Track conversion by Teancum.  Here's a list of some of my changes and, no doubt, others will add to this.  I skipped making splines; my cat died.  <grin>

In hopes of eliminating some of the many QLog errors, I simply disabled a few of the offending dof flags, (set to 0), which means that some of the fences and barriers will be "drive-through" and easily changed back via the flag option in the geometry.ini.  I searched for others but they'll all lead to falling through the track surface.

Suit to taste -- we all have our preferences.  I just happen prefer small QLogs, no errors at all would be best.

Added texture definitions to the cone dofs, same graphic, fewer errors.  No other dofs were changed from the originals.

Shaders -- simple enough but giving the track objects some distinction in beta 6.

Changed a couple of graphics (grand stand guard rails).

Changed the sky, using a small jpeg image which is 100 times smaller than the corresponding targa or bitmap image.  New sky.dof included.  This trick was first discovered on one of Tor Arne's Norwegian tracks.  Why not use a jpeg when it works for sky graphics?  Much more efficient but image size seems to matter in RACER.  Anything larger than 2048x256 crashed the program.

Experimented with surface sounds and can not get the grassy areas to respond.  Used a gravel sound for the road edges which works well enough.

It's regrettable that this one-time great race track is now a housing development.  Gone forever but, thanks to sim racing, we can still have our fling around a great piece of racing history.

Cheers and Happy Racing!

The AlfaNut