Track Making Tips Tricks and Tutorials

GT VIRUS

Hey everyone, as we don't really have a consistant source of material for track making, lets try and collate some of our info. Please post up and tricks, or even better, any tutorials you might have. Let's get our knowledge base back together :)
 
I wrote a bunch of things on the old RSC, dunno if anyone backed them up anywhere.
 
yeah i was thinkuing specificly of all your stuff :p I did have it downloaded at the time, but that was many harddrives ago :S
 
Sometimes I'm lucky to find something here
http://web.archive.org/

It works best if you have a direct link to the original post, just paste your bookmarked links in and see what comes out.
Don't get too excited when you click on this next link, It's not 100%, not everything was saved and a lot of it is really old (before a lot of stuff was posted), but on the odd occasion you will get lucky and find what you want.
http://web.archive.org/web/20061013125415/forum.rscnet.org/forum.php
http://web.archive.org/web/20050617084146/forum.rscnet.org/forumdisplay.php?f=869

Or you can go through the records 1 by 1 and see what they have to show.
Best page to start at is here.
http://web.archive.org/web/*sr_4442nr_30/http://forum.rscnet.org/*

On checking links I had used successfully before, they don't work now, so it seems that stuff is slowly disappearing ;(
 
It's a shame that Manolo had stopped his blog. It was a very promising one.
 
I think this question fits the topic too:

I got here 20 tirewall objects, each with more than 2000 polys (2000-5000). Does it make sense to split these into two or three objects?
In other words, what's better regarding performance - 20 objects with more polys (let's say 3000), or 40 objects with less polys (e.g. 1500)? Is it possible to generalize this?

Thanks! :)
 
I got here 20 tirewall objects, each with more than 2000 polys (2000-5000). Does it make sense to split these into two or three objects?
In other words, what's better regarding performance - 20 objects with more polys (let's say 3000), or 40 objects with less polys (e.g. 1500)? Is it possible to generalize this?
As i learned for rf1 smaller objects (with let me say with less than 1000 polys) are better to handel from the graphic engine than objects with more polys.
 
It also helps to use simplified collision and shadow objects

For example here is a tyre wall from Essington:
tyrewall.jpg

It has around 2500 polygons, but you cannot collide with it. Instead, there's an invisible object in the same place that can be collided with:
collision.jpg

This is a wireframe view so you can see how simple it is. This object only has 10 faces.

You can do something similar for shadows. If the object itself has lots of polygons, you can use a simple invisible object to cast the shadow instead.
 
Here's a repost of RSDG's lofting tutorial that I found on my hdd.

This explains the basics of lofting, although I use a slightly different method to the one explained here, its useful for beginners.

View attachment 143

I'll get round to posting some documentation of my own soon.
 
I just wonder, under which circumstances rF switches the pit entrance lights to red. If fullcourse-yellow drops, the pits get closed - but the entrance lights stay green.
Is it possible to let them turn to red? Couldn't find any information about that till now.

Thanks!
 
Definitely some good stuff here for a beginner like myself. My main issue is laboring through the learning process of 3dsmax.
 

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