Someone please write a track editor! ;-)
Right now we're using a tool I hacked together from VDrift code, along with some command-line utilities I wrote. It's pretty clumsy and they were always intended to be replaced.
A few other things:
Quote:On some tracks (Ruud in particular springs to mind) I've noticed that there is apparently no armco image (guard rails) for the outside of the track - in other words, there is a structure there that you can't see and will run into getting back on track. Having these visible from off track would be helpful for me, since when I spin off track, I have a tendancy to be carrying huge amounts of speed. Just a thought.
On those tracks you should edit the data/tracks/trackname/track.txt file and turn "cull faces" to "off". Some tracks seem to count on the game drawing back-faces, some don't, so that's why I made it a track-by-track parameter. I tried to set "cull faces" appropriately, but I guess I missed some tracks. If you set cull faces to off for a track either make a post about it or commit the change to SVN so everyone gets the benefit. :-)
Quote:however right now we lack a way to convert our model files from either JOE (.joe) or their original Racer format (.dof) to something Blender can open
ZModeler does this, but I agree something more automated would be useful.
Quote:The reset function used to put the car back on the track from a crash but with the new track system it disappeared. I personally think it's unrealistic and we shouldn't have it, but as you mention our tracks are not quite good enough to allow this and still keep the cars from leaving the "allowed driving area". Maybe we should consider putting it back. Joe, how hard would this be to do with the modeled tracks?
Not super hard... we'd just need to keep track of the last road segment that the user was on, and then put them back onto that segment instead of at the starting line.