Importing Sports Cars GT tracks
Importing SCGT tracks has a lot in common with importing
SCGT cars. You might want to skim that first before reading this document.
Also note that some tracks are already available more or less (with less work).
Check out the Fast Track page.
Before
continuing, make sure you get the following:
- A copy of SCGT (or F1-2000) if you don't already own it.
- Tony Hirst's VRL2VRML
- Tagforce's MASpuce (v1.0 or higher, perhaps MAStudio might
be the choice of today)
- An SCGT track
- Racer's TrackEd (see the download
page)
- At least about 50Mb of free disk space while converting
- Unzip the track files into a temporary directory, say C:\T\MONZA.
- Run MASpuce and extract the MAS files to get to the VRL files
and the BMP texture images (in for example C:\T\MONZA\RACER).
Often you'll have 2 .MAS files; one XXXMAP.MAS file, which contains
textures, and a XXX.MAS file, which contains the geometry (the 3D objects).
- Run VRL2VRML and convert the VRL files to VRML (this creates
.wrl files).
- Create a new track directory, for example C:\SIMS\RACER\DATA\TRACKS\MONZA.
- Copy an existing track.ini from another track (try the Oval1/TRACK.INI)
and adjust it for the new track, or create your own from scratch (see below
for an example). This track.ini should remain small, as it will be loaded
to determine global details of available tracks.
Example changes are the track's name and author.
- Move (don't copy to keep disk space low) all .BMP files from
C:\T\MONZA into the track directory.
- Create a SCGT/wrl directory in the Racer track directory
(i.e. C:\SIMS\RACER\DATA\TRACKS\MONZA\SCGT\WRL).
Move (don't copy) all .WRL files you created with VRL2VRML into this directory.
- Run TrackEd, select the new
track, and click the button 'Convert SCGT wrl's' to convert all WRL files
to DOF format. This may take a while, but has to happen just once. All WRL
files from <trackdir>/SCGT/wrl will be converted. They will be optimized,
packed and prepared for fast usage in the Racer environments. You'll find
the DOF files in the track directory (yes, it's getting crowded there). If
all has succeeded, you may want to remove the WRL files now, since they take
up a lot of space (especially compared to the DOF files).
- Import the DOF models into your track. You will see them
appear (hopefully) as they load. Specify '*' to load all DOF models (you'll
have to do this eventually). You may also test a subset of models, for speed
(and still, leaving out the skyboxes is a good thing for now). Save
your track when done. This will store the model descriptions in geometry.ini
in the track directory.
If you want to remove geometry later, you must edit the geometry.ini file
directly.
- Import
the scene file (.scn) from SCGT. This is the tough one, as it's not automated
yet. You'll have to create cameras, grid positions etc. yourself.
In practice, this currently (28-02-01) means you'll have to create at least
2 timelines, a grid and a pit position. Don't forget to save the track after
you've done this.
- Optionally
add lighting by clicking 'Add lighting'. After that, save & reload the
track (click 'Select track' and press OK). This adds some rough form of lighting
(it adds normals actually and lights the track while rendering).
- Test the track. Drive around, see how
it works. Get back to TrackEd, load the track and modify it until you're satisfied.
Here's
an example track.ini
file.
Further
steps will include:
- Determining which objects you can collide with, which are
pit areas, etc.
- Placing cameras around the track for replay purposes.
- Determining a start grid.
I'll have to elaborate on these things more when they
get more shape.
To avoid having to reinvent the wheel too much, here are
common problems you probably will encounter:
- Symptom: while driving, you
often hit mysterious invisible objects.
Solution: this probably is because you imported
the X*.wrl (or .dof) files. These are used in SCGT to mark timelines, and
pit entry/exit. In Racer, this is done in other ways, so remove the X* files
from geometry.ini, or rather don't import/convert them at all.
- Symptom: the sky is imported
but is dark and doesn't move while driving.
Solution: the sky needs special flags, as it
is handled differently from other objects. Edit geometry.ini and set the sky
flags to 73 (magic!). Reload the track, and see if the sky behaves better.
- Symptom: once on the track
in Racer itself, the car immediately falls and keeps falling (through the
track).
Solution: you need to set Collide and Surface
flags for all objects that can be driven on. Just enter Object mode (F4),
click the object, and press C, S. You can check the flags in the top left
of the TrackEd window. A lot of objects will NOT be collidable, and for efficiency
the default flags for objects is thus nothing.
- Q: Can I move
my track into another directory, if I come across 2 tracks with the same name?
A: Sure, I believe in directory-freeness. Racer
scans the data/tracks directory for tracks, and the real info is obtained
from the track.ini file, so there's no reference to the actual directory name
whatsoever.
I hope you'll find TrackEd useful and fun.
(last
updated
November 13, 2012
)