Difference between revisions of "Importing Racer tracks"
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Latest revision as of 02:48, 1 September 2012
Directions for importing Racer tracks
Note: These instructions are meant for Linux |
- Unzip and put racer files in temporary folder RACER_TP (temporary track path). Make sure the path has no spaces (dof2joe doesn't like spaces).
- Create new folder for track in track editor folder TRACKEDITOR_TP.
- Convert all texture names to lowercase in RACER_TP via
find . -type f -name \*.tga|sort -r|awk '{f=tolower($1); if(f!=$1 && p[f]!=1){print "mv "$1" "f}p[$1]=1}' | /bin/sh
- Make folder TRACKEDITOR_TP/objects/
- Run the following command:
dof2joe/dof2joe -p TRACKEDITOR_TP/objects/ RACER_TP/*.dof
If there are thousands of .dof files, you may have to do this in steps to avoid a "too many arguments" error from your shell. This will take a while. Textures are automatically converted using nconvert. No filenames should have spaces.
- Open track editor data/tracks/editor.config and set active track to TRACKEDITOR_TP.
- Run the track editor. Trace the roadways and mark the starting position (press H for help).
- cd to the TRACKEDITOR_TP/objects folder (this is important, the packfile stores relative paths) and run
joepack/joepack -c objects.jpk *.joe
- Copy TRACKEDITOR_TP into the main VDrift tracks folder VDRIFT_TP. Erase VDRIFT_TP/objects/*.joe (since they are in the pack file).
- Add VDRIFT_TP/about.txt and ensure that the first line is the name of the track.
- Run VDrift and check out what the track looks like in-game. Note that you will only be able to drive on the roadways you defined in the track editor since no other surfaces have been flagged as collideable. Also take a screenshot for the track selection screen.
- Add the track selection screenshot to VDRIFT_TP/trackshot.png (hopefully these png files will be moved into the folders of the individual tracks soon).
- Open up all of the texture files in TRACKEDITOR_TP/objects and review which textures belong to objects that should be collide-able (roads and walls), have full brightness (trees), be mipmapped (fences and fine transparent objects should not be mipmapped), or be skyboxes.
- Any textures that have transparent areas are usually colored #FF00FF in the Racer textures. You'll need to make these truly transparent in the PNG files. An easy way to do this is to use ImageMagick. Use the commands
mogrify -transparent rgb\(255,0,255\) *.png mogrify -fill rgb\(128,128,128\) -opaque rgba\(255,0,255,0\) *.png
This can be scripted to speed things up of course.
- Set the correct object properties using the trackeditor/listedit Listedit tool.
- Done!