I think the implementation of something slightly more mathematical for creating tracks would be great. Like instead of having to constantly tweak control points in corners to get exactly what you want, being able to say that I want a corner which is 200m long, with a radius of 50m. Having this would make track building easier and quicker (which would allow for more focus on details around and on the track).
I agree with those, especially the last one. At the moment making small track surface modifications is a really slow process.Road:
-As already mentioned track stitching is very important
-Texture blending on the track
-A tool for creating small bumps and holes on the road, important in RBR
I completely agree with these requests. I'm making a Wales stage for RBR and, to make ditches and banks, I even tried to add materials to the sides of the track itself, but it takes ages to model even a single ditch. So I abandoned the idea, until the editable mesh is available (with texture mapping), even if it were a non reversible process (you would loose the track nodes). Conversion to editable mesh could be done when you are happy with the track.- Road and terrain not only as editable mesh, but also as an editable poly and ability to switch between thoses two for better compatibility with RBR and wallaby.
- Ability to see in 3d view the track nodes when we edit them. When I make bumps, etc I use 3d view as reference, but never knows if I selected the right node..
- Switch between texture display/wireframe not only in 3dview, but also on topview when hitting W key and the mouse is in that window. Sometimes, would be very useful when making modification to track to see texture and objects in that window...