yeah its really quite good and generally pretty quick. created this today to test an idea with . shows good material sections , all set up in RTB. transitions etc.
frozen lake underneath. admittedly the darkstuff is too dark much. but wanting to test multimap on a large scale single texture, among other thing that's top secret . random functionality on cross sections in RTB allows the snow to appear ruffled and moved at the sides. not a texture . but that's polygons revealing that effect. the sides are more high poly than the actual road .
little more of that. about 2 hours to put together 986 hours in RTB now. I'm pushing it to 1000 hours . maybe ill get an achievement, and get my money back .
"986 hours in RTB now. I'm pushing it to 1000 hours . maybe ill get an achievement, and get my money back " More hours than Brandon I bet!
I know this will be a dumb question What are the check boxes for? I haven't seen them used in the videos and I haven't found them in the Help file. I'm sure I missed it somewhere.
I click and un-click, nothing changes. OK. You got my attention... When will the secret project be revealed?
when I work it into a suitable project. ill just say nothing like it exists yet in AC, ...well... that I`ve seen. its just a way of doing something a different way. expect to see it in limerock.
Is there a way to make the rumble strips actually rumble ? The checkboxes are to hide the objects of that category, but it may take a while until they really hide.
KERB is the associated surface name. re name the object to KERB, the 3d rumble strips in rtb should already be titled that afaik.
I don't mind making things outside RTB, but it must be something I can automate, so I do it once, not each time I made a change. So that's not a viable option for me, like for the pit lanes. Unless I can make a Python script that does it ...
ok we have ability to have multiple and separate fbx files used in any track project. once they`re done.... they don't change obviously. so if its final content then that's what you need to do. so y`all must start separating your models . ill try create an empty track template for this . its very simple. create new folder in the main track folder for the layout name and title it as such place AI & data folder & the map.png into this layout folder. create models_layout.ini (text file) with this. and place it in main track folder. then add your kn5 title names. [MODEL_0] FILE=111.kn5 POSITION=0,0,0 ROTATION=0,0,0 [MODEL_1] FILE=222.kn5 POSITION=0,0,0 ROTATION=0,0,0 [MODEL_2] FILE=333.kn5 POSITION=0,0,0 ROTATION=0,0,0 [MODEL_3] FILE=444.kn5 POSITION=0,0,0 ROTATION=0,0,0
Is the a roadmap of what new features will bring the next updates ? I'm addicted to this "game" and I want more DLC. I mean, Not only I like the results (my tracks), but the process of learning creating them is also fun !!!!!
afraid not, its also likely you wait 6 months for next update. its best to have no expectations and be pleasantly surprised.
The Racetrack Builder Facebook page (https://www.facebook.com/racetrackbuilder/) states he is working on an update for release soon. That was posted in June. ??? Hope it's soon...
How do you make to paint the finish line, and the car grid ? I guess it's with the 4th subtool of the track tool, but I don't understand how that works . I'll watch again the official tutorial ...
I have found how to make "gravel/grass/sand" traps ... All the terrain that is not track, is GRASS on RTB tracks, so if you redefine GRASS in your "surfaces.ini" with the properties of SAND or watever texture you painted, it will apply when a car goes outside track. Setting DAMPING to 0.1-0.15 gives very good results to me.