[size=150]Introduction[/size]
So, ElSaico’s editor has a tutorial to teach you how to use it. BitTwiddler has a new one which does not carry the requirement of being online to use it. Unfortunately, it does not have the ability to create tracks (yet!), although it is on his to-do list for future versions. Some things to note about the new editor. It is a bit more user-friendly because A) it is offline and B) it has a nice graphical layout. Aside from these two things, they are essentially the same, functionality-wise. Some users have experienced difficulty in using this editor, however. For these reasons, there seems to be a need for a tutorial on how to use this editor also. Without further ado, here we go!
As previously stated, this editor does not currently have the capability to create a track from scratch. It is an editor, not a creator. So you will be needing something to start from, right? Do not worry. I have created a blank template for you to start with. If you have not already done so, go ahead and download BitTwiddler’s Track Editor v0.12 as well.
TrackTemplates.zip (648 Bytes)
[size=150]Opening A Track In The Editor[/size]
After downloading the above ZIP file, extract it to a location and rename the folder so you can find it. You will then open the newly created folder with BitTwiddler’s Track Editor v0.12 to create a track. Creating a custom track image is not included in this tutorial, however the editor will open the folder you created as it has both of the required files already inside. Once you have done this, you should see something like this (with my blank image or one you have created for your track):
While we have this simple image, let’s go over what we’re looking at. The areas on the editor will be explained, by outlined color, below. Many of the fields and buttons also have tooltips enabled to help you if you get stuck.
[ul]Track Image Here is where your map will appear. It is also where you will find the track-line you are creating with the segments. This is the line the car will follow in Automation. At the bottom of this area you can see a thin pink line, which is our starting track-line from the template.
Track Slope Data In this area you will see the slope of your track-line as an elevation map. As you move through the track segments, the highlighted area will change color to show you where you are in the elevation map.
Track Data The information in this box will tell you about your track’s statistics. These include Name, Scale, Starting Point on the map (in pixels in an x|y axis format), and Splits 1 & 2. These fields are all user editable. They can be anything you’d like. In addition to these fields, there are 2 statistics derived from your current segment map. These are elevation and changes in elevation as well as the number of segments included in the data for your track.
Segment Data Here you can find individual data about any segment. When you select a segment you will see the type (Left/Right/Straight) and depending on the type you will see length (straight) or angle and radius (left/right). Below this you will see Slope, Sportiness, and Camber. In addition to these fields, there are 5 buttons in this section. At the top is Up/Down, which allows you to move the segment around in the order. At the bottom are the Add/Split/Delete buttons, which allow you to add a new segment, split the current segment in half, or delete the current segment.[/ul]
http://imagizer.imageshack.us/v2/xq90/537/Zrfthy.png
[size=150]Working With An Image And Lining Up The First Segment[/size]
I’ve made a track image found on the internet for my tutorial. The track is North Course C from NOLA Motorsports Park in Avondale, Louisiana. I’ve chosen this image because it is relatively simple for my purposes and it has a cheat built in with the straight lengths and curve radii already on the image. Most of the time you’ll have to find your own data to make the tracks. As you can see, the thin pink line for our first segment is lined up in the x-axis and nearly lined up in the y-axis. According to the track image, the first segment is 3498 feet. After converting feet to meters, we know this should be 1066.19 meters. It is a perfect straight, so we line it up and set our scale based on this length. We will use a scale of .71 for this track.
Once we have the scale and length of our first segment, go ahead and line it up where it needs to be so the car will follow the track-line of the image.
[size=150]Our First Curve![/size]
Curves are the trickiest part of any track. Angles are often guesses, and many times you will not have radius data for them either. At the end of our 1066.2m straight is a short right-hander which looks to be about 55-60 degrees. Our image tells us this radius is going to be 152 feet, so we convert this to 46.33 meters. We set our radius to 46.4m and then eyeball the angle so it will follow the track.
[size=150]Exiting The Curve[/size]
After setting the next straight, we noticed our curve wasn’t exiting at the right angle causing the following straight to leave the track. We can go back to the previous curve to adjust it (eyeballed again) so it gets back on track in the straight. It ends up looking just right at 60 degrees and we adjusted the radius back to 46.3m. I will go ahead and do the rest of the track and come back at the end to line up on the start/finish line.
[size=150]Finishing Up - Back To The Beginning[/size]
I’ve finished all of the segments and am ready to line up the start/finish line with the 28th segment. This nearly always requires some slight adjustments. You can see the beginning of my last segment doesn’t start where the track indicates it should. The idea is to get the car to end up where it started. This way we know we are traveling the full distance of the track, and it also makes it super easy to make the coveted “flying lap” everybody seems to want/need. If they do not line up properly, they will not look nice in the game when the car goes off the track by great distances.
Save your track in the File menu at the top so no work will be lost. It looks pretty good, but the real test will be to see how the game likes it. Go ahead and test it now. Make notes of any discrepancies you cannot live with, and feel free to go ahead and make adjustments.
[size=150]Revisiting The Scale[/size]
If you’ve paid attention, you probably noticed the track length is not correct. 12,206 feet is 3.720km, but our track is 3.731km. In the Track Data section, next to Scale, you’ll see a checkbox labeled “Rescale”. If you check this and make a change in the Scale field, you’ll keep your track line while altering the segment lengths. This saves you from going back and making individual adjustments to each segment when you change the scale of the track LUA file. You can see I have adjusted mine from .71 to .712, which has left my trackline intact while changing the length of the trackline to the desired 3.720km. Perfecto!
imagizer.imageshack.us/v2/xq90/901/5qv2dJ.png
[size=150]Wrapping Up[/size]
And there you have it. That is how you build a track in the Track Editor v0.12 from BitTwiddler. There is more to do with the program, but the basics have been covered. Feel free to ask questions and after you’ve mastered the basics, experiment with the other features.
I have included my work in this tutorial. I did not test mine yet, but I’m sure it still will require some fine-tuning. Feel free to see what I did with the other segments. There are no slopes or camber on my tracks, nor is sportiness adjusted from the default value of 1. Still, some people learn by dissecting what others do (I’m one of them) and learning to replicate it. Thanks for reading and happy track-buidling!
NOLA Motorsports.zip (321 KB)