Pike's Peak Hill Climb - What if the s/f line was at the top and a pit road took the driver down to the bottom, where they would start their climb to the top? Or, one lane was the downhill and the other lane was the uphill, as far as the track is concerned, but the segments are open with no W seperating directions, so human drivers could cross the lanes as they start at the top, come to the bottom and start the climb? Projects I've got currently include the following (these tracks exist and just need some modifying to get the accurate to the real tracks in 1970 so it's not like building from scratch) -ĭream project with no idea if it's possible (built from scratch or convert from another sim?). I've spoken with a few people about this and got their "Ok" and am wondering if others would like to contribute and/or help in the process of getting those TSOs into NR2003 #NR2003 MODDING TOOLS HOW TO#How to get 2 different s/f flag men, one of which would be Big Bill France standing in the infield at the s/f line, the other on the flag standĪny other ideas on making retro tracks? I know the GPL track makers have a lot of TSOs for their tracks and I'm wondering if they would like to share them with NR2003 tracks. Making different flags wave in the breeze (I've seen this in GPL and suppose NR2003 can do the same, just need to make the different frames for the flags, like the US flag has and assign the, but maybe somebody has already done this) How to figure out where the car shadows will fall so the track shadows match the same sun location How to make an object smoke (like people grilling in the infield, which I've seen in rFactor and would like to incorporate into NR2003) How to make sound only play during the race session instead of all the time (I told the object that contains the sound to only show during race sessions, but even in training, practice and qualifying, I can hear the sound coming from the invisible objects) Credit given, of course.Īnother couple of somethings I'm trying to figure out include. Let's say you've got some really nice 1960s and 1970s TSOs you've made and want to contribute them to give the track a nice 'retro' look. Or, if you know how to take a high poly count object and make it a low polycount object so it could be used as a TSO and not eat up a lot of FPS. You should have some knowledge of 3dos, mips, TSOs, tracks, banking/slope or be interested in learning them, while also being interested in historic stock car racing (Grand National, Grand American, USAC and ARCA).įor example, if you know how to use make3do.exe, taking existing 3dos made with 3dSimEd to make them smaller file sizes, that would be helpful since I'm not familiar with make3do.exe but instead, have used 3dSimEd to make then (which I just learned makes them 3 times bigger in file size than they should be due to duplicating vertices). I've got a few projects I'm working on and I'm wondering if anybody would like to help.
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