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Bjorn Klaassen sent us an interesting email today informing us of a project he has been hard at work on and is confident that it will be of great interest to the sim racing modding community.  He aims to create a tool that helps streamline the track creation process by utilizing an easy to use and intuitive program that drastically reduces iteration times. He has attached an 11 minute video that highlights and describes the main features of his program and even provides an example (8:24 into the video) of creating a track on the fly, importing it, and testing it in game within minutes.

Bjorn hopes to release a public version of this track creator program within the next few months. See below for the full details as described in his email.

Hi

this news isn’t typical “mod released” or “game preview”, but still I think it could be of great interest for the race community, especially for the modders.

The last couple of months I’ve been collecting,rewriting and creating all kinds of tools to assist in the racetrack creation process. The main goal was to be able to create a racetrack while maintaining all dynamic relationships, ensuring the user can still tweak the layout, individual lofts and props….run the exporter and direct iterate in game. This way iteration times should go from hours/days to minutes. Besides that I wanted to make it as user friendly as possible so that everyone with a basic knowledge of a 3d package can use this. Right now it’s a plugin for Maya, I hope I can port it sometime into different packages or as a standalone package.

I see this project as a solid base to build further upon while I’m learning C++. The general idea is to analyse the weakest points and improve them with custom nodes. The first public version will released somewhere before summer (under a creative common license probably)…but first I want to use this in a real production environment to see where the weaknesses and strengths are….it’ll be a racetrack for rfactor 2, located in Morocco !

Cheerz!
Bjorn

 
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36 Comments

  1. FerrariMan96 says:

    Looks Great :smile:

    I assume that we will be paying for this? How much approximately?

  2. Lars Brugman says:

    WoW!! That looks brilliant :smile:

  3. Stefan Woudenberg says:

    That looks awesome!!! :smile:

  4. Bjorn Klaassen says:

    It will probably be released under a creative common license …. so in other words, free !

  5. Arunas Linkevicius says:

    Superb tool, but no use for me :D

  6. facu88 says:

    great work! games that will work?

  7. Robert Wiesenmuller says:

    Really really interesting! :grin:

  8. Mike Murao says:

    Wow!!! I can’t wait to get this in my hands and try it out. Looks great!!!!

    Keep it up!

  9. Christen Struys says:

    awesome stuff :lol: :roll: :lol:
    RallySimBelgium

  10. Bjorn Klaassen says:

    Thanks guys ….Race07? Probably…it’s with the rfactor engine right, so the exporter is probably within 3d max? FBX supports good exports between Maya & Max ….vertex normals, multiple uvchannels. Combined with the force material ID script (within Maya)+convert Max material to gmotor maxscript (both not shown in video) there is a pretty smooth conversion.

  11. Bjorn Klaassen says:

    “Too many buttons!”

    I’ll make 1 seperate section with 1 button which generates completely random a racetrack for you :)

  12. Mark says:

    hahaha yer, how about some templates which auto generate every track out there in the real world, save complete idiots like me a whole bunch of time :D

    Interesting project mate, and the best of luck with it.

  13. Brandon Warren says:

    Looks like you have a winner on your hands here Bjorn… keep up the hard work!

  14. Bjorn Klaassen says:

    Sure looks like it yeah …. very supportive racemod community so far, very cool !

  15. Keith Windsor says:

    Looks excellent, maybe I can finally learn how to build tracks myself with this, great job :)

  16. Raido says:

    This could be the ‘Program of the Year’ for a lot of people if it works out allright. Looking good! :mrgreen:

  17. mechamorafa says:

    Track should be made by who really knows how to do it. This kind of software increases the number of shitty mods on the internet. A number that is already too high.

  18. your_mum1 says:

    there is no doubt this will be good, i mean, you play with a keyboard, like a real man. :grin:

  19. Mehlyfication says:

    Will this tool will work for Richard Burns Rally tracks too?

  20. Lee Knight says:

    Can GE/GPS or other types of route/terrain data be imported?

  21. Bjorn Klaassen says:

    Hehe, yeah the keyboard…too lazy to setup my g25 :)
    Richard Burns Rally…probably, as long as you can convert the geometry to something RBR understands.
    GPS data …have some scripts that read Excel sheet data with GPS data and generates dummy objects from it….not done by a mile and my guesstimate is that GPS data isn’t always in the same format. Difficult to write for :)

    mechamorafa : lukily the good mods always appears to float on top of the pile…besides that, nothing wrong with people having fun creating stuff.

  22. Brad Dibble says:

    Looks very nice. Can’t wait to try out the final version.

  23. John Allen says:

    Has it been releast yet?

  24. still_bacon says:

    Might be sounding like a nagging Nancy, but any more news on this?

 
 

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