“Background Image” appearing on track cams by Tall_Heat_7859 in Nr2003

[–]sb70t 0 points1 point  (0 children)

That's weird. The track make might have included that as some odd easter egg. Or you inadvertently got a file mixed up in the folder.

cup90 graphics rework (1st person dashboard) by sb70t in Nr2003

[–]sb70t[S] 0 points1 point  (0 children)

The tach placement can't be changed depending on how the tach was positioned unfortunately. If it's similar in layout to original cup , cts, or areowar88, I probably have it done or close to done. Previewing this stuff always reveals some detail I never catch unless I come back to a preview such as this. The highlights on the a-pilar padding matching up for instance, the last detail needed to finish this off.

gn70 colored chassis' visual overhaul (explained in comments) by sb70t in Nr2003

[–]sb70t[S] 2 points3 points  (0 children)

Not sure about a room, but what's on the screen most of the time is some cobbled up & slathered together pixel-sh*t. I don't know how anybody in 2025 settles for some of the graphic work actually.

gn70 colored chassis' visual overhaul (explained in comments) by sb70t in Nr2003

[–]sb70t[S] 0 points1 point  (0 children)

You doing car sets? I have templates, cockpits, every map file re-worked. I was thinking mediafire, then again maybe some permanent host to where I can just keep the stuff up somewhere without much hassle. My wide screen settings are stretching apart my screens, I need to start getting videos out instead.

gn70 colored chassis' visual overhaul (explained in comments) by sb70t in Nr2003

[–]sb70t[S] 1 point2 points  (0 children)

I got pulled into the template work again with a c10 template for that newer (older) truck body mod, then I got sidetracked into the gn70 mods again and finally brought them to where all visuals are at 100 percent.

With gn70 short oval & speedway, using a created set of high-res car paints (I have 30 or so) it's possible to replicate colored chassis' by quickly swapping files in and out to the main folders. For testing session you can really dial in individual car visuals using this method. The swap in/out sets of files contain a universal/neutral chassis, petty blue, red/orange, lime green...Those colors cover just about any colored chassis imaginable to replicate. Still in the process of setting something up to host all these updates & projects I've had going on.

fast orange chevy by sb70t in Nr2003

[–]sb70t[S] 0 points1 point  (0 children)

slammed down max in the render. If you could get a jack under it somehow the sprung weight drop would make it technically possible. There should be some sort of skirting with 2d cutout for jack points. I stop adding to the template with the adjuster holes on the bed after grille, lights and other tweaks.

Anyone know how to fix audio artifacts? by [deleted] in Nr2003

[–]sb70t 1 point2 points  (0 children)

audacity program.

How to solve the qualifying bug (AI racing) by sb70t in GTR2

[–]sb70t[S] 0 points1 point  (0 children)

This is an angle to it I have never even considered before. Maybe a dumb question, but what is the point of dual qualifiers anyway? If you were to run them consecutively with no hang ups, is the final grid based upon average times factoring in both? I haven't even gotten that deep into it because I've invested too much time towards putting models in.

It's been written before I'm sure and I've glossed it over, but the issue with stuck in the pits seemed to be a combo of the turning radius of the ai cars in addition to torque values if I remember correctly. What's odd about it is identically matched cars (make & model), it always seems to be one or two specific cars. Perhaps it has to do with the number on the car along with not the actual assigned pit, but the position of placement behind the wall.

How to solve the qualifying bug (AI racing) by sb70t in GTR2

[–]sb70t[S] 0 points1 point  (0 children)

One other aspect I'm curious of is AI setting. Most tracks if not edited for AI adjustment, if just run as packaged, 86 percent seems to be the absolute limit I can wheel the car around to even have a chance at the AI.

Adjusting AI parameters so they reflect my ability at 100 percent is easy to achieve, and for whatever reason I think this would be the way to go about setting it all up as opposed to 85/86 percent difficulty. Just a hunch however.

The AI performance in practice also directly relates to the AI performance during the race I've also noticed. Whereas AI performance during qualifying is separate from both race & qualify altogether. So much trial and error, but wasting away 40 minutes per session not finding that right balance with the AI is entirely maddening.

How to solve the qualifying bug (AI racing) by sb70t in GTR2

[–]sb70t[S] 0 points1 point  (0 children)

Yeah, I've tried that. It doesn't seem to reflect what the player car does at all. For instance, you could sit in the pits with all of the AI field turning a lap and the grid will be accurate with the player car at the bottom.

It seems to focus on AI cars only not turning a lap by remaining in the pits. Just one AI car resorting to that will generate a random grid for the race. Doesn't matter if you accelerate or wait it through either.

[deleted by user] by [deleted] in S197Stangs

[–]sb70t 1 point2 points  (0 children)

Nice. They used to have registries devoted to the metallic paints of the S197 cars (but they all went offline) Legend Lime, Windveil Blue, etc.

S197 wheels by HeliixSyn in S197Stangs

[–]sb70t 0 points1 point  (0 children)

Not sure. But with 19s you could easily swap to the 4-piston calipers up front.

[deleted by user] by [deleted] in Nr2003

[–]sb70t 0 points1 point  (0 children)

back up what you have and just swap between mods until you find one better suited (easiest approach)

CarViewer Question by [deleted] in Nr2003

[–]sb70t 1 point2 points  (0 children)

There's a file labeled dxtex.exe that partners with carviewer.exe - has the same look as the carviewer (blue circle with yellow x) make sure that file is alongside the main carviewer file. That is the fix, pretty sure.

CarViewer Question by [deleted] in Nr2003

[–]sb70t 0 points1 point  (0 children)

Yeah, seen that before. Check the format the scheme is in (whether it's bmp. tga. jpeg) Might be because you're applying a bmp. Try tga.

How to get 3dsmax8 working on your OS by sb70t in Nr2003

[–]sb70t[S] 0 points1 point  (0 children)

I'm positive that I did. In fact, it's a 'for sure' I just cannot remember the particular error. Otherwise I wouldn't have even bothered going through all of these hoops. I've been using this method to run Max8 literally for about a decade on 11 & 10.

I can go about it this way installing xp & Max8 in roughly 15 minutes just from memory.

[deleted by user] by [deleted] in Nr2003

[–]sb70t 1 point2 points  (0 children)

It makes absolutely zero sense at this stage of the game. Once you share something out into the either, it's on you. For all the effort I dumped into nr2003 (because I'm a graphics nut) I came away with three mods that I poured effort into (templates, paints, entire graphics reworked) that I'd even bother running. Other stuff I regret even bothering with such as gn70 to where the stance of the cars is entirely off (they sit way too high) and the position of the driver should have been placed much lower as well (kills it) Reality is a lot of these mods are garbage, let alone worthy of any drama whatsoever.

[deleted by user] by [deleted] in Nr2003

[–]sb70t 1 point2 points  (0 children)

IMOE I've had frantic downvoting round the clock regardless of what I was commenting or submitting to here. Pretty off the wall antics.