Creating tracks

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Revision as of 21:59, 29 May 2007 by Venzon (talk | contribs)
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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 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!