Track creation tutorials:
A lot of information stored here can be used to edit existing tracks, but considering the fact that making tracks completely from scratch requires all editing skills, this page is designed to lead you through the proces of making an entire track from the ground up. This was made possible for both the NASCAR Racing 3, as well as the Indycar Racing 2 community, by a guy called Tim McArthur. He has posted the tools that were used to build the tracks that were in Nascar Racing 3 on his website. Because we can convert N3 tracks to ICR2 pretty easily we can now build a track for N3 and then convert it to our game, adding necessary files to make it run.
The following tutorials can also be downloaded to your hard drive for offline use:
Tutorial Studio V4
Getting started:
In almost every tutorial you will need to have one or more utilities installed. So here's a page that lists all needed utilities and where you can get them.
There are a couple of things that you will need to know how to do. The first one is how to (1) - manage .dat files so you can access and store files in the format that the sim understands. You also need a basic understanding of the (2) - files that make up a track. We are going to make tracks in N3 format but because here at CRHQ they are meant to be raced in ICR2 it's pretty important that you know (3) - how to convert N3 tracks to ICR2 and (4) - how to make them look better. When you are converting a N3 track that has a groove you have to know how to (5) - remove the groove from the track. I personally always convert my track to ICR2 when I want to test it while building but it costs more time then testing it in N3 of course so see what you prefer. Maybe you have done some editing before and you know all these basic things already. In that case just skip straight to Creating Tracks.
Creating Tracks:
We create tracks by what I call the N3 Sandbox. This is a set of tools created by Papyrus to make the tracks for NASCAR Racing 3. First you will need to build your track. You have to create the basic geometry (6) - using SGE and when that is in place you have to add walls and surfaces (7) - using SFE. Then you will want to build the actual track files with the (8) - .trk/.3d and .3do build tools. Once you are satisfied with your basic track you will need to (9) - add TSO's and TSD's in OPE. Then you need to (10) - decide on textures and make them look pretty in all versions of the game. Once you have done that you need to (11) - change the underlying polygon colors in 3doEd to match those textures.
There are some other tools that will be explained here as a handy addition to your track editing possibilities. For example the (12) - trk2sg tool to use an existing .trk as a base for your edit. If that is what you want to do then the (13) - ins2ope tool will be very handy as well. You can use both tools to (14) - quickly rebuild a track with an edited layout or added features. Maybe you want to know how to (15) - convert Grand Prix Legends tracks to N3 or ICR2. And finally, if GP3 tracks is what you want you might want to learn how to (16) - convert GP3 tracks to a N3 format .trk to then use to build a new track out of [tutorial not finished yet].
By this time my track is always already in ICR2 format and all editing is done for the ICR2 version of the track. Just so you know that the following information is all tailored for use in ICR2. This does not mean it would not be of any use to a N3 track builder, just make sure to use with care.
Finishing up the track:
To get a working pitlane and fix some other stuff, you need to change some things in the (17) - track .txt file. Of course, your track is only really finished when you put in some working (18) - camera files and you will also need to make some (19) - track screens. If you want to use TSO's that use a .pmp image [for trees, flag-officials, etc] then you must know how to (20) - make .pmp files. If you are having weird colors in the Windows version of ICR2 then you need to (21) - correct the Windy colors.
Now that you have the whole track built up to perfection and looking just the way you want it to, it's time to bring in the racecars. You will need to learn how to (22) - make new .lp files.
