I did for BBC 64 F1 race tracks with multiple paths and extrusions, all 
dynamics.
The tool I dev back then was far less extended than v2 which I've added to 
Prefab later on.
So I would say, I'm pretty sure the app could manage to help you at some level.

Some features are not implemented (yet) in Prefab, and not very well known I 
think. While added to Away repo at least 3 years ago.
such as PathDuplicator. which allows you to add objects along the track 
distributed as you want.
Think here like some lights, direction panels, gravels, buildings... any mesh 
you want. They are automatically aligned to the path.
with some experience you can then have a very rich track at very little coding 
cost. fully dynamic, meaning the track loads and is on screen
faster than fully defined versions.
You also can combine the meshes with HeightMapModifier.as. Think here for 
instance as meshes representing rocks on a side of a montain road.
This allows you to break the regularity of the rocks and make it look like its 
all unique...

as Michael says, the as3 path exports should be enough, either you choose to 
export the geometry from Prefab or simply use prefab to define/test the profile 
and the path.
you also can export as awp, directly from the path editor in case you would 
want to reedit the path(s) you define.

Note that if you would want to export some animation, there is a known issue on 
Windows, where only one of the 2 expected classes is exported (hope fix this 
one soon)


> Aswell i´v got problems with the size..when import a model from max to 
> prefab...

Can you be more specific on this one? Let me take a shot.
I suppose you want place stuff from max at same scale of your Prefab path/mesh

Simply make a path extrude in Prefab, export as obj, import in max. scale al 
other objects to this output.
Depending on settings, prefab's obj file might be inverted on x axis. There is 
a right handed option on exporter...

Hope you'll post here your baby once we can take a ride on it!

Fabrice

On Jan 8, 2011, at 10:12 PM, Michael Iv wrote:

> Prefab path extruder makes the job perfectly 
> 
> On Sat, Jan 8, 2011 at 11:08 PM, amigo <[email protected]> wrote:
> I´m wondering wich be the best way to do (generate) a circuit for a
> racing game.
> 
> Model in 3dMax a huge track and imported?.. This seems slow for the
> computer to deal with all data.
> maybe some terrain generator that follows a patern?.
> 
> I´v tried as well Fabrice video tuto with build it with Prefab works
> very well except for a couple issues that problably i sorted out like
> Y axis when imported to away3d..
> Aswell i´v got problems with the size..when import a model from max to
> prefab...
> 
> 
> my little racing game is going fast.....................
> 
> Thanks again and again...
> 
> 
> 
> -- 
> Michael Ivanov ,Programmer
> Neurotech Solutions Ltd.
> Flex|Air |3D|Unity|
> www.neurotechresearch.com
> http://blog.alladvanced.net
> Tel:054-4962254
> [email protected]
> [email protected]
> 

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