It's been over a week since my last post, here's what I've been up to:
1) Added TYPES to the waypoints, they now provide direction to the computer controlled vehicles regarding steering direction and speed control.
2) Added saving and loading for the waypoint TYPES. Directional control based upon the waypoint instructions becomes a TODO.
3) I still haven't bothered with the "slowdown" effect of the hazards
4) I have partially implemented vehicle to vehicle collision. Now, if you rear-end an opponent, you will slow down but they will not. I have built in the structure to determine the type of collision (front to rear, right to left, etc) and have a sort of bouncing effect based on the collision.
5) I converted the program to accept an array of vehicles. The program can handle up to 9 computer controlled opponents. Their driving is too uniform right now, so I had to randomize their top speeds and turning radius. Otherwise they remain a uniform distance apart and remain on the same line.
6) I've beefed up my track editor some more, using Goga's dll. It's much less clunky now, and I'm really starting to like the direction it's headed.
On top of all of this, I've been messing around with a real track. I've been able to successfully model and export a track in Blender, though I still need to touch up a few spots where the slopes are too steep. It's a rather large track, it takes me about 40 seconds to make it all the way around. The textures are no good, as I picked them from the DB Pro media on the CD, and I whipped up two others in MS Paint. It's fully UV mapped, with multiple maps successfully applied and exported to direct x format.
The trick is scale. Blender models will export very tiny in DB Pro units. I started with a plain then scaled it by 10. I model in this scale, then save it. I take that model, scale it by 10, then by another 10. I save this model separately, as it's too large to work on in Blender. This is the model I export using the native Direct X exporter. It works beautifully.
Anyway, that's about it for now. I'll be working on cpu vehicle avoidance and the "bouncing" collision effects between now and my next update. Check my website for screenshots in the next day or so. I'll include a couple shots of the track.
http://www1.webng.com/btgames/index.html
EDIT
Website has been updated with more info and images of new track! Check it out! One of these images is attached.