Tiny gap where the pit exit meets the track:
Here follows a list of things:
I looked at the Full layout.
Still some
DX8 problems. This time when it reported a missing texture I put in a dummy file and tried again till I got the full list:
Jumbo screen material problem. It doesn't mention a specific problem just "Error loading global material SCREEN"
Error loading texture GRASS_ADD for material GRASS00
Error loading texture INF_TRACK_DRAGSTRIP_S for material DGST
Error loading texture INF_TRACK_DRAGSTRIP_B for material DGST
Error loading texture INF_TRACK_DRAGSTRIPTAPER for material DRAG_SKIDS
Quick fixes:
Your inf_wall objects are all HAT targets, but they shouldn't be.
PitBoxes are still HAT targets.
ptent objects (trucks) are HAT targets.
ice cream van: HAT target, not lit at night.
inf_bridge_py: HAT target.
inf_buildings06, inf_buildings03: HAT and collision target.
dodgemarena: HAT and collison target
LightPole objects: HAT and collision targets. Some of them are hidden behind walls. For those that are exposed I think you should use invisible poles for the collisions.
inf_outterrain00 and inf_outterrain01: HAT and collision targets.
* I don't know how the game deals with these things but I think there should be as few HATs and collisions as possible.
Object suggestions:
Your inf_tires objects don't use the Collision tag. I recommend you place invisible low-poly collision walls over them. That should stop cars going through the tyres without inducing physics bending behaviour.
The inf_infence objects dont have the collision tag. I recommend more invisible low-poly collision walls.
inf_terra12 could be split up so that the chequered flag floor and the concrete (material rdcp00) are separate objects.
inf_outterrain01 is a big object. Not as many polys as I thought, but it still might be a good idea to split it up.