Making tracks

This guide will try to completely cover making and editing tracks in an organized and easy to follow way.

Contents

Separate sub-articles

These articles contain additional information you might want to use.

For STK 0.6* a high-level track editor can be used, without the need to do any 3D modeling. The track editor is unsupported, and will not work for the irrlicht version of STK:

Modelling :

Other languages :

Getting ready for 0.7 : 0.7 will feature somewhat different track formats; this should soon become the official way to do things, but meanwhile look at :

Planning

You might be tempted to skip planning, but they take little time, little effort, and you will get much better results! Unless you have a scanner or camera, you should make your design on the computer.

Notes:

Get the tools

Track modeling

Texture information

All textures have to be in either png or jpg format. Please favour quality over size - so usually use png, but especially for larger textures if the difference is not really visible in the game use a higher compression (e.g. jpg).

All images and textures have to obey the rules for OpenGL texture maps - they must be even powers of two in size (i.e. the X and Y dimensions must be 2,4,8,16,32,64,128,256,512). You can have rectangular texture files (e.g. 128x64).

Whilst the limit to the size of a texture map is fairly large on modern hardware (most can support 2048x2048 or even 4096x4096), we try to make STK runnable on older computers, too. So try to limit the texture size to 1024x1024 or even smaller if possible.

Textures are ALWAYS MIPmapped and displayed using the highest quality settings.

Making drivelines

For the AI, the mini-map display and to determine the current ranking of the karts STK needs to know the "shape" of the road. This is what is provided with drivelines. The drivelines concept and how to create them in blender are described on a dedicated new drivelines page.

Exporting the track

After this, you need to use the track export script.

FIXME: all of this needs to be updated for the new script!

Image:Script-step1.jpg

Image:Script-step2.jpg Image:Script-step3.jpg

Image:Script-step4.jpg

Special case : arenas

STK 0.6 (and current SVN) introduces a battle mode which takes place in arenas rather than race tracks. Arenas are done very similarly to tracks, except that you do not need to create drivelines. Also, add a few empties named 'START' around the arena, they will mark places where karts may start. Once you exported the model(s) and .loc file, create the .track file as you would do for a regular track, but add the line "(arena #t)" to it FIXME: not relevant anymore, we're not using LISP, update for our new XML files

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