kcid Wrote:I know that with the new track system all tracks are conversions. I'm currently building the Daytona superspeedway with all buildings etc for Vdrift. I have a few questions I hope that somebody can answer.
I'm glad you're doing this, I've been meaning to make a track so this can be done, and haven't had time yet.
kcid Wrote:1 units: When I build a car in blender every blender plane is 1 meter. If I was to build a racetrack and it has a long straight of about 1.2 miles (Daytona) then I just doesn't fit into blender. So shoud I just build a track on scale of 1:50 for example?
You can build it at whatever size you want, but before you export it, you must scale it back to "real life" size. I think that Blender should be able to let you deal with a model that large, but I don't know, I haven't tried.
kcid Wrote:2: Do I make the track as 1 total model like a body of a car, I mean that if I go into edit mode everything is the same object?
Joe can elaborate on this, but as I understand it each object gets its own single texture. You probably don't want to be confined to one 512x512 square for the entire track! So break things down into separate objects as it seems logical to do. For instance one building could be one model, unless it has some really detailed texture needs.
kcid Wrote:3: Do we have a approximate of how many faces I can use for a track?
Hmm, I'm not sure about this one, I'd estimate though something under 20K polys is reasonable.
kcid Wrote:4: How do I import the track to Vdrift? Like a car? Just export with the export script as one file? Put it in a track folder and try to run it?
You'll export each of your objects to a .joe file and then load them into the track editor where you can then set up the roadway, start point, etc. You'll also need to use the listedit utility to help set up which objects are collidable and not, set which objects are skyboxes; and joepack the models into a collection file.
kcid Wrote:5: Do I have to do something else so it will work right with Vdrift?
Look at the Racer track importing guide for a quick description of the track editor and related tools.
kcid Wrote:Anyway if not all answers are there I don't mind I'll just finish the track and then we can test incorporating original tracks into Vdrift.
That's fine

You can get the track editor and associated utilities from SVN, let us know if you need any help using it.