QuadCoreMax: how did you fix the AI. The AI I got is all loco! :S I recorded a perfect lap but still... loco!
Oups, you're right, AI is loco indeed, because your 'splines' are incorrectly set. If you 'show splines' ingame (in console), you'll see that at the end-begin, one 'triangle is missing'. There are some docs (racer.nl) which explains how it works. Basically, you always needs a 'quad' (2 x triangles) to add a new spline.
I admit (hope Ruud will fix this little prob) it's kind of hard selecting/creating a new spline to the desired location from the camera view. It seems, we hardly can select/begin our spline from the actual road vertex which is frustrating.
Also, your fence need a "cull=none" & your trees could need a second perpendicular quad with also cull=none.
Last thing, you see the 'frustum', if you look your car from a distant perspective camera on the both sides of the track, so that's an issue. I think you need to 'reverse normals' of your objects, so that we can't see thru it.
I tried to fix it, but that's not a 2 hour fix, takes some time since you have so many splines (~ 1700) where at certain places you need to go manually for it, too bad...I know.:frown:
Finally I discovered from your track (cool elevation variations), that the projective shader used by the car lights is kind of 'buggy', here's an picture to illustrate the prob :
Hm, the vertex projected light planes are rendered prior to the car, so hope to fix it somehow soon !
Anyway good work, the track has potential for future