1. Race Track Builder
  2. News

Race Track Builder News

v1.5.2.2 released

Fixed Bug : FBX failed to initialise when people had interesting names with funky characters in them.

v1.5.2.0 released


- Added: Terrain point Edit tool.
- Added: Context menu to Fetch Points from Google again (if they were manually moved).
- Added: Hide Tracks checkbox on main toolbox.
- Added: Context menu to Delete Track/Wall Shape/Points.
- Added: Context menu to Smooth selected Track Nodes.
- Added: Hold D when lassoing Nodes in Tracks/Walls to deselect.
- Added: Hold D when lassoing Points in Tracks/Walls cross-sections to deselect.
- Added: Terrain "Lock Track Nodes" will keep Track Nodes in fixed position whilst raising/lowering/flattening points.
- Added: Backups of the Venue.bin file are created in the "[YourProject]\backups\" folder when saving. See Options for Backup Count.
- Improved: Interface no longer prevents user interaction (momentarily freezes) whilst flagging grounded objects.
- Improved: Flagging end node of a joined track as Grounded will also flag the other node of the joined track.
- Improved: Walls are flaged for calculation less often (more efficiently).
- Improved: String Objects that are Grounded and Tilted use faster hit-test.
- Improved: Google Fetches height data, then updates in larger batches to avoid triggering the recalculation too often.
- Fixed: Rendering of non-AC Terrain when Target set to AC would cause some rendering artifacts.
- Fixed: Couldn't open any Venue after attempting to open one with a missing texture.
- Fixed: Grounding Node for String Objects and Walls wouldn't take effect until next calculate.
- Fixed: Prevent project from being create with non-ascii characters in the path. Autodesk FBX SDK can't handle them.
- Fixed: Terrain wireframe not rendering at some angles on high areas.
- Fixed: Setting Wall LOD Out value not working.
- Fixed: Allow Venue to load when String Object is missing.
- Fixed: Straight Wall with multiple Surfaces not calculating correctly.
- Fixed: Rotate Wall Material not working when selection performed in particular order.
- Other: Updated FBX library to latest version from Autodesk in hope it would fix non-ascii character issue - it didn't.

v1.5.1.0

v1.5.1.0 now includes the following:
- Improved: MASSIVE speed improvements for cutting calculations. Calculation time for cutting of Tracks into Terrain have been reduced by between 60-88%; into other Tracks by around 50%. Actual results will vary depending on the size and detail of your Venue and your PC.
- Improved: Terrain Raise/Lower calculation speed improved.
- Improved: Terrain Raise/Lower caps the height during each mouse drag to avoid unwanted spikes.
- Improved: SaveAs will now rename an exported AC project to match the new Venue Project name if one exists in the Export folder.
- Added: Object Manipulation - X, Y & Z keys are back working in conjunction with Gizmo.
- Added: Object Manipulation - R, S & T keys toggle Rotatation, Scaling or Translate. Press R, S or T again to exit (Escape works too).
- Added: XPacker can scale object - see Information & Scaling tab. During fbx import it will only ask to scale by 0.01 if 1km or larger in size.
- Fixed: Terrain Reduction Triangle not showing collected triangles.
- Fixed: Terrain being cut by a track when the track was only tagged to cut other tracks.
- Fixed: Exporting only the Start/Finish objects (and nothing else) for AC was failing.
- Fixed: XPacker importing of dae objects.
- Fixed: New walls not showing in toolbar until after a reload when new XPack included.
- Fixed: Track Node visually not updating when Grounded flag updated.
- Fixed: Terrain not being tagged when node moved to cause randomness change in track.
- Fixed: String Object not applying Scale.Y when object was "Verts lowered to Ground" and "Curve with Spline".
- Fixed: String Objects that are negative length (when -ve Space before/after is larger than the object) no longer cause calculation error or cause problem when attempting to export.

v1.5.1.0

v1.5.1.0 now includes the following:
- Improved: MASSIVE speed improvements for cutting calculations. Calculation time for cutting of Tracks into Terrain have been reduced by between 60-88%; into other Tracks by around 50%. Actual results will vary depending on the size and detail of your Venue and your PC.
- Improved: Terrain Raise/Lower calculation speed improved.
- Improved: Terrain Raise/Lower caps the height during each mouse drag to avoid unwanted spikes.
- Improved: SaveAs will now rename an exported AC project to match the new Venue Project name if one exists in the Export folder.
- Added: Object Manipulation - X, Y & Z keys are back working in conjunction with Gizmo.
- Added: Object Manipulation - R, S & T keys toggle Rotatation, Scaling or Translate. Press R, S or T again to exit (Escape works too).
- Added: XPacker can scale object - see Information & Scaling tab. During fbx import it will only ask to scale by 0.01 if 1km or larger in size.
- Fixed: Terrain Reduction Triangle not showing collected triangles.
- Fixed: Terrain being cut by a track when the track was only tagged to cut other tracks.
- Fixed: Exporting only the Start/Finish objects (and nothing else) for AC was failing.
- Fixed: XPacker importing of dae objects.
- Fixed: New walls not showing in toolbar until after a reload when new XPack included.
- Fixed: Track Node visually not updating when Grounded flag updated.
- Fixed: Terrain not being tagged when node moved to cause randomness change in track.
- Fixed: String Object not applying Scale.Y when object was "Verts lowered to Ground" and "Curve with Spline".
- Fixed: String Objects that are negative length (when -ve Space before/after is larger than the object) no longer cause calculation error or cause problem when attempting to export.

Developer update: Beyond 151

Version 1.5.1.0 is still sitting in Beta waiting your feedback.

I’ve done all the coding that I expect to on this, so it’s only your user feedback I am waiting on before release. So far only one person has provided any feedback – thanks ebrich The Great!

v1.5.1.0 is MUCH faster in performing calculations so I was hoping more people would be keen to test this and provide greater confidence that it works on their project. If you already are using the Beta and it’s producing good results, that’d be great to hear too. ;) It’s easy to switch back and forth between the Beta and latest release by opting in/out on the Beta tab of RTB properties and there’s been no change in file format so projects will load in either version.

In the meantime progress is going well with version 1.5.2.0 which will include some direct editing of the Terrain Points. Initially this will be limited to vertical editing only, but a future release will allow freedom of movement in all directions. Most of the coding for vertical Point movement is complete; it’s pretty cool to grab the points and lift them up/down and I’ve added another little feature that helps visualise the terrain better when doing this. There’s a few options, similar to track cross-section shapes, for how points are affected by the movement.

Much of the existing terrain editing code (and more) relies on the mesh being uniform with the division of triangles occurring by dividing an existing triangle into 4 child triangles of equal size, and splitting neighbouring triangles in half. This has the great benefit of providing a very fast method of getting a higher detailed mesh in the areas it is required, but the obvious limitation is the lack of fine control desired when closer to the road. Manual editing of the Terrain Points in all directions will alleviate this limit, however it will also present some potential issues with overlapping terrain, downward facing triangles and how these would interact with objects that rest upon them.

In future releases I am considering several possible Terrain editing improvements.

The first phase will allow horizontal movement of the Points, but restrict the movement of “inner” Points (Points that are NOT on the outside edge of the terrain) so that they cannot be moved outside of the polygon that surrounds them. This has the benefit of allowing finer control whilst retaining the ability to easily auto-subdivide polygons when using the raise/lower/paint tools. The algorithm to police this this may turn out to be rather slow if 100’s of points are selected, but this is what I’ll aim for initially.

The second phase would allow the Points to be moved anywhere, just like a regular boring unproductive run-of-the-mill 3d editor (j/k). Triangles & lines could be divided and points dragged to form new shapes, or points merged to remove existing triangles. To do this means the current simple method for subdividing triangles would have to be replaced with a more manual method (eg. holding Control whilst clicking on an existing triangle edge). This would be a one-way trip; once the terrain is edited in this form, then it could not be reverted back.

Please feel free to offer your thoughts. I am happy to steal your ideas. In the meantime, please try the 1.5.1.0 Beta!