The major recent addition has been the tyre walls. Takes ages to edit stuff in max, then check and get it aligned correctly. Then i had issues with the AI driving thru walls, took a long time to figure out that the AIW file was causing it. Basically when making that file with ISI's AIW editor, it creates corridors - areas the AI are allowed to go when trying to negotiate other vehicles. I did that very early on before any walls were put in, so the AI had more room to move than they should. A quick trip back to that editor and re-do the corridors soon fixed that, and my eternal thanks go to Mr_GEE! and DutchDevil for helping figure that one out.
Cameras have been reworked too. I know they are not vital, but i feel a big part of a track is the views of racing you've enjoyed, and naff cameras mean you can't savour that special race with a video on you tube or wherever. It's hard to find good documentation on the CAM file, but a major breakthru came tonight with the gem that has been eluding me for months - shaking cams as cars pass by. To get them to work, 2 things must happen;
- Flags1=(4) must be in the cam instance
- The camera will only move when a PACK of cars passes by!
I have also added 2 camera groups so far. These allow the player to select a batch of cams for different views - a bit like a director of a live event would. Default is "group cycle" - it uses group 1 cams for the 1st lap, group 2 for the 2nd and so on, repeating when it runs out of groups. By pressing the TV camera button again, you can then cycle thru these groups individually. Group 1 is the main TV cams, Group 2 are 3 "blimp cams" - aerial cams to help show close action with a pack of cars. I think i have a plan for a 3rd group, but i'll keep that quiet for now :)
Next on my list is the marshal bunker at the hairpin, some buildings and start / pit lights. I can see them being a real PITA, but i'm sure someone will help me if i MSN them enough...!
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