Difference between revisions of "Importing Racer tracks"
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==Directions for importing Racer tracks== | ==Directions for importing Racer tracks== | ||
− | |||
{{note|These instructions are meant for Linux}} | {{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). | + | * 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. | + | * Create new folder for track in track editor folder ''TRACKEDITOR_TP''. |
− | * Convert all texture names to lowercase in RACER_TP via | + | * Convert all texture names to lowercase in ''RACER_TP'' via |
− | |||
find . -type f -name \*.tga|sort -r|awk '{f=tolower($1); | 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 | if(f!=$1 && p[f]!=1){print "mv "$1" "f}p[$1]=1}' | /bin/sh | ||
− | * Make folder TRACKEDITOR_TP/objects/ | + | * Make folder '''''TRACKEDITOR_TP''/objects/''' |
* Run the following command: | * Run the following command: | ||
dof2joe/dof2joe -p TRACKEDITOR_TP/objects/ RACER_TP/*.dof | 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. | 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 | + | * 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). | * 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 | 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). | + | * Copy ''TRACKEDITOR_TP'' into the main VDrift tracks folder ''VDRIFT_TP''. Erase '''''VDRIFT_TP''/objects/*.joe''' (since they are in the pack file). |
− | * Add | + | * 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. | * 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 | + | * 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. | + | * 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 | * 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 -transparent rgb\(255,0,255\) *.png | ||
mogrify -fill rgb\(128,128,128\) -opaque rgba\(255,0,255,0\) *.png | mogrify -fill rgb\(128,128,128\) -opaque rgba\(255,0,255,0\) *.png | ||
This can be scripted to speed things up of course. | This can be scripted to speed things up of course. | ||
− | * Set the correct object properties using the | + | * Set the correct object properties using the '''trackeditor/listedit''' [[Listedit tool]]. |
* Done! | * Done! | ||
[[Category:Tracks]] | [[Category: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!