Difference between revisions of "Creating tracks"
From VDrift
(New page: ==Directions for creating tracks== {{note|These instructions are meant for Linux}} * Model the scene. See the track modeling tutorial * If you use a 3d editor other than blender, * ...) |
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{{note|These instructions are meant for Linux}} | {{note|These instructions are meant for Linux}} | ||
− | * Model the scene. See the [[track modeling tutorial]] | + | * Model the scene. See the [[track modeling tutorial]] for help with this step. |
− | * If you use a 3d editor other than blender, | + | * If you use a 3d editor other than blender, import the track into blender. |
− | * | + | * Use the export-all-joe-0.3.py blender export script to export all objects. This script can be found in the VDrift art repository under the tools folder. The export script creates a number of .joe files and a list.txt file. The list.txt file may be named somename-list.txt, in which case you should rename it to list.txt |
− | * Create new folder for track in track editor folder TRACKEDITOR_TP | + | * Create new folder for track in track editor folder TRACKEDITOR_TP (if your track is called parkinglot, the path could be /home/joe/VDrift-trackeditor/data/tracks/parkinglot). |
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* Make folder TRACKEDITOR_TP/objects/ | * Make folder TRACKEDITOR_TP/objects/ | ||
− | * | + | * Copy all of the .joe files and the list.txt file to TRACKEDITOR_TP/objects/ |
− | + | * Open track editor data/tracks/editor.config and set active track to TRACKEDITOR_TP. | |
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− | * Open track editor | ||
* 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 | * 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 (for example /home/joe/VDrift/data/tracks/parkinglot). Erase VDRIFT_TP/objects/*.joe (since they are in the pack file). |
* Add your VDRIFT_TP to VDrift/data/tracks/track_list.txt | * Add your VDRIFT_TP to VDrift/data/tracks/track_list.txt | ||
* Add VDRIFT_TP/about.txt and ensure that the first line is the name of the track. | * 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 |
* 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. | ||
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* Set the correct object properties using the VDrift-tracked/listedit tool (more documentation to come). | * Set the correct object properties using the VDrift-tracked/listedit tool (more documentation to come). | ||
* Done! | * Done! |
Revision as of 22:59, 29 May 2007
Directions for creating tracks
Note: These instructions are meant for Linux |
- Model the scene. See the track modeling tutorial for help with this step.
- If you use a 3d editor other than blender, import the track into blender.
- Use the export-all-joe-0.3.py blender export script to export all objects. This script can be found in the VDrift art repository under the tools folder. The export script creates a number of .joe files and a list.txt file. The list.txt file may be named somename-list.txt, in which case you should rename it to list.txt
- Create new folder for track in track editor folder TRACKEDITOR_TP (if your track is called parkinglot, the path could be /home/joe/VDrift-trackeditor/data/tracks/parkinglot).
- Make folder TRACKEDITOR_TP/objects/
- Copy all of the .joe files and the list.txt file to TRACKEDITOR_TP/objects/
- 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 (for example /home/joe/VDrift/data/tracks/parkinglot). Erase VDRIFT_TP/objects/*.joe (since they are in the pack file).
- Add your VDRIFT_TP to VDrift/data/tracks/track_list.txt
- 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
- 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.
- Set the correct object properties using the VDrift-tracked/listedit tool (more documentation to come).
- Done!