TChapman500
Basic Information
This is a track editor to create race tracks for the rFactor, rFactor 2 and NR2003 racing simulators.
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. 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. Not very easily, anyways!
Concepts For Track Construction
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.
You will build tracks by laying down segments to define the shape of the track. 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).
Plus, outside of NR2003, you can create far more complex tracks. 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.
Planned Features
This feature list has been modified to exclude features exclusive to NR2003. Only features available for the ISI simulators are listed here.
Requested Features
A short list of features that have been requested. Requested features already planned are in blue. Requests under consideration are in bluish-green, requests that have been accepted are in green, and requests that have been rejected are in red. Requests that are not necessary (eg: because of how the editor handles certain things) are in plain text. Some feature requests may be a mix of colored and plain text.
Screenshots
View attachment 11015
Track editor opened, but no track project opened.
View attachment 11014
Track project opened, but 3D accelerator not yet implemented.
View attachment 16401
Screenshot showing progress of the Scene Explorer and Properties windows.
Project Progress
The following is a 10-step summary of the stages of development. Completed steps will be highlighted in green text. The current stage may have a percentage marker on it.
Official Track Editor Links
Official Track Editor Page
Official Track Editor Forum
Official Track Editor Google+ Page
Official Track Editor Subreddit
Other Track Editor Resources
My Blog for This Track Editor
YouTube Channel for This Track Editor
Twitch Channel for This Track Editor
Note: By "Official" I mean official for the track editor, not ISI.
The "Other Track Editor Resources" section is where I may post stuff about the track editor to, but is not solely dedicated to the track editor.
This is a track editor to create race tracks for the rFactor, rFactor 2 and NR2003 racing simulators.
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. 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. Not very easily, anyways!
Concepts For Track Construction
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.
You will build tracks by laying down segments to define the shape of the track. 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).
Plus, outside of NR2003, you can create far more complex tracks. 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.
Planned Features
This feature list has been modified to exclude features exclusive to NR2003. Only features available for the ISI simulators are listed here.
- Create tracks for rFactor 1, rFactor 2, and NR2003.
- Debug tracks with absolute precision before you even attempt to drive on them in-game.
- LUA interface to allow for scripts that make it easier to build tracks.
- Keyboard entry to make absolute positioning of track segments, walls, ect. very easy.
- Hierarchical object browser for easy navigation of the objects that will make up the race track.
- Multiple types of guides to help in the construction of track features.
- Guides are saved to the project files.
- Multiple background images allow for higher resolution maps without sacrificing performance.
- Easy-to-use context menus with detailed tool-tips on what everything does.
- Edit not only the track geometry and scenery, but also cameras and AI lines.
- Create meshes of the track geometry for different resolutions with a fixed-resolution physics mesh.
- (rFactor 2) Takes advantage of RealRoad technology.
Requested Features
A short list of features that have been requested. Requested features already planned are in blue. Requests under consideration are in bluish-green, requests that have been accepted are in green, and requests that have been rejected are in red. Requests that are not necessary (eg: because of how the editor handles certain things) are in plain text. Some feature requests may be a mix of colored and plain text.
- (rFactor 2) Allow for RealRoad technology.
- Allow control points of splines to be constrained.
- Ensure a fast undo response.
- Copy Texture/Object Packs into local track folder.
- Easy reload of updated objects/textures in Object/Texture Packs.
- Ensure that tracks can have a different number of sections per segment.
- Make seamless transitions of different courses on multi-course tracks very easy.
- Allow customization of sky object.
- Allow overlay of the track and surrounding terrain onto a heightmap image.
- Linux or Wine compatibility.
- Make the track editor a global solution.
- Track editor with blender support or as a blender plugin. (For Blender plugin, see this thread)
- Setting to adjust viewport clipping planes.
Screenshots
View attachment 11015
Track editor opened, but no track project opened.
View attachment 11014
Track project opened, but 3D accelerator not yet implemented.
View attachment 16401
Screenshot showing progress of the Scene Explorer and Properties windows.
Project Progress
The following is a 10-step summary of the stages of development. Completed steps will be highlighted in green text. The current stage may have a percentage marker on it.
- Create project start point.
- Add prototype menus and dialogs for starting race tracks.
- Start developing a parallel 64-bit version.
- Brainstorm/develop track components.
- Program UI elements to create track components.
- Add and program settings dialogs enhance customizability.
- Develop documentation for the track editor.
- Text editor-developed tracks in the simulator.
- Start Open-Beta Stage.
- Release the Track Editor.
Official Track Editor Links
Official Track Editor Page
Official Track Editor Forum
Official Track Editor Google+ Page
Official Track Editor Subreddit
Other Track Editor Resources
My Blog for This Track Editor
YouTube Channel for This Track Editor
Twitch Channel for This Track Editor
Note: By "Official" I mean official for the track editor, not ISI.
The "Other Track Editor Resources" section is where I may post stuff about the track editor to, but is not solely dedicated to the track editor.
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