Wow, good job on the editor!Purple44 said:We were unsuccessful in modding the terrain file ( track_geom.w32 ) in Flatout 1 & 2 and thanks to Pav and GulBroz, we got track editors that let use move and copy objects that are on the track.
And we were able to make new startpoints, splitpoints and spline points for our new tracks and derby pits.
In Flatout 1 we added AI splines in 3ds Max. We had three splines to control: Left and right border lines that AI would try to avoid crossing and optimal driving line that AI tries to follow. So it was fairly simple. On Flatout 2 we had in-game editor for AI and we could see AI drivers change their driving lines in realtime according to our tweaks. I'll write more about our in-game editors in "Making of Flatout 2" later on.psychicparrot said:How about AI pathing? Did you add AI waypoints in Maya, or was there some kind of cool AI editor tool for Flatout?
Here's an example of AI splines in Flatout 1: