The track still had some rotation but this time it was based on an angle integer on the spline modifier. for soem reason I cannot get it to be 100% flat, but I'd say its 99.9% there and no one will even notice.
In the image above, the red mesh represents the original track I ripped from the game and modified. The yellow mesh is the new spline, which I went through and made all the straights align perfectly (this took alot of copy and pasting X and Y values). The new spline also has the correct mapping co-ords, so that's no longer an issue. All that's left now, is to add back in all the height information and make sure corner banks have the right angles.
Here it is in-game, as you can see the mapping is completely spot-on now on. it use to be more prominent on the corners, but thats no longer an issue.
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