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Virtual Steward MkII 0.3b.zip 2.5 MB
January 30, 2025

MkII 0.3 - Track map

I added the ability to create a track map from the 3D track model (kn5 files) but there are a lot of limits. First of all, AC tracks are not standardized, not even Kunos ones, so you'll have to map every useful material in the file to the right color. I don't sort on the Y axis so materials will show one on top of the other depending on the order they appear in the file (buildings could be overwritten by the grass). It is incredibly slow, especially if you select some 2D grass, since it will paint every single polygon, for this reason I create a images cache in the "Documents\Virtual Steward\Maps" folder.

Creating a map

Load a replay or create a traffic server of the track you want to create. Check the "Map model" checkbox under the map. Some common material names will be automatically mapped (things like asphalt, grass, water, etc.) all of the rest must be manually mapped, there are tracks where the materials are just numbers.

The first time you check the "Map model" checkbox, the "Materials" tab should appear on the left, populated with all the material names in the track model files. By clicking on one of the materials in the list, you'll get a preview of what would get painted in the form of a cyan rectangle with some purple inside. The purple part is the actual material, the cyan part is just to show the bounding box and that something actually happened.

If the material is an interesting one, select the right track part from the combo box. Click again on the material to unselect it and see how it looks on the map. Repeat for every material in the list.

If you bind at least one material, a cache image will be created and, next time you'll click the check box, it'll be loaded instead of the track model, so the materials list will be empty. Click the "Load track model" button, or the "Map model" checkbox while holding the CTRL key, to force a reload.

Good track modelers often subdivide the track in many different files, I only load them if they start at the 0,0,0 coordinates so some track part might be missing.

I included some default materials mapping (Monza, Spa, Magione) if you want to test a track and see if it's working. They are stored in the "Maps" folder of VS install folder and will be overidden if you add a new file in your VS documents folder.

Other fixes

I added a "Disable wrong way" option in the server settings (enabled by default) and a (experimental) "Disable collisions" if you want to use a replay car as a ghost.