by Anon » 25 May 2015, 00:25
You don't have to make them transparent. They only show up as "transparent" (not actually transparent--- "wireframe" would be more accurate) in the official tracks' source files because they're just edges without any faces, but the documentation says that they would also work if they were filled in. Even if they were filled in though, they could still be made "transparent" by limiting their draw type to wireframe. The "transparency" is just how they're rendered in Blender, and has no bearing on how they'll be interpreted by either the exporter or the game.
The first link that Auria posted goes explains how drivelines should be structured. Basically, they should be a long chain of quads (usually w/o faces), with edges extruded from the vertices at one end to denote the start.
In your case, you should be able to do this by duplicating your track object. Then, you can delete the face immediately behind the start/finish line to make the chain non-cyclic. The next thing you need to do to prepare the driveline mesh is extrude the two vertices at the start line. Before exporting, you have to set the "Type" of your driveline object to "Driveline (main)", under "STK Properties" in the Object tab of the Blender properties panel. If this doesn't work, you can try selecting everything in your driveline mesh in edit mode, and pressing [X] to delete "Only Faces".