UV unwrap a curve as though it were straight?

Suppose I can model a race track, and want to put a dotted line down the middle of the track? What would be a good approach to something like this?


I would be open to removing the triangles like this if it makes it easier to do:



Then every quad in the mesh would need to be a rectangle in the UV map.

Get rid of the triangles, make each face pretty much the same are (subdivide the long edges) then look at unwrapping using the ‘follow active quads’ option.
See
http://wiki.blender.org/index.php/Doc%3A2.6/Manual/Textures/Mapping/UV/Unwrapping#Follow_Active_Quads

Oho! That does pull it off very nicely. Thanks.