I know about the GP2 track editor, I actually made my own useless track
(with a bit of help). Problem was that it was a very time consuming and
diffucult job, especially the CC line.
I'm sure if a track editor was to come with the sim it would most likely
work out the CC line for you and generally make the whole process alot
easier.
Chris
editor.
> > Like the game (though not bad for its time) it wasn't very realistic.
> For
> > instance you could make the track go anywhere, even in one continous
> > straight line, and you would always end up back at the start line at the
> > end of the lap.
> > More seriously, why is it that no racing sims (though I think SODA had
> one)
> > have a track editor? Tracks are always the most eagerly awaited third
> > party add-ons for any sim and I don't know how it could hurt to allow us
International Rally Championship (not really a sim, I know) had what
was advertised as a 'track editor', but it wasn't a proper one. You
couldn't stick bits of track together, Scalextric-style, but could
only influence variables such as how bumpy or narrow or twisty the
track was, and the surfaces.
The incredibly ancient Lotus Esprit Turbo challenge arcade game had
much the same thing, and I have a vague feeling that Stunt Car Racer
on the C64 (one of Mr Crammond's early works, I believe) had something
similar.
<snip>
--
David.
"After all, a mere thousand yards - such a harmless little knoll, really."
(Raymond Mays on Shelsley Walsh)
Well, Motocross Madness has a pretty good track editor, though I'm not
sure if I'd categorize that as a sim. Perhaps, as I've had more problems going
fast in that game than N99, CART, etc.
-Tim
Grand Prix Unlimited from Accolade also had some sort of track editor. I
think it came out around about the same time as GP2. Wasn't a very good game
but I picked it up at a time when I felt the need to buy up every racing
related game \ sim out there. Think I only ever played it a few times and
spent more time trying to create the next Spa...
Peter Hooper
one)
> >have a track editor? Tracks are always the most eagerly awaited third
> >party add-ons for any sim and I don't know how it could hurt to allow us to
Quoted text (15 lines)
> International Rally Championship (not really a sim, I know) had what > was advertised as a 'track editor', but it wasn't a proper one. You > couldn't stick bits of track together, Scalextric-style, but could > only influence variables such as how bumpy or narrow or twisty the > track was, and the surfaces. > The incredibly ancient Lotus Esprit Turbo challenge arcade game had > much the same thing, and I have a vague feeling that Stunt Car Racer > on the C64 (one of Mr Crammond's early works, I believe) had something > similar. > <snip> > >More seriously, why is it that no racing sims (though I think SODA hadQuoted text (12 lines)
> >easily make our own tracks. Even if didn't have GPL physics I would be > >interested in any half decent sim which had a track editing feature. > >Of course I doubt this will happen as the paying public has no right > >whatsoever to decide what should be in their sims. > >Chris > -- > David. > "After all, a mere thousand yards - such a harmless little knoll, really." > (Raymond Mays on Shelsley Walsh)Yep. But it had a "grid", you could only lay down predefined tiles. So much
for exactly recreating tracks... It had one tile made especially for the
tight Monaco-Loews section, the rest was just basic left-and righthander
stuff in 3 different radii. You could also place cameramen, they were
visible when you drive, and harder than the streetlights at Monaco.
I haven't seen that game in 10 years.... it's much older than GP2 IIRC,
even before F1GP. It ran somewhat on a 286 machine, while F1GP needed a
386. Ummm, let's say 1991 for GP-Unlimited and about 1993 for F1GP?
LOL, I think I still have that game in my dead games closet! You're right
about the tiles on a grid too. Any track you made was only an approximation
of the track you were trying for due to the tile limitations( well Avus came
out pretty good). It had mountain tile sections (actually greenish blocks,
IIRC) and flyover sections too. The physics model was strictly
arcade-slot-car. It ran OK on my 386-dx40 machine but was so bad it put me
off racing games for a long time. We've come a *looong* way since.
David
> Yep. But it had a "grid", you could only lay down predefined tiles. So much
and
> > spent more time trying to create the next Spa...
> > Peter Hooper


































