 to check them out, because they really need and deserve more players.

Here are some tracks I have been working on getting into their game, and I also have threads dedicated to each on their website:

South San Fierro.pngDock To Dock.pngShopping List.png

Anyway, this is happening as a break away from working on Apricot Hill, and working on something in a different game for a bit is a good palate cleanser. For now, I can show an aerial view of the current progress on the track:

1643580621665.png
 
Last edited:

KitsuneAmy

Well-Known Member
Hot Pass Member
Sep 28, 2020
864
93
Finally released Apricot Hill today. The next thing that has been on my mind for a while is shortening Stadium to three-quarters or six-tenths of a mile. (Updated: done on May 6, 2022) Not sure what I'll do after that, though.
Maybe I'll finish Ford Speedway since it'd be easy, but I really like all the other tracks I have on the backburner too. (see tracks planned or under construction)

Randomly decided to do Southern's pit stop.
1651779313241.png

Also despite really wanting Leap Of Faith to work as intended, I believe it crashes the game when you go to the other side of the track on the straightaway... I may have to turn that back off until I find a proper solution.

Autumn Ring.png

I may also have changed my mind about doing Autumn Ring someday...
 
Last edited:

KitsuneAmy

Well-Known Member
Hot Pass Member
Sep 28, 2020
864
93
Worked 5 hours so far today on an update for High Speed Ring. I initially wanted to set a goal to show you guys some of my progress by noon my time but I got carried away.

1652294626114.png
1652296502810.png

Update, 5:20 am, May 12, 2022:
Finished putting another 4 hours or so into the track. I added a lot more detail that I missed before, and started the long and painful process or narrowing the track since it's way too wide, and making the lanes and paint lines even. That and texture segmenting are two long, boring processes, but are totally necessary for making this track look its best.

1652351997257.png

Front stretch and pit stop:
- removed rumble strip on left side
- changed pit wall to more accurately resemble source material
- added custom textures to walls, added tire wall on right side
- changed pit stall texture to the lighter color to the right of them to more accurately resemble source material
- noticed fences are not curved on the left side of track, changed to reflect that
- redesigned pitstop some to be more accurate to source material

Turn 1:
- lengthened the fifth lane since it cut off too early before
- placed wall and tire wall on inside with custom textures
- straightened fences on left side
- made inside exterior wall position consistent

Straight between turn 1 and 2:
- split sections to make more accurate walls; custom tire walls on either side, narrows back to armco sooner now like source material
- placed elevation present on either side
- placed bridge present before turn 2

Turn 2:
- placed custom textures on inside hill
- placed the elevation present on either side

Straight between turn 2 and 3:
- shortened bridge and started placing textures near it, i.e. water and bridge/fence to the left of it

Turns 3 and 4:
- added 3 degrees of banking to the turns and banked the curbs 10 degrees
- added overhead sign present between the turns
- added banking and dirt present on the inside of turn 4

Straight between turn 4 and 5:
- added shadows to tunnel
 
Last edited:

Jonny683

ZRW Alum
Hot Pass Member
Jan 5, 2017
143
63
Worked 5 hours so far today on an update for High Speed Ring. I initially wanted to set a goal to show you guys some of my progress by noon my time but I got carried away.

View attachment 131670
View attachment 131671

Update, 5:20 am, May 12, 2022:
Finished putting another 4 hours or so into the track. I added a lot more detail that I missed before, and started the long and painful process or narrowing the track since it's way too wide, and making the lanes and paint lines even. That and texture mapping are two long, boring processes, but are totally necessary for making this track look its best.

View attachment 131710

Front stretch and pit stop:
- removed rumble strip on left side
- changed pit wall to more accurately resemble source material
- added custom textures to walls, added tire wall on right side
- changed pit stall texture to the lighter color to the right of them to more accurately resemble source material
- noticed fences are not curved on the left side of track, changed to reflect that
- redesigned pitstop some to be more accurate to source material

Turn 1:
- lengthened the fifth lane since it cut off too early before
- placed wall and tire wall on inside with custom textures
- straightened fences on left side
- made inside exterior wall position consistent

Straight between turn 1 and 2:
- split sections to make more accurate walls; custom tire walls on either side, narrows back to armco sooner now like source material
- placed elevation present on either side
- placed bridge present before turn 2

Turn 2:
- placed custom textures on inside hill
- placed the elevation present on either side

Straight between turn 2 and 3:
- shortened bridge and started placing textures near it, i.e. water and bridge/fence to the left of it

Turns 3 and 4:
- added 3 degrees of banking to the turns and banked the curbs 10 degrees
- added overhead sign present between the turns
- added banking and dirt present on the inside of turn 4

Straight between turn 4 and 5:
- added shadows to tunnel
Looks solid! Great work!
 

meganinja

Member
Cold Pass Member
Jan 21, 2017
1
3
Worked 5 hours so far today on an update for High Speed Ring. I initially wanted to set a goal to show you guys some of my progress by noon my time but I got carried away.

View attachment 131670
View attachment 131671

Update, 5:20 am, May 12, 2022:
Finished putting another 4 hours or so into the track. I added a lot more detail that I missed before, and started the long and painful process or narrowing the track since it's way too wide, and making the lanes and paint lines even. That and texture segmenting are two long, boring processes, but are totally necessary for making this track look its best.

View attachment 131710

Front stretch and pit stop:
- removed rumble strip on left side
- changed pit wall to more accurately resemble source material
- added custom textures to walls, added tire wall on right side
- changed pit stall texture to the lighter color to the right of them to more accurately resemble source material
- noticed fences are not curved on the left side of track, changed to reflect that
- redesigned pitstop some to be more accurate to source material

Turn 1:
- lengthened the fifth lane since it cut off too early before
- placed wall and tire wall on inside with custom textures
- straightened fences on left side
- made inside exterior wall position consistent

Straight between turn 1 and 2:
- split sections to make more accurate walls; custom tire walls on either side, narrows back to armco sooner now like source material
- placed elevation present on either side
- placed bridge present before turn 2

Turn 2:
- placed custom textures on inside hill
- placed the elevation present on either side

Straight between turn 2 and 3:
- shortened bridge and started placing textures near it, i.e. water and bridge/fence to the left of it

Turns 3 and 4:
- added 3 degrees of banking to the turns and banked the curbs 10 degrees
- added overhead sign present between the turns
- added banking and dirt present on the inside of turn 4

Straight between turn 4 and 5:
- added shadows to tunnel

I think that you should try make custom logos instead of the generic Polyphone/HighSpeed ring on Pit wall on left side of wall, like it is on Gran Turismo 7


Im glad that you not had give up on project btw
 

KitsuneAmy

Well-Known Member
Hot Pass Member
Sep 28, 2020
864
93
I think that you should try make custom logos instead of the generic Polyphone/HighSpeed ring on Pit wall on left side of wall, like it is on Gran Turismo 7


Im glad that you not had give up on project btw
The point of this track was to make the version of it that appeared in Gran Turismo 4, as stated in post #2 of this thread and in the promo image on the download page, and I started working on it way before Gran Turismo 7 came out, in October 2020. Also every original track from a previous title that is in Gran Turismo 7 has been changed significantly, and for the worse, in my opinion. Especially Deep Forest and Trial Mountain, I am choosing to not even acknowledge the changes to those courses, and it makes me worried what other unnecessary changes they will make for other returning original tracks they decide to put into GT7.
 
Last edited:

KitsuneAmy

Well-Known Member
Hot Pass Member
Sep 28, 2020
864
93
Randomly opened up Complex String for a little bit of tinkering for the first time since I made it. Maybe something will come of it but I'm not sure yet. For now I dragged out all the exterior boundaries (x-sections) and the textures. This track is currently the final one in my custom championship so at the very least I may make it more presentable for the showcase video when the time comes.

1652670508530.png

On my mind today again is a potential update for Gran Turismo 4's Test Course. I took it a bit more seriously today by driving around it a bit in a Cadillac Cien and I'll update this post with something to show if I decide to work on it.

1652671878372.png

I think I just went through all seven stages of grief after finding out I totally ignored the centerline when making this track. That makes the update I'd want to do a little harder because I like to make things using the dlat numbers, for example I moved all the paint lines on High Speed Ring for the update: if the centerline is 0.00, the center paint line has f-sections placed at 0.10 and -0.10 so it is 0.2 meters wide. It just throws a wrench into how I typically work.

Update, May 16, 2022, 2:57 am:
After almost 5 hours, I've narrowed the track by about 10 meters, made all the lanes an even 6 meters wide and paint lines 0.2 meters wide, slightly altered the pit stop to add two 4 meter wide lanes, resized and/or moved all existing track surface decals, plus added lines at 100, 200, and 300 meters before the start/finish line, redid a lot of banking and added some niche details, and added shadows to the tunnel and shadows projected by inside walls. I still have to make the custom textures for any overhead signs I plan to add and the numbers on the front stretch denoting every hundred meters.

Update, May 16, 2022, 2:22 pm:
Back to work, doing some decorating and attempting to make the massive empty area of asphalt, whatever it's supposed to be.

1652728999362.png

1652729090245.png

Update, May 16, 2022, 5:04 pm:
I wasted about 40 minutes trying to wrap my head around how to put these numbers on the track without the color removed bleeding through and eventually settled on the same method used to create the track logo, the transparent index method, it works a lot better than shift-click to remove a color but it takes more time. However it should be smooth sailing from here, 14 more to go...

1652738791233.png

Update, May 16, 2022, 9:22 pm:
Finally finished the numbers for every one hundred meters, and threw in one more custom-textured overhead sign for good measure.
1652754202536.png
 
Last edited:

KitsuneAmy

Well-Known Member
Hot Pass Member
Sep 28, 2020
864
93
Working on editing and creating assets for Super Speedway today. Going to make custom textures for all the walls, billboards, and the start/finish sign.

SuperSpeedwaySF.png

So far I have moved all textures and walls on the track and added a couple I did not see when I was first making the track. For example, I noticed the yellow line on the back stretch goes through the entire pit stop.

I was going to update this post with the work I was doing as I went along but forgot. Oh well, I was working so hard it became difficult to keep track of all the changes I made anyway.
 
Last edited:
  • Like
Reactions: Anthony

Hot Links