I thought you might have seen my work
the 4x4 Evolution editor, but I used it to position all of the models in all tracks listed <a href=http://mtm2.com/~trackville/tracks target=wint>here</a>. I think I'm the only person who makes tracks this way. I use TrackEd3 because I like the crisp 3D graphics
, and it allows me to position models with great precision -- the fences in Ruach (the picture/link you posted) are the perfect example.
TrackEd3 was only used to adjust the objects, and it requires editing tricks and a special <a href=http://mtm2.com/~trackville/tracked3/boxconvert.zip>converter</a>. I have many notes about this scattered around the forum but here is the basic method...
- Create most of the track in Traxx and include the BIN models you wish to use.
- Extract the track pod into the TrackEd3 folder and open it (load the SIT).
- Edit your models then save, which then saves the SIT in Evo1 format.
- Load the new SIT in Wordpad, prepare it for Phin's converter, then save it.
- Convert the .SIT with Phin's utility. You now have the "boxes" portion isolated.
- Paste the converted "boxes" section back into your original Traxx-made .SIT file.
- Build your POD with a pod utility and mount it in the game.
- ONLY the "boxes" (object properties) portion of the Evo1 .SIT file is used.
It's all pretty easy IF you already know how to use TrackEd3 and how to extract pods and put them back together, otherwise it would be a headache. And, I wouldn't recommend it unless you plan to build complex structures using models.
interested in the method should probably contact me (or post a message here) for details, information and links. I don't expect anyone will be interested, which is why I haven't finished my notes or compiled them into one location.