Ricardo Rey
Active Member
Thanks Pixelchaser! Additionally, I have to remember that this is a test track and I am attempting to learn all the functions, not make a perfect track. It's the perfectionist in me coming out.
Thanks dude, works perfect, you have all the answersmake the AI lines after you placed the obstructing object.
A new version just released today.this app was recently released to create the outlines in the game itself. ( the out lines could go over any surfaces legal or illegal http://www.racedepartment.com/downloads/ai-line-helper.16016/
I already saw that in you "First track" post, I wanted to know if RTB had a way of naming surfaces, or creating surfaces with predefined names, for just editing the surfaces.iniIf you want invalid zones, you need to have them as separate mesh (meaning with a different name also than the valid road). And then mark that as not valid in surfaces.ini.
You can automate that renaming, for not doing it manually after each export from RTB ?so this is done by the name of the object, RTB just doesn't have pit naming, or any custom naming as of yet. but you can take that separate road object in the ACeditor and rename it
For my test track I took from Google data for an area in my neighborhood so that I could drive the route physically to compare the RTB track. As best that I can tell (not driven the RTB track yet), the elevations do match quite well. My hope is that RTB will at least get a decent basic track started and finish it with 3DSMAX or Blender, if nothing else. If it will at least do that, I will be happy. Otherwise I wasted my money. But I am trying to be positive and make it work. I do trust and respect your your advice. Much appreciated!yep. RTB needs a lot of foresight to work properly. ive made 5 exit roundabouts, but its hard, must know how to make your tracks out of multiple tracks. where to join them, where to place cross sections, the hierarchy of what cuts what and what gets cut by what. its possible though as ive done.