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How can I build a track from scratch?
10-04-2006, 09:36 PM,
Using the latest SVN release, if you add an appropriate about.txt and do a load/save with the track editor (which should add appropriate friction entries to the track.txt file so you can drive on the bezier surface) your track loads into VDrift. The only issue with it is that you can't see the track, which is probably because the faces are pointing the wrong direction (I think the track editor draws both sides since performance isn't a concern). You're going to have to try to fix that in Blender. Getting closer!

Also, any idea why every other triangle seem to be missing from your track? I assume you didn't model it like that, right?
10-05-2006, 05:57 AM,

i'm using for everything the SVN version, so don't care about that Smile

well, i got my about.txt, but in a different location. I've a working dir in the trackeditor dir and in the game dir. Maybe i should just link it, so i don't keep two versions of it.

Yes, i can't see the track and i can't drive on it. But the driving think is something with the friction? I'll check that.

But the transparent texture... i cant explain it.
10-05-2006, 09:28 AM,
Ok, next point: After the next release something has to be done with the track editor. Selecting the road is ok, but setting the start location sucks. If you make a mistake your car will fall through the map or will spawn in the road, which causes vdrift to consume nearly 100% cpu power.

(since the screenshot function doesn't work here, i can't make a shot of the road, too... there're just triangled textures to see, not the whole road... that's weird, and maybe a problem with blender. But i don't know where the "make to triangles" option is)

Why not setting the start location on a road segment? Why setting it to the camera location?
10-05-2006, 01:37 PM,
Ok, i didn't know how to say blender to convert everything into triangles.

Here's the answer:
Go to edit mode, select everything, and then press CTRL+T

Now everything should be a triangle. (and now there's a track)
10-06-2006, 08:16 PM,
From the IRC back-scroll, it sounds like you figured out what was wrong with your road. Most of the issues you ran into with the track drawing oddly were due to errors you made in blender, which is good. :-)

The start location requires a position and orientation. This can be set in the track editor by positioning and orienting the camera how you'd like the car to be positioned and oriented. That is, position the camera at the starting line looking in the direction that you'd expect the car to point. I realize that's not well documented, but the track editor is obviously a temporary tool until someone writes a better one (nudge).
10-07-2006, 06:03 AM,
The track editor isn't that bad. It's pretty usable, but setting the start location should be worked over, making it impossible to set the start location somewhere in the air.

I took a look at the main.cpp and it didn't look to hard to make, for someone who's familiar with the code and SDL and everything :|

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