Chapman Track Creator

This is a track editor to create race tracks for the rFactor, rFactor 2 and NR2003 racing simulators.

The reason I’m making this editor is because all of the track editors that I have used for building tracks either have severe limitations or don’t have features to help me find out why a track either fails to load or causes the simulator to crash. And also, I’m a perfectionist! I want pin-point precision on every track I make and there are no track editors available that allows me to achieve that. Not very easily, anyways!

Concepts For Track Construction
Since this track editor will be able to create tracks for NR2003, and since I already know the concept for track building for NR2003, I figured I’d just copy the concept and use it for rFactor and rFactor 2.

You will build tracks by laying down segments to define the shape of the track. Then within those segments, you will be able to create sections (splines) to define surfaces, walls (including safer walls and catch fences) and elevation data (including banking transitions and bumps).

Plus, outside of NR2003, you can create far more complex tracks. So for rFactor and rFactor 2, I’ll expand the concepts to allow for far more complex track structures including straight pit roads on curved segments with far better looks, pit roads that bridge under/over the race track to the other side, and multi-course tracks where the exact same geometry is used for the portions of the courses are the same.

Improvements over Sandbox
  • Far more stability.
  • Multiple guides and backgrounds.
  • Higher track mesh resolution.
  • Properties Window docked to main window (no switching between the two).
  • Viewport switches between various modes (no switching between windows).
  • TSD and TSO selection based on Mesh instead of axis-aligned bounding box.
Planned Features
  • Create tracks for rFactor, rFactor 2, and NR2003.
  • Debug tracks with absolute precision before you even attempt to drive on them in-game.
  • LUA interface to allow for scripts that make it easier to build tracks.
  • Keyboard entry to make absolute positioning of track segments, walls, ect. very easy.
  • Hierarchical object browser for easy navigation of the objects that will make up the race track.
  • Multiple types of guides to help in the construction of track features.
  • Guides are saved to the project files.
  • Multiple background images allow for higher resolution maps without sacrificing performance.
  • Easy-to-use context menus with detailed tool-tips on what everything does.
  • Edit not only the track geometry and scenery, but also cameras and AI lines.
  • Create meshes of the track geometry for different resolutions with a fixed-resolution physics mesh.
  • [rFactor 2] Takes advantage of RealRoad technology.
API
Although it's quite early in development, I have put up the official API on GitHub here. This is an early version of the API, so you can expect major updates as development continues. Currently, only simulator support can be implemented through this API (this includes rendering the scene). Other things like track geometry generators and scripting languages will be implemented later.

To ensure that the track is rendered almost exactly as it would be in the simulator, it is the responsibility of the plugin to implement the rendering for that simulator. The track editor will call all of the rendering functions in the correct order.

Other Information
You can follow the development of the track editor on Twitter at #ChapmanTrackCreator.