Race Arcade

Race Arcade

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Track Editor - Starting Guide
By Iceflake
This guide teaches how to make tracks with the editor that is included in the game and how to play them.
   
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Starting With The Editor
Startup
When you first open the editor from the main menu it gives you a few options to choose from.

New Level - Creates a new level.
Load Level - Opens a list of all custom tracks in your computer.
Submit To Steam - Opens a menu where you can upload your own tracks to Steam Workshop.
Exit Editor - Takes back to main menu.

We start by choosing the new level.
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Giving a Name
At first the editor asks you to give a name for your new map. This name is a file name and it is used only in your game folder and inside the editor. This name can be thought as working title for your map. The name you want to show in the game is given in the settings, which are explained in a moment.


Interface
The interface is quite simple and tooltips are there to help. Here is the simple breakthrough.

New - This creates a new track
Load - Load tracks
Save - Saves current track
Settings- Opens settings menu for the current track
Brushes - Terrain and road tools
Lines - Road markings and lines
Objects - All props
Control points - Tool to make driving lines for AI
Checkpoints - Tool to create checkpoints
Start - Set start grid
Crop - Crop the area visible to camera
Undo - Undo the last action
Redo - Redo the last undo
Delete - Delete items from the map
Play- Test play the track with AI
Categories - Shows all categories there are available for brushes, lines and objects
List of Items - Items in each category are listed here

Navigation instructions are shown on the upper right corner of the work view. You can use arrows or WASD controls to pan the camera around. Zooming can be done with mouse wheel. While using brushes or placing lines and objects rotating them can be done by clicking the right mouse button. Each click rotates the object 45 degrees. Moving all assets in the map is possible with numpad arrow keys.

Settings
In the Settings panel all important properties of the current track can be adjusted. These settings can be changed along the way, but it is good to set them up already in the beginning.


Name - This name is viewed inside the game and in the Steam Workshop, so this is public name of the map (unlike the previous name which was only a file name).
Laps - The number of laps for this level.
Difficulty - This only describes the track difficulty (does not affect the AI).
Main Layer - The basic road material. Currently the game supports asphalt, dirt and ice.
Layer 1-3 - In addition to road material three additional materials can be used in one map. Also other road materials are allowed.
Music - Choose a music from the game soundtrack to be used with this level. It can be also left to random.

Now we are all set to start creating our own kick ass tracks for the game. This ends the first part of this guide. In the next part we will create a simple track using the tools introduced in this chapter.
Creating The First Track
In this section we create a simple track and go through all the phases that are required to create a working and playable track. The finished track is then playable in single player and in the local multiplayer.

The track dimension is rectangular as can be seen from the picture below. The track can be designed to be anything and all objects can be used freely. The only limitation is that it needs to fit inside this area. In the beginning the whole area is covered with the material defined.

Many of the phases in this chapter can be done in different order, but the purpose is to show one way of doing things so that everyone can get started with their own tracks.



Start Position
Start position can be set in the beginning, but this is not mandatory and it can be adjusted at any time. Note that setting the start position automatically sets the starting grid in place.



Road Markings
Road markings are easy to put in place when there are no other objects on the map in the way. The road markings are not restricting in any way. Players can drive wherever they want and these markings can be left out if the map looks better without them. However, in normal race tracks there are usually markings and therefore we are also using them in this example map.



Deleting Items
Delete tool is very simple to use. Just select the delete tool (trashcan icon). When moving the mouse cursor over the assets a red x appears over them. The red x tells the center point of each object and pressing the left mouse button will remove that object from the map. In the picture below a short white road marking is selected.


Terrain
Select brushes to create the terrain for the map. There are brushes of different shapes and sizes available. Just select them from the list and place them on the map.

Here we have a finished terrain made with brushes. All these can be edited later, so this is just a preliminary work and it won't need to be perfect immediately.


Objects
There are several categories of different objects that can be used. These categories are buildings, bushes, props, roads, rocks, trees, vegetation, vehicles, water and animated. Placing them is easy and done similarly to using brushes. There are also interactive objects like bridges, ramps, oil leaks etc.

Animated objects are a little different. They are placed into a position where they start moving and where they will turn when they get back to that position. Therefore it might be wise with some animated objects, airplanes for example, to place them outside the visible area to the black region.


Checkpoints
Without checkpoints no laps are counted. This means that all cars need to go through the blue rectangles that are the checkpoints in the picture below. Checkpoints also determine where the track goes.

It is important to place the first checkpoint on the finish line. Counting the laps start only when the car goes through the first checkpoint. After crossing the first checkpoint all others need to be driven in the right order.


Control points
Control points are used to give driving lines for the AI players. The first control point should be placed after the starting line in a way that it prepares a good driving line for the next turn.

AI is always trying follow the curve that is generated between the driving lines. This curve is still just a guideline and AI does not follow this precisely. In our example map there are nine control points in total (see the picture below). There is no limit of how many control points can be placed, but the less the better could be used as a general rule of thumb.

If you want to place one extra control point in between the existing ones, it is possible. Just click one where you want it and then move it to the right place using the arrows on the left hand side of the screen. Control points can be also deleted using the trashcan icon.

Cropping
Finally you can crop the map. This means that the area shown in-game can be controlled by dragging the green box to cover only the parts you want. Even the farthest camera mode won't show more than is inside this green box.

Test play
It might be a wise idea to test your track before uploading your map for the whole world. This is easily done by pressing the green play button on the lower right corner of the screen. This is like playing the track in single race mode. It is an easy way also to test how well your control points work for AI.

Congratulations you have made your first own map! This can be played freely in single player and in the local multiplayer.
1 Comments
BloodHawk 8 Dec, 2017 @ 1:44pm 
The track editor is very well done, but is there a way to brush or drag a single item (such as a straight white line from the "markings" section) across a longer distance? I couldn't figure out how and it is pretty annoying to have to apply little individual lines over and over again with pixel perfect precision in order to have a straight line.