Well - to be honest we should have done this restructing a long time ago.I'm afraid I'm mostly a bringer of bad news. The plan is to move every single object we use to a new separate folder that will house the base object model and any variations that use the same texture set + all the textures. What it means for you guys is that in practise all the references in your scene will be broken but for the most part it will be pretty straight-forward to update them in your scenes. If you have a lot of custom objects that use our textures it would be best to make a copy of the textures and include them in your mod.Of course, if you want an easy workaround you can always simply copy everything you need and distribute them with you mod, the downside being that it will of course increase the download size.One reason for the restructing (apart from reducing the redundancy and size) is that we will be remodeling a significant amount of the content to meet the final quality requirements, so yes, the silver lining is that at the end of the day we will have a much better looking game. This is pretty much why we've always said that pretty much everything is work-in-progress or temp ;-)Sam, given the circuimstances that's a good idea - we'll see if we can make it happen when we have the build up and running and the data structure is set in stone. One problem is that we might be tight on time but I don't think it would be a problem for you guys to work with a broken build as long as it would be functional enough to test your content.
first concept is purple(25 crossings, 8 spirals - that's why it's sick. ) revised concept (4 spirals) is grey on green.
So I came here to follow your progress
What, this "sick" track came from your warp mind, I just told you I think I could make it.
Definitely a very interesting track design!!