Creating tracks
From VDrift
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!