can somebody explain to me what is th epoint of actually tracing the roadway when designing/converting a new track? as i mentioned in a different thread, i am having problems with the pau circuit (but i've seen this on other tracks as well) because there are stretches of road where the car suddenly starts bouncing around and i get this message at the console:
Quote:Detected NaN in elevation 1 0
Not contacting with NaN surface
just for the fun of it i deleted the roads.txt file and, lo and behold, there are no more problems (i lost the timing info, but that's a different issue). my current theory is that there is some bad interaction between the texture position and the traced roadway resulting in the elevation becoming infinite in some places.
the question is: do we still need roads.txt? looks like if i make the textures collidable, the car will drive just as well without a traced road, so why even have that in the first place.
the second question would be: why was drivebale deprecated? to me there is a huge difference between a drivable texture like a road and a collidable one like a wall. collidable is a subset of drivable but the two are not equivalent.
if we get rid of roads.txt track conversion will be a lot easier (i've spent enough time tracing those tracks). do we lose anything (other than timing information which will have to be put in differently, maybe just by designating two squares on the track) by eliminating roads.txt?
btw, i've started looking at the code to see if i can answer the question myself, but any help would be appreciated. thanks.
--alex--