track making

Templates

Template files for use with track making tutorial:

track.txt

drone.txt

noncar.txt

3.1 Bounding shapes

Cars and noncars have bounding shapes, which are used for collisions: They are the collision meshes.
Without bounding shapes, everything would go through each other in the game.
If the bounding shapes aren't exact, objects can sink to each other, or collide too early before the actual impact.
Bounding shapes are done from different shapes. You can have more than one shape, just put 2 (or more) to "Number of 'Bounding shapes' entries".

For cars, there's an easy way to create bounding shapes:
Make a simple mesh to cover the car. (not very detailed: 32 points is maximum)

3. Miscellaneous

2.14 Global lighting data

//////////// GLOBAL LIGHTING DATA /////////// (No smooth lighting effects applied)
255 , 255 , 255	// RGB for main directional light-source [No effect]
0.4 , 1.5	// Ambient/Diffuse light to be used when plaything ambient says 0 [No effect]
2.0 , 1.5	// Ambient/Diffuse light to be used when plaything ambient says 1 [No effect}
0.1 , 1.0	// Ambient/Diffuse light, see the pictures
/////////////////////////////////////////////

2.13 Noncar objects

These mean the tippable objects. (Lamp posts, signs, trees...) The objects in your track won't react to ramming at all if you don't write their textfiles here.
If you have a lamp post in your track (&02Lamp.ACT), you would write 02Lamp.txt here. (Without the "&")
And the 02Lamp.txt must be in "data/noncars"-folder: There are all the textfiles. (Which contain the physics of the objects)
Now, you (probably) have two or more of these lamp posts in your track. However, write each textfile only once, even if you had hundreds of lamp posts in your track.

  

2.12 Material modifiers (Making slippery or bumpy driving surfaces)

With these you can make bumpy and slippery surfaces. The first pack of 11 lines is the default material.
It is used for textures which don't have any numbers in the beginning of their identifier in PT2. So those numbers are the key for defining texture's physics.
To make some texture use material 2, for example, put "2" to the beginning of its name. (So "grass7"-texture should be renamed into "2grass7".
And as I just said, don't put any numbers to the beginning of the identifier to make the texture use default material's attributes. (physics)

  

2.11 Drone paths (Traffic, skilifts, planes, etc)

Drones don't have to be imported in the track, just edit this textfile to get drones.
Look for the names in data/drones/drones.txt. Then open the track's textfile, and go to "Start of drone paths".

2 // Version
9 // Number of nodes in the track.

// 0: , these are just notes, but write them, so you can find them more easily. (1, 2, 3...)

-3 , 0 , -5 // Position of this node in the world.
DRONECAR1 // Drone which starts to drive from here, or NONE.
0 // (?)
2 // Number of next possible destinations, see note 1.

2.10 Opponent paths

Opponent paths are made of two parts. In the first part you will write the positions of the nodes (points, through which opponents drive), and in the second part you'll have to "connect" the nodes to make a path for opponents.
Well, it's not much different from drone paths. Remember, that when the race starts, the opponents will rush into the first node. (Node 0)

START OF OPPONENT PATHS
52	  	 // Number of path nodes.

-0.55 , 0.01 , 11.5	  // Node #0 (the position in the world)
-0.35 , 0.01 , 10.2	  // Node #1
-0.32 , 0.0 , 9.82	  // Node #2
.
.
.

2.9 Groove stuff (Moving objects, like cranes, fans or spinning advertisements)

With grooves you can make objects to move continuously. You can make fans, engine pistons, rotating advertisements, etc. But you can't make very complex movements, I think.

Simple movement, from point A to point B. (Cranes, engine pistons)

&CRANE0002.ACT		 // Actor name of moving object.
NOT A FUCKIN LOLLIIIPOP // This is some weird extra axis movement. (Not / XLollipop / YLollipop / ZLollipop) 
DISTANCE	 	// Only moves when in view, or CONSTANT.
STRAIGHT		// Moves on a straight path.
LINEAR			// See note 3.
0 , 0 , -0.1		// Centre of movement.

2.8 Funk stuff (Animated textures and other texture effects)

Animated textures

To make animated textures, you'll have to choose a "trigger"-texture. The trigger texture will be replaced with animation frames, so you'll have to map the trigger texture into surfaces you want to animate.
The trigger texture can be part of the animation. Let's make an animation which counts numbers, from 1 to 4. The frames would be named, for example, Number1.tif, Number2.tif, Number3.tif and Number4.tif.
I'll choose Number1.tif as the trigger. In PT2 I put that texture to some wall, and then double-click the thumbnail in the bottom of the screen.

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