Hiway 22
Project Page
| Tracks List Page | Here |
| Category | Fict Road Course |
| Configuration | 11-Turns 9.1 Miles |
| NR2K3 Track Author | NA / Moorius? |
This track has no AI. Which is really not my primary concern. Sometimes I just like driving fast on a long road course even when not racing. This one is long (9.1 miles) and driveable. Driveable and fast. Sub 4-minute laptimes so you can get through it pretty quickly. The problem I have is the hillsides, particularly the rocky ones. The first time I drove it I said "what a shame"; my gal behind me said "Ewww". Which is not meant to be a knock on the author. I have looked into this a little and it just seems difficult to get hills that rise above the side of the raceway to render really well in the NR2K3 environment (at least as a Mip that is part of an 'F' or 'X' or whatever section. Although now that I've started looking I see that some have found the means to master it. Matter of fact I just drove Bristol 1991 Night and noticed some well-shaped hills. And I'm sure that since I'm looking for it now I will find many. It seems more a matter of minimizing the damage with texturing and avoiding abrupt elevation changes that lend to an arcade look. I really don't know what the solution is. If it's extensive use of 3do's I can see where it becomes a major chore. I see some of those in tracks like Infineon and it would look as though that is the way to go if you have decent 3D software. It just seems a shame that we can get such realistic horizons and trackside objects into the sim but the illusion of "real" disappears with the hills (not exactly true--I think it was much tougher for those who were creating the first NR03 tracks of which this is undoubtedly one). I wish I could do some quick Google SketchUps and kinda throw them into the game but that's not an option. I would love hearing from someone who's figured this one out. Maybe I need to start getting a library of mips together and then make some different "tiles". For this track, changing one mip for one with the right offset might do wonders.
Update: I have tampered with this one and (although I'm not satisfied yet) I feel that the new 'look' is vastly improved, for the rocky hillsides anyway. I found that I needed to change styles for flatter versus steeper hillsides. And sometimes what worked for a closeup view really sucked for a distant view. And vice versa. So, it wasn't that the original mip was bad, it just rendered in a pattern-look that bore no resemblance to a real mountain side. Here are a few screenshots of the changes:
First attempt--on a radius yet. New on the left, old to the right.
Still working on it
Making a little progress
New section on the right here
I thought this part turned out pretty well
A ranged shot--I have a ways to go.
Working somewhat now
Project Files
| Orig. Track DL (or Loc) | DEI-Racing |
| Supplemental Files | None |
| Revised Track DL | Here (6.8 MB) |
| Revised Track DL Summary |
Zip file is an "unpacked" version. Track installs as hwy22b. Still playing so there's much that doesn't yet work graphically--it's basically just a "tile experiment" at this point. |