What makes you say they would be fantasy tracks? I assume by "fantasy", you
mean unlikely, or with a lot of stuff you wouldn't ordinarily encounter.
I'd personally rather use them for creating tracks which are as realistic
as possible, very quickly - I often drive through an environment which i
think would make an excellent racecourse, and this would be one way of
doing it.
A few years ago, I posted a suggested F1/Indy track through Philadelphia -
this would be a great way to create tracks through areas we know about,
too.
> >1) "Follow the Leader" - There is an existing landscape with roads,
> >towns, buildings, etc., or you could place your own - then, you simply
> >"drive the track" to create it, on road or off, or both, and the game
> >puts appropriate roadblocks (if necessary), etc. in place. This would
> >also work to create standard racetracks on varying terrain - slopes and
> >otherwise.
> >2) "Flying" track editor - you have control of left/right as well as
> >up/down "flight" - and the program "builds" a track under you as you
> >navigate, then the landscape is added afterward.
> Both of these will result in very much fantasy tracks. My 1st
> incarnation of a track format was using an ASCII file like:
> straight 10
> turn 65 minRadius maxRadius subDivs
> straight 20
> Stuff like that. Works nicely enough, but it's hack'n'slash and the
> real art that we want today requires more control. Which is why most
> tracks are created in 3D editors (like Max).
> Ruud van Gaal, GPL Rank +53.25
> Pencil art : http://www.marketgraph.nl/gallery/
> Free car sim : http://www.marketgraph.nl/gallery/racer/