When it comes to modding and moddability, Assetto Corsa is the undisputed king in the sim racing ring. Hence, here we present 6 Hidden Gem Track Mods for Assetto Corsa. dae) etc would be nice for those that already have a library of objects.Beyond the download kings and fan favorites, there are more than enough high-quality tracks which deserve our time and attention. Will it be WYSIWYG (Ie support for shaders/bump/spec etc mapping) ? Will you be able to spline map textures (follow splines) in the editor for groups of polys (objects?) - ie grass / sand traps etc arent planar mapped. Also edit properties on them (ie normals for polys and alpha channels for vertex's) - Or is it purely just for modelling ? And the visuals will be applied in other tools ? Will you be able to apply textures directly to surfaces and edit / move/resize them. Will you be able to edit vertex's and move them, join/weld them- IE so track merges dont need to overlap poly's. Please ignore my ignorance, but a few questions. some questions (Sounds like a mix of BTB with much more precise editing and controls without the 3dsmax complexity - learning curve). Sounds interesting, you have a decent (large) job ahead of you. If by "global solution," you mean "support for all racing simulators," then as of a few days ago, I have decided to expand the editor's capabilities via DLL plugins after the editor's release.Note: By "Official" I mean official for the track editor, not ISI. Official Subreddit (No Longer Maintained) And once the list is cleared, a new list will be created. Note: Only a few items will be on this list at a time. Please feel free to correct me if I have misinterpreted your request. Track editor with blender support or as a blender plugin.Make the track editor a global solution.Allow overlay of the track and surrounding terrain onto a heightmap image.Make seamless transitions of different courses on multi-course tracks very easy.Ensure that tracks can have a different number of sections per segment.Easy reload of updated objects/textures in Object/Texture Packs.Copy Texture/Object Packs into local track folder.Allow control points of splines to be constrained.(rFactor 2) Allow for RealRoad technology.Some feature requests may be a mix of colored and plain text. Requests that are not necessary (eg: because of how the editor handles certain things) are in plain text. Requests under consideration are in orange, requests that have been accepted are in green, and requests that have been rejected are in red. Requested features already planned are in blue. (rFactor 2) Takes advantage of RealRoad technology.Ī short list of features that have been requested.Create meshes of the track geometry for different resolutions with a fixed-resolution physics mesh.Edit not only the track geometry and scenery, but also cameras and AI lines.Easy-to-use context menus with detailed tool-tips on what everything does.Multiple background images allow for higher resolution maps without sacrificing performance.Multiple types of guides to help in the construction of track features.Hierarchical object browser for easy navigation of the objects that will make up the race track.Keyboard entry to make absolute positioning of track segments, walls, ect. ![]() LUA interface to allow for scripts that make it easier to build tracks.Debug tracks with absolute precision before you even attempt to drive on them in-game.Create tracks for rFactor, rFactor 2, and NR2003.So for rFactor and rFactor 2, I’ll expand the concepts to allow for far more complex track structures including straight pit roads on curved segments with far better looks, pit roads that bridge under/over the race track to the other side, and multi-course tracks where the exact same geometry is used for the portions of the courses are the same. Plus, outside of NR2003, you can create far more complex tracks. Then within those segments, you will be able to create splines to define surfaces, walls (including safer walls and catch fences) and elevation data (including banking transitions and bumps). You will build tracks by laying down segments to define the shape of the track. Since this track editor will be able to create tracks for NR2003, and since I already know the concept for track building for NR2003, I figured I’d just copy the concept and use it for rFactor and rFactor 2. And also, I’m a perfectionist! I want pin-point precision on every track I make and there are no track editors available that allows me to achieve that. The reason I’m making this editor is because all of the track editors that I have used for building tracks either have severe limitations or don’t have features to help me find out why a track either fails to load or causes the simulator to crash. This is a track editor to create race tracks for the rFactor, rFactor 2 and NR2003 racing simulators.
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