by Anon » 22 Nov 2014, 17:07
The blend file relies on 5 different custom library objects, each stored in 2 different directories (one for linking in the track, one for actually exporting to stk-assets). So yeah, it's not entirely practical to transfer the entire track just to debug it.
The thing with Green Valley is that it's inherently a very open track, so it might be harder to split the scene into low-poly and high-poly parts. So far, I've been trying to use the Unigine Valley approach, which seems to be to have the same models everywhere, but using LoD aggressively to make them higher poly near the player and minimal far away. It still needs some tweaking, but the track is playable for the most part.
Not that I'm denying what you're saying. Just explaining why I haven't taken your approach. If I end up trying to create a full remake of this track, however, I will do something like what you're suggesting.