I posted a thread a few weeks ago asking for help with MIPs in NR2, but I think I've figured most of it out thanks to some extensive online research.
And I've cracked the code on getting a relatively detailed paint job into the game.
MIPs: I had to dig up a copy of WinMip1 which made it pretty simple to get the MIP workflow going. I haven't been able to figure out what the NR2 button in WinMip2 is useful for, but I probably have the workflow wrong somehow. No matter. Winston Cup signs are in the game. In the original resolution, all of the signs look great, no bugs. But when running the 3DFX version, the signs can get distorted but a simple ESC out of the game and then right back in fixes them. So I don't know ha!
PAINTING: We have it so easy these days painting cars for NR2003 because we don't have to deal with PCX files. I've had to take a crash course on what makes things tick, and I still don't really have a firm grasp on what's going on. Thankfully, I've found some old NR2 sites (on Angelfire and Tripod, for example) that have cleared things up. Now, I don't have Corel Draw or Paint Shop Pro, but thankfully modern-day GIMP can still export in PCX format.
^This is a 320x200 template that I've kind of Frankensteined together in Affinity Designer during some experimentation. There are some slight gradients over the car that are barely noticeable, but...
^...when imported into a GIMP file using a Nascar Racing 2 palette of 255 colors (and one invisible), GIMP converts it to the color profile, and here's the result. So for the time being, I'm kind of working blind before importing into GIMP. If there are some experienced GIMP users that are wondering why I'm doing XYZ or ABC instead, please let me know. I'm just more comfortable working in Affinity.
^The paint job imported into the Detail Shop.
It's around this time that Ryan Reynolds would pull down his surgical mask and ask, "But why?" -- NR2003 is definitely the gold standard of Papyrus sims, but there's just something about NR2. This is partly nostalgia speaking since the notion of revisiting this game has been bouncing around in my head for maybe two years. But I'm not letting the nostalgia cloud my judgment. I'm currently running a season on the game, I'm 15 races in, and the words that come to my mind to describe the game are "sturdy" and "fun."
I've played loads of NR2003, as we all have, but NR2 has it beat in multiple areas.
1. There are no A.I. pit-road merging cautions.
2. There are no nasty wrecks on double-file starts.
3. The A.I. doesn't get spooked as easily.
4. F2 standings doesn't wait for the start/finish line to re-order the standings, plus it has a "Pit" indicator for cars in the pits.
5. A.I. doesn't collide on pit road, i.e. no "flashing" or "towing"
6. Random spin-outs. It's always bugged me that these aren't in NR2003. However, the reason for the spin-outs is that I'm fairly certain the A.I. can't make contact with each other in normal racing. During a wreck bunch-up, sure, but through 15 races I've yet to see two A.I. cars touch. Papyrus solved the obvious issue with a NASCAR game not having cautions by putting these random spin-outs in there that can affect any driver at any time. It's still neat every time I see one.
7. You don't spin out and throw your race away by lightly touching the A.I.
8. NR2 has a pit-road autobrake you can toggle that puts a limiter on your engine on pit road to stay under the speed limit. Huge fan of this. I've never seen an A.I. car get tagged for a routine speeding penalty, so why should I have to worry about it? Overall, I'm not kidding myself; NR2003 is the superior sim.
My eventual plan is to build a NR2 resource site of some kind that has everything someone would need without having to spend hours in the Wayback Machine only to reach a dead end with a .zip file link having expired. That will be in the first half of the new year sometime.
And I've cracked the code on getting a relatively detailed paint job into the game.
MIPs: I had to dig up a copy of WinMip1 which made it pretty simple to get the MIP workflow going. I haven't been able to figure out what the NR2 button in WinMip2 is useful for, but I probably have the workflow wrong somehow. No matter. Winston Cup signs are in the game. In the original resolution, all of the signs look great, no bugs. But when running the 3DFX version, the signs can get distorted but a simple ESC out of the game and then right back in fixes them. So I don't know ha!
PAINTING: We have it so easy these days painting cars for NR2003 because we don't have to deal with PCX files. I've had to take a crash course on what makes things tick, and I still don't really have a firm grasp on what's going on. Thankfully, I've found some old NR2 sites (on Angelfire and Tripod, for example) that have cleared things up. Now, I don't have Corel Draw or Paint Shop Pro, but thankfully modern-day GIMP can still export in PCX format.
^This is a 320x200 template that I've kind of Frankensteined together in Affinity Designer during some experimentation. There are some slight gradients over the car that are barely noticeable, but...
^...when imported into a GIMP file using a Nascar Racing 2 palette of 255 colors (and one invisible), GIMP converts it to the color profile, and here's the result. So for the time being, I'm kind of working blind before importing into GIMP. If there are some experienced GIMP users that are wondering why I'm doing XYZ or ABC instead, please let me know. I'm just more comfortable working in Affinity.
^The paint job imported into the Detail Shop.
It's around this time that Ryan Reynolds would pull down his surgical mask and ask, "But why?" -- NR2003 is definitely the gold standard of Papyrus sims, but there's just something about NR2. This is partly nostalgia speaking since the notion of revisiting this game has been bouncing around in my head for maybe two years. But I'm not letting the nostalgia cloud my judgment. I'm currently running a season on the game, I'm 15 races in, and the words that come to my mind to describe the game are "sturdy" and "fun."
I've played loads of NR2003, as we all have, but NR2 has it beat in multiple areas.
1. There are no A.I. pit-road merging cautions.
2. There are no nasty wrecks on double-file starts.
3. The A.I. doesn't get spooked as easily.
4. F2 standings doesn't wait for the start/finish line to re-order the standings, plus it has a "Pit" indicator for cars in the pits.
5. A.I. doesn't collide on pit road, i.e. no "flashing" or "towing"
6. Random spin-outs. It's always bugged me that these aren't in NR2003. However, the reason for the spin-outs is that I'm fairly certain the A.I. can't make contact with each other in normal racing. During a wreck bunch-up, sure, but through 15 races I've yet to see two A.I. cars touch. Papyrus solved the obvious issue with a NASCAR game not having cautions by putting these random spin-outs in there that can affect any driver at any time. It's still neat every time I see one.
7. You don't spin out and throw your race away by lightly touching the A.I.
8. NR2 has a pit-road autobrake you can toggle that puts a limiter on your engine on pit road to stay under the speed limit. Huge fan of this. I've never seen an A.I. car get tagged for a routine speeding penalty, so why should I have to worry about it? Overall, I'm not kidding myself; NR2003 is the superior sim.
My eventual plan is to build a NR2 resource site of some kind that has everything someone would need without having to spend hours in the Wayback Machine only to reach a dead end with a .zip file link having expired. That will be in the first half of the new year sometime.