Exporting tracks to 10 (not 60, there are 60 vertices) sectors segment can easily be done, but mapping assignement will become a hell for everyone as I can't save texture names yet in the 3ds file. we already have discuss of this. let me explain with an example.
original tracks has the same objects division as in the .bin, any object (track and track verges) has his own unk4 value, many share the same values but some use different values. i don't know what unk4 stands for but i suspect it has something to do with shadows level or amount of light.
the track sometime disappear, this is a well known issue, the bin seem innocent due using the original bin it continue to disappear.
may be the disappearing related to the unk4 value and the .bin portion undelying?
using arbitrary .gp4 track and verge division cause the lack of matching with the .bin division unless you are very careful detaching faces in zmod.
from this my idea, having the .dat exported in 3ds format, using one file for each track element, so a track.3ds, a DLverge.3ds etc. every file splitted using the same division as in the .bin
The track maker so has to load the 3ds file and assign the mapping.
This is very easy in zmodeler using a portion of track components at time
just to remember:
1) in the material editor a copy of the default material must be created. at this copy must be assigned the tga and a name for the material must be choosen.
2) in object mode all object must be selected (SEL button pressed/select menu/select all/right click on a window)
3) face mode (having the SEL button pressed) and right click on a window
4) CTRL+A and in the requester the before created material must be choosed.
5) save as .gp4 and import in 3deditor.
the opposite way, having one file with all objects.
the track must be divided, so let's start from the track itself, hide all objects but the DTRACK
1) the material must be created, it's name can be tarmac.
2) SEL button, face mode and select a group of faces (you have to count the triangles to use the same divide criteria for all sections)
3) create/object/detach (choose a name for the new object)
4) repeat the 2/3 until you have finish the division (too long to write)
5) now we have the track divided, so we need to divide the rest
6) let's start applying a texture, hiding all but the DLverge and assign the texture to the part.
7) count the triangles and repeat point 2/3 until you've finished.
8) do the same for the other 7 track components.
9) many hours after, save the .gp4
some work can be saved using large divisions (100 or more triangles) but the sync with the .bin is surely lost.
the question is, is the graphic part division important?
why the original tracks has the same divisions as in the .bin?
can be this related to the track disappearing?
sorry for the long post.