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 /data/tracks/editor.config and set active track to TRACKEDITOR_TP.
+
* 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
+
* 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 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 VDrift/gui/tracks/VDRIFT_TP.png (hopefully these png files will be moved into the folders of the individual tracks soon).
+
* 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 VDrift-tracked/listedit [[Listedit tool]].
+
* Set the correct object properties using the '''trackeditor/listedit''' [[Listedit tool]].
 
* Done!
 
* Done!
  

Revision as of 06:43, 27 August 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!