TrackMaker Alpha Preview
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.
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 !
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