1) build the track as a series of meshes in a mesh tool (Milkshape, XSI mod tool, 3ds Max, DeleD, whatever)
2) use texturing on the meshes to determine ground type
3) each frame, cast rays for the four wheels of the car to the ground, to measure distance and ground type
4) affect the simulation of the car based on wheel distance and ground type
5) you'll need gravity, and springs for the wheels, to get good behavior
Good luck!
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Jon Watte, Direct3D MVP
kW X-port 3ds Max .X exporter
14 days after getting my RROD box back, it's going back for service again. Grr.