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Cars-TrackEditor
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TrackDesigner
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TrackDesigner.readme
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Tracks in VGP are made of two kind of files, located in the corresponding drawer of the
"Piste/" directory:
a) .3do files, named "Obj01.3do", "Obj02.3do", etc.; these files control the "visual" aspect of
the track: they are very large (about 200-300 mts of diameter) .3do objects that the VGP 3d engine
uses to "render" the track. You can easily create your own using Aegis Modeler3d or, better, using
the "TrackDesigner" track editor
b) the .ctp file, named "Ctrl1.ctp" for historical reasons, which controls the physical
environment of the track such as where and how are kerbs, walls, grass/gravel, etc.; this file must,
of course, match exactly the "visual" info of the .3do files so that if you see a wall and you go
straight into it you'll eventually crash into it. This file can be generated starting from a .geo
file using the "ConvCtp" utility
TRACK EDITOR
It's clear, now, that if you want to design your own track you must supply the .3do files
and the .ctp one, and that the two must be perfectly matched. "TrackDesigner" is a simple utility that
lets you design your own track with a point-and-click interface and that generates automagically the
required .geo files; after, you can either modify them again from within Modeler3d or simply use
Conv3do and ConvCtp to build the final files.
When you start TrackDesigner you'll see two main windows; the upper one is where you design the
track, the lower one contains some gadgets for the most useful functions:
CARICA PISTA: load in a track previously saved by TrackDesigner
SALVA PISTA: save a track
GEN.PISTA: generate the track; TrackDesigner generates a set of .geo files in RAM: containing
the visual info of the track ("TrackXX.geo"), and the "Track.ctp" file that, despite
its name, is again a .geo file but contains the physical environment info of the
track; these files can be loaded into Modeler3d for further modifications or passed
to Conv3do and ConvCtp to build the "ObjXX.3do" and "Ctrl1.ctp" final files.
Pay attention to the fact that the track must be "centered" when generating files,
ie the first block must start at position 0,0
NUOVO TRATTO: start a new track "block"; tracks are made of blocks, pieces of track with constant
curvature radius. The new block is appended immediately after the currently selected
block (which is painted in red); you select a block simply by clicking on it in the
upper window
CANCELLA TRATTO delete the currently selected track block
CREA OGGETTO: add an "object" to the currently selected block. Objects are standard .geo files
that you can design in Modeler3d and that can be placed around the track (such as
trees, buildings, bridges, etc.); when TrackDesigner generates the track it merges
these files into the generated "TrackXX.geo" ones
CANC.OGGETTO: delete an object from the currently selected block; click on it to delete it, or
click right mouse button to abort
CAMBIA PISTA: change the currently selected block's shape; click right mouse button when you're
satisfied with the changes
CAMBIA TRAIET.: change the best line; this is used by the driving help and by the opponents in VGP
to have a rough idea on how to enter/exit a turn (though they have their own AI, they
still need some hints...); this line MUST be continuous, no angular points are
allowed otherwise strange results may happen; again, use the mouse to change it, and
click right mouse button when you are done
CAMBIA ANGOLO: change the starting point angle of the best line; be CAREFUL with this option, the
best line CANNOT have angles - it must be a continuous line...
CAMBIA OGG.: change an object position; click near an object (in the selected block) to move it,
and click right mouse button when done
The keyboard can also be used to pop up windows to enter additional info:
"i" - the "current block info" window:
COORD X,Y,Z these control the x,y,z coordinates of the current block's END point.
Usually x,y are already there because you enter them by point-and-click
actions, but you may want to change the track's height too
LUNG the block length (in mts)
ALFA the block's end point direction angle, in respect of the x axis
NUM the number of polygons this block is made of. The VGP 3d engine can display
only polygons, so turns must be approximated by polygons stripes. Here you
can enter how many polygons do you want for the stripe. The more you increase
the number, the "smoother" will be the visual aspect of the turn but, of
course, the more will be the points/polygons that the VGP 3d engine must
deal with. Straights can be made of just one polygon, of course, but for
turns you must find a tradeoff that depends on your Amiga's speed
"->Passo" calculate for you the "right" number of polygons in a stripe. You must fill
in the "PASSO N" gadget on the right of the window specifying the length (in
mts) of a polygon, and this gadget will calculate the number of polygons
required. The default value is 60mts, but if you have got a fast Amiga you
can try to decrease this value for "smoother" turns. On straights it's best
if you manually insert a little number in NUM
TRA X,Y control the x,y coords of the best line end point. These values are not
absolute but are relative to the block end point coords, so that the best
line will "follow" the track if you change it
TRA NUM the best line is approximated by a number of points, much the same that turns
are made of polygon stripes. Those points should be placed at ~every 4mts,
but on straight they can be more distantiated. Here you can insert how many
points do you want for the best line. Do NOT insert a number that gives
best line points with a distance below 3.5/4 mts!
"->Passo" calculate for you the right number of points, based on the inter-point
distance inserted in "PASSO T"; on straights it's best if you don't use this
gadget and insert a little number in TRA NUM yourself
TRA LUN the best line length
ALFA S/E the starting/ending points' angles, in respect of the track, of the best line;
because the best line cannot have angular points, the ending angle of one
block's best line must match the starting one of the next block
R.CURV the curvature radius of the best line
VELOC. the maximum speed the best line can be entered at
TELEC. control the presence of a camera; if you enter a number different than 0, a
camera is placed on the left or right side of the track, depending on the
fact that you enter a negative or positive number. The number absolute value
must be less than TRA NUM and controls at which best line point the camera is
placed. So, as an example, if you have a turn whose best line is made of 30
points and you insert -15 in this gadget, the camera will be placed at half
the turn on the left side of the track
R.BOX this is a bit tricky, and controls the "deceleration" point for opponents. It
works in a manner similar to the camera, you enter the (positive only) number
of the best line point at which opponents must start to decelerate when they
are low on fuel and have to enter the pit. This point must be placed in the
"right" position so that opponents don't miss the pit-lane but, on the
opposite, don't start decelerating too early wasting a lot of time during
their pit-stops
"ERBA" these two gadgets control what is placed to the left or right side of the
track. If they read "erba", you'll get grass, if they read "sabbia", you'll
get gravel
PIS DS/SX the width of the track (in mts), to the right (positive) and to the left
(negative). The upper gadgets control the starting point, the lower the
ending point (it's not required that track borders overlap between different
track blocks)
COR DS/SX if enabled, control kerbs. Kerbs extend from PIS to COR, and should
usually be 2mts wide
MUR DS/SX control the distance of walls from the center of the track. Should be
AT LEAST as wide as the track...
PITLANE if enabled, control the distance of the pitlane border from the wall. Can be
either positive or negative, depending on the fact that the pitlane is placed
on the right or left side of the track, and its absolute value should be
greater than MUR
"o" - the "object" window (click on the object you want to move/resize):
POSIZ X/Y change object's position. Coordinates are relative to the current block, so
if you change the track the objects will "follow" it
FATT.ESPANSIONE if the current block is a turn when you move the object left/right it will
expand/shrink, because of the fact that its coordinates are relative to
the current block (and thus transformed). This gadget lets you insert a
"correcting expanding factor" so that the object maintains its dimensions.
"p" - the "global preferences" window
SCALA IMMAGINE unused any more
TRAIETT.START select the starting position of the best line, which usually isn't on the
center of the track
INCL.SPOILER the "wing" settings of the "fake" car. The "fake" car is used to show you
the speed of a turn, given its curvature radius, but of course this speed
depends on the wing settings of the car.
OGGETTI->1.0 put the expansion factor to 1.0 for every object in the track
CENTRA PISTA place the first block's starting point at 0,0 - REQUIRED before generating
the track
SCALA PISTA X/Y scales the x/y coordinates of the track. Only the ending points coords are
scaled, not the track's width, objects, etc.
ABBASSA PISTA lower the Z coordinates of the specified amount
SCALA PISTA Z scales the Z coordinates of the track blocks' ending points
Keyboard controls other important things with the following keys:
"8","4","6" and "2" translate (move) track up-left-right-down. Track MUST be restored to its
original position before generating it
"s" or "d" add a left or right kerb to the current block
"f" or "g" add a left or right pitlane to the current block. The last block in the
track, ie the one that "closes" the track, should always be at least 220mts
long and should always have a pitlane, because it's here that cars are placed
when the game starts
"a" remove kerbs and/or pitlanes from the current block
"+" and "-" magnify track
"q" exit TrackDesigner
The "Piste/" drawer contains the VGP tracks in the TrackDesigner format, so that you can load
them and try to modify them. TrackDesigner is not a very friendly application, it was designed to
be used only by me so you'll need a bit of time and practice to understand how the whole stuff works.
Don't try to do "strange" things, some things are possible in TrackDesigner but give weird results
(or even crashes) when VGP tries to load such "strange" tracks.
The other drawers contain object used in the tracks. They are normal, standard .geo files
that can be loaded/modified by Modeler3d. Feel free to re-use them in your tracks, and/or design
your own.