NR2003 Track/Mod Wishlist

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mdlmotorsports

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Ac3OMl7.png

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YES THATS WHAT i AM TALKING ABOUT RIGHT THERE!
YES!!!!!
 
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Lastlap

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Honestly, I made this as a quick fix back in '20 when I returned to League racing.

While the sport changed, there was a removal of the Catch Can & Pitroad Official add-on... but I still liked seeing all 8 pitroad members/animations.
 

mdlmotorsports

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Feb 22, 2020
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Honestly, I made this as a quick fix back in '20 when I returned to League racing.

While the sport changed, there was a removal of the Catch Can & Pitroad Official add-on... but I still liked seeing all 8 pitroad members/animations.
do you have a file for this or no...?
 

Mystical

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I wish there were 3ds max source files for the pit crew. I know most of the state switches for the animations and such but without a reference file hard to see how it goes all together. if I did I could make new pit crew animations, and models too.
 

J.R. Franklin

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I wish there were 3ds max source files for the pit crew. I know most of the state switches for the animations and such but without a reference file hard to see how it goes all together. if I did I could make new pit crew animations, and models too.
We have new modeled flaggers in our PST and SDT tracks tht Ian Smythe (aka Smiffsden) made. Maybe you could reverse engineer from those to make new crew guys?
 
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Mystical

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We have new modeled flaggers in our PST and SDT tracks tht Ian Smythe (aka Smiffsden) made. Maybe you could reverse engineer from those to make new crew guys?
Unfortunately the 3do is compile already so the only thing I can gleam from them is with a hex editor where I can read the state switch animations (which I cna get from the default NR2003 pit crew guys). But I'd need a raw 3ds max scene to see how the animation frames are set up, placement of the models for the arms, legs, head etc. Then the psg script to see how the frames are set up etc etc.

For example the driver in a car has an animation where the steering wheel is hard over in one direction. You then keyframe it left, no rotation, and right. Things like that I'd never know unless I first had a referecne file to begin with. I am assuming we (the NR community) knows all this and had things like the rockstar mod files becasue project wildfire/ex papyrus employess shared the files after the game shut down. Someone somewhere has the default NR2003 pit crew/official scene scenes and psg scripts but its never been publiyl shared.

Ironically mod creation used to be the biggest secret only the few 'elite' in the community were privy to the files and step by step process. Now with creating a few mods myself (and going even beyond the bounds like with some of the features I added with my ICR and GoKart mods) its now nearly as accessible as track creation for the community. All it requires is a quick outreach to me on my forum or a few other modders left in the community and all your answers can be solved.

However the pit crew modifications still eludes me and I wonder what I could do or expand with them if I saw how they are properly compiled. Things like taking animations that do one thing and I make them do something else or making the crew animate more fluidly or even more detailed crew members (with very aggressive LODs of course to keep performance great). I don't know if Ian Smythe is still in the community but if anyone has connections with him maybe he has pit crew files hes willing to share.
 

martinrace

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Unfortunately the 3do is compile already so the only thing I can gleam from them is with a hex editor where I can read the state switch animations (which I cna get from the default NR2003 pit crew guys). But I'd need a raw 3ds max scene to see how the animation frames are set up, placement of the models for the arms, legs, head etc. Then the psg script to see how the frames are set up etc etc.

For example the driver in a car has an animation where the steering wheel is hard over in one direction. You then keyframe it left, no rotation, and right. Things like that I'd never know unless I first had a referecne file to begin with. I am assuming we (the NR community) knows all this and had things like the rockstar mod files becasue project wildfire/ex papyrus employess shared the files after the game shut down. Someone somewhere has the default NR2003 pit crew/official scene scenes and psg scripts but its never been publiyl shared.

Ironically mod creation used to be the biggest secret only the few 'elite' in the community were privy to the files and step by step process. Now with creating a few mods myself (and going even beyond the bounds like with some of the features I added with my ICR and GoKart mods) its now nearly as accessible as track creation for the community. All it requires is a quick outreach to me on my forum or a few other modders left in the community and all your answers can be solved.

However the pit crew modifications still eludes me and I wonder what I could do or expand with them if I saw how they are properly compiled. Things like taking animations that do one thing and I make them do something else or making the crew animate more fluidly or even more detailed crew members (with very aggressive LODs of course to keep performance great). I don't know if Ian Smythe is still in the community but if anyone has connections with him maybe he has pit crew files hes willing to share.
Can you tell me how to move the driver like the other side of the car or the center what do I need to change in the script
if you can tell me pm me
 

Mystical

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Thugsrook

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Mar 20, 2023
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how about something perhaps a little simpler...

a better blimp.3do that isnt flat as a pancake?
 

MeandMe

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Jan 23, 2019
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unfortunately that blimp doesnt work correctly as a replacement blimp file.
Can you please describe further what you mean, If you’re talking about swapping it with the shared file (blimp.3do) it might not work because its’ named goody.3do not blimp.3do. It’s named differently because did not want to disrupt any shared files and cause a shared folder issue, (like what revamped reloaded's shared folder has with filenames and 3dos). When testing it as a separate .3do it worked fine.

I have yet to see if naming it blimp.3do will work. I have a feeling that NR2003 might somehow detect it’s a different .3do and make some tracks that have the blimp.3do filename not load.
 
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MeandMe

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Jan 23, 2019
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Unfortunately the 3do is compile already so the only thing I can gleam from them is with a hex editor where I can read the state switch animations (which I cna get from the default NR2003 pit crew guys). But I'd need a raw 3ds max scene to see how the animation frames are set up, placement of the models for the arms, legs, head etc. Then the psg script to see how the frames are set up etc etc.

For example the driver in a car has an animation where the steering wheel is hard over in one direction. You then keyframe it left, no rotation, and right. Things like that I'd never know unless I first had a referecne file to begin with. I am assuming we (the NR community) knows all this and had things like the rockstar mod files becasue project wildfire/ex papyrus employess shared the files after the game shut down. Someone somewhere has the default NR2003 pit crew/official scene scenes and psg scripts but its never been publiyl shared.

Ironically mod creation used to be the biggest secret only the few 'elite' in the community were privy to the files and step by step process. Now with creating a few mods myself (and going even beyond the bounds like with some of the features I added with my ICR and GoKart mods) its now nearly as accessible as track creation for the community. All it requires is a quick outreach to me on my forum or a few other modders left in the community and all your answers can be solved.

However the pit crew modifications still eludes me and I wonder what I could do or expand with them if I saw how they are properly compiled. Things like taking animations that do one thing and I make them do something else or making the crew animate more fluidly or even more detailed crew members (with very aggressive LODs of course to keep performance great). I don't know if Ian Smythe is still in the community but if anyone has connections with him maybe he has pit crew files hes willing to share.
3D 3do animations might still be possible and I’ve yet to learn it. You might want to ask Cynon; apparently he has some working custom animated 3D 3dos, but unsure where he got the information to be able to do it.
 

Thugsrook

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Mar 20, 2023
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Can you please describe further what you mean, If you’re talking about swapping it with the shared file (blimp.3do) it might not work because its’ named goody.3do not blimp.3do. It’s named differently because did not want to disrupt any shared files and cause a shared folder issue, (like what revamped reloaded's shared folder has with filenames and 3dos). When testing it as a separate .3do it worked fine.

I have yet to see if naming it blimp.3do will work. I have a feeling that NR2003 might somehow detect it’s a different .3do and make some tracks that have the blimp.3do filename not load.
i renamed goody.3do to blimp.3do and placed it in the shared folder along with goody.mip. it would load, but it was sideways, wouldnt move, and didnt react to lighting.

LOD might be an issue, or it will be a pancake.
it needs a blimp_night.mip reference too.
 
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MeandMe

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Jan 23, 2019
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i renamed goody.3do to blimp.3do and placed it in the shared folder along with goody.mip. it would load, but it was sideways, wouldnt move, and didnt react to lighting.

LOD might be an issue, or it will be a pancake.
it needs a blimp_night.mip reference too.
Thanks for the information.

Did you just rename the 3do file, or did you use 3DSimEd’s export or 3DS Max then Make3do from a .pas file?

I assume you right clicked, and opened the .3dos in notepad to compare the .3dos.

Anyway, I do not know how to add LODs (level of details?) to a .3do. And switch_states to make a night .mip show for night tracks. I have yet to learn how to apply the .PSG code, so I’ll have to research it when ready/at that stage of .3do creation. I knew there would be an issue with renaming it as blimp.3do, so for now use it separately in custom tracks. I did not realise or intend for it to be used as a shared file.
 

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