1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.

Merging Tracks - examples inside

Discussion in 'Bob's Track Builder' started by Brendon Pywell, May 15, 2009.

  1. Brendon Pywell

    Bob's Track Builder

    It would appear that many people want to merge tracks and are currently have problems doing it so here are some examples that might help you understand how to do it in BTB.

    Several Tracks

    Several tracks of varying height, joined together.

    LINK - http://forum.racedepartment.com/downloads.php?do=file&id=1102

    Tracks with Terrain

    The same track as above, but with terrain applied.


    Using Textures to good effect

    A new texture is created specifically for joins to make T-intersections more realistic.

    LINK - http://forum.racedepartment.com/downloads.php?do=file&id=1107

    Pit Lane

    With just one track, add a pitlane by adding surfaces and changing the shape/materials.


    Alternative Method

    • Like Like x 1
  2. Brendon Pywell

    Bob's Track Builder

  3. In my new project, Im using something like this

    Attached Files:

    • Friendly Friendly x 1
  4. I like what you did with your track texture. It does a good job of masking the seam.
  5. I am having some trouble with the textures when merging two tracks. I am trying to laydown a pit road, separate but all the way down the front straight. When I texture the entire track, the textures just overlap the pit road. Is there anyways to avoid this or how can i fix this?
  6. Brendon Pywell

    Bob's Track Builder

    Pit Lane example uploaded.
  7. Well, I've been studying Piddy's merging method and I noticed that main point is to manage your additional track surface's points in order to matching new formed panels lines exactly on the both tracks intersection line.

    Doing like this, you will have a perfect track merging without neither rough riding transitions nor flickering polygons into race games.

    Does it time comsuming? Yes, I'm spending about 10 minutes in each joint. Coursely it will decreases as I training. Otherwise, it works perfect. The only negative point is to generate some non-used hiden polygons but I think that's price is low.

    Here what I've got: works perfectly in game either to race on as visual effect.


    Another view (aproximately onboard racing), showing nicely acceptable transition in inches.

  8. About the examples...I can't figure out how to use them. Open them in BTB? Open them in rFactor?
    Which program can I use to view these examples.

    What am I doing wrong.:giggle:
  9. Extract each one to [btb folder]\My Projects\something

    You need a different "something" for each one.
  10. I have found that a good way to merge two tracks is to set one 0.02 below the other track. Very quick and easy. Merges very well with no bump and no bleeding. I have done that with as many as 5 track pieces. One for the main track, one for the pitlane and a couple of chicanes.
  11. I have found that a good way to merge two tracks is to set one 0.02 below (Y axis) the other track. Very quick and easy. Merges very well with no bump and no bleeding. I have done that with as many as 5 track pieces. One for the main track, one for the pitlane and a couple of chicanes.
  12. Just a question, I need to split some long rally tracks for fps, so I done it in 6 parts, but I don't know how to adjust the drive line... Any solution please ? all with hand ?
  13. Please excuse me as I've only just started on this.

    I've had a look at the Pit lane example and it looks great, but I can't figure out how it's done.
  14. For intersections I now use the new 3d editing for combining/overlaying.
    It's absolutely brilliant for merging off camber roads which most of mine are.

    I just add new sections ( ctrl left click ) where needed and adjust in the 3d window live!:woop: , Possibly the single best advance yet well one of many!....
    grab a node and move left or right up or down. Piddy did say use 'y' for up and down but it works without!

    I'm re doing a lot of stuff as I now have greater control and it's pretty easy too!.

    Attached Files:

  15. Ok, I figured out a workaround by setting it as extra terrain.

    I just need to make the underlying terrain flat now.
  16. Me too. In previous versions it was difficult to work out which point in the 2d cross-section window corresponded to what I was looking at in the 3d window, but now things are much easier.

    It locks the movement direction to up/down in the 3d view. And X locks it from side to side, also in the 3d window.
  17. To Piddy,

    Do you know how 3ds max merge nodes our vertex together (with a snap tool). That would be a gread idea for your next btb version, getting rid of these merging problems, forever. Cause you can simply snap the two points together, without worrying and precisionly adjusting the altitude of the nodes.
  18. All greetings! I make the track for rally cross.

  19. That looks great, but what has it got to do with merging tracks?
  20. Hello sunalp!
    ...merging tracks... hmm...
    In all the examples illustrated above, You will get as a result "double faces" on the join points of the two tracks (flickering, rain reflection problems and so on...)
    The extra terrain mentioned by sunalp2 idea works well, but with obvious mapping problems.

    As a conclusion, in both cases You will have to use another software to accomplish the job:
    Two merged tracks:
    Blender or 3DSMax will solve the problem by eliminating the unneeded faces and joining the track edges
    Extra terrain solution:
    Blender or 3DSMax will solve the problem by mapping the area of interest

    Freedom of choice :)
    Here 3 pictures that illustrates the overlapping problem/solution

    Attached Files: