fraang {l Wrote}:I should have enough Blender knowledge but I need infos about import/export the track data. Modelling, uv mapping, texturing, animation is no problem.
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Exporting b3d is no problem but how I make the track full functional?
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That shouldn't be too much of a problem (I hope). You have to download the track exporter, our b3d exporter (either from the wiki if you are using alpha3, otherwise both from current SVN), and I would recommend to use Asciimonster's property browser (see thread in this forum, we haven't really packaged everything up). Then check the pages about track making on our wiki - the main point (which you should consider from the beginning) is to make (keep) a separate mesh for the drivelines (which tells the AI where to drive). If you have any questions, just ask here. And perhaps download some tracks from our media repository - it might be useful to look at some other tracks, too.
Just make sure to plan ahead, and from my experience consider two very important things: don't make the track too narrow - narrow tracks mean it's difficult to overtake, making a track rather boring. And avoid steep uphill/downhill sections: those parts are either boring (slow driving uphill), or making it difficult to drive (downhill, due to the current state of the physics where the karts easily lose contact with the track). But there are more hints on the wiki.
Good luck - Fort Magma certainly would need an improved version.
Cheers,
Joerg