Saturday, 2 November 2019

Track Splines Continued

Some more progress has been made with the splines. I had a few attempts but each has distortions from the original track model I lifted the spline from. To get around this, I flattened the original track, so it lost all it's height information. I then recreated a spline from this mesh and bingo! Well.. almost bingo.
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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