Track Editor Tutorial for GeneRally by TuomoH

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TuomoH
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Track Editor Tutorial for GeneRally by TuomoH

Post by TuomoH »

In this tutorial, I will go over techniques of making a GeneRally track using only the Track Editor. However, lots of these ideas also apply to tracks that use external editors since many things including object placement and AI lines are made the very same way. Everything is based on my experience and opinions on what makes a track good or fun. Some of the tips are common sense but others are influenced by my personal bias.

The tutorial includes over 50 pictures for your convenience. The zip also includes the track I've used as an example, Tutoring.

Hope it's of use for you! :)
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Since 2002 // #253-258 Evotown [tpk] [evo] [ral] [stc] new .. #252 Jumpville [stu] .. #251 Lyme Park [ral]
My GR site .. Track Editor Tutorial for GeneRally
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Kikwik
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Re: Track Editor Tutorial for GeneRally by TuomoH

Post by Kikwik »

I would lie if I tell you I read all you have wrote here but wow, how many time and dedication you have put in it, in a so short amount of time, and with precise details, is incredible ! :o

It's really well made. I appreciate the fact that you made different kind of remarks (important ones, to not do and tips and tricks with different colors), and that you worked on a track which is available for the ones who want to check it at the end of the tutorial to see what you've exactly done.

I learned lot of things, particularly on AI lines but also for the texture trick in TE (was really surprised). Pictures helps a lot too and it's really appreciated.

It's a really nice tutorial, and may be helpful to everyone, even if they'll use external editors, as there's many essential tips to learn.

Also, at the end of your tutorial, you said : "[...]open the Track properties oncemore. I asked you to write your name or username to the Author field in the beginning. Make sure your name is there. It’s a bummer to see so many old tracks with no information about who made them! You may also want to add something to the Comments field. Notice that it can’t be seen in GR but in TE. Some people put here version information of the track. I put here my website address."

Thanks you for this, as like you said, most tracks will stay unknown because of not doing this. However the comments section can be seen in GR. In GR, when you select a track and right click on it, left click on the name of the author. You'll see the comments you wrote on TE.

From someone who's trackmaking non-stop since 2002, it's a serious offering for anyone interested in trackmaking. Thanks again for your devotion (we can clearly say it) on this tuto. :hattip:
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TuomoH
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Re: Track Editor Tutorial for GeneRally by TuomoH

Post by TuomoH »

Thanks a lot, Kikwik. :hattip:
Kikwik wrote:However the comments section can be seen in GR. In GR, when you select a track and right click on it, left click on the name of the author. You'll see the comments you wrote on TE.
Wow, I didn't know that! Even after 18 years one can learn new things about one's favorite game. :rofl:
Since 2002 // #253-258 Evotown [tpk] [evo] [ral] [stc] new .. #252 Jumpville [stu] .. #251 Lyme Park [ral]
My GR site .. Track Editor Tutorial for GeneRally
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Crowella
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Re: Track Editor Tutorial for GeneRally by TuomoH

Post by Crowella »

What the, how am I only learning so many of these things now after *looks at calendar* 17 YEARS! :o :shock:

I'm basically just going to post down here and write all the comments as I read them. :up: :goodvibes:

Before reading this, do read the guide and of course, experiment

- I never knew about the RMB goes under the main surface, and I made an example of a TE only circuit too that could have benefited from that! here

- Track width is an interesting one. I have always used the bridge to determine the width which would be approximately 4 cars width. Love this method you use!

- Use exports of LMap and HMap to save even more revisions of tracks rather than tracks alone. You can mix and combine them later if you want to revert to one but keep the other.

- A good way to test if your HMap is too sharp is to listen for it with the cars and hear if the engine bounces or even over revs. There may be differences you can't see that make a huge difference. (I find the formula a good car to test this in, McTurbo too but I find that's a very light car that's more an exception to the rule)

- The wall placement tips ARE THE MOST VITAL TIPS. The editor isn't the most precise when it comes to wall/object placement (object placements are on a 1024x1024 grid but the editor only allows 512x512 of resolution, amazingly) but definitely test and repeat. :D

- You added my point about stretching the start positions. I wish more people did this. Similarly for finish lines, I like to try not put them too close to the first corner so a player has time to analyse lap time, current lap and any other info they need from the bottom of the screen without too much fear of running into a corner too late. This is a very early design consideration of course

I don't have anything else to add. This is an extremely well thought out and straight to the point tutorial that with the exception of external editors for LMap (and HMap), covers everything needed to make the best GR tracks. :bg:
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TuomoH
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Re: Track Editor Tutorial for GeneRally by TuomoH

Post by TuomoH »

Thanks a lot, Crowella!
Crowella wrote:- Use exports of LMap and HMap to save even more revisions of tracks rather than tracks alone. You can mix and combine them later if you want to revert to one but keep the other.
Of course! I do this with the external editors but for some reason didn't think it works with TE since I didn't touch the import land/height buttons. :D
- A good way to test if your HMap is too sharp is to listen for it with the cars and hear if the engine bounces or even over revs. There may be differences you can't see that make a huge difference. (I find the formula a good car to test this in, McTurbo too but I find that's a very light car that's more an exception to the rule)
This is true! I don't usually have such problems with my hmap so I forgot about this.
(object placements are on a 1024x1024 grid but the editor only allows 512x512 of resolution, amazingly)
Really? Didn't know this.

I'm thinking of a slight update after some time. May I add these things?
Since 2002 // #253-258 Evotown [tpk] [evo] [ral] [stc] new .. #252 Jumpville [stu] .. #251 Lyme Park [ral]
My GR site .. Track Editor Tutorial for GeneRally
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Re: Track Editor Tutorial for GeneRally by TuomoH

Post by Danador12 »

Wow, TuomoH! This is what we need! In the next days i'll "study" it. Unfortunately, this week I haven't any time to look a it :weep: :weep:
But i will surely look to this tutorial <3
:stir: :stir:

EDIT:
Finally, it's the weekend. I can start looking to that PDF.
Tuomo, if i have the time to translate it in italian, could I upload also the translated version?
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TuomoH
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Re: Track Editor Tutorial for GeneRally by TuomoH

Post by TuomoH »

Danador12 wrote:Tuomo, if i have the time to translate it in italian, could I upload also the translated version?
Oops, I only now noticed you had an edit. :doh: Sorry for that! Yes, you can upload the translated version into this thread if you manage to find time for it, it would be awesome! :bg:

Thanks for your comment. :) I also see that you've posted new tracks where you have used some things from this tutorial, I'll be sure to check them later today.
Since 2002 // #253-258 Evotown [tpk] [evo] [ral] [stc] new .. #252 Jumpville [stu] .. #251 Lyme Park [ral]
My GR site .. Track Editor Tutorial for GeneRally
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Trigger Happy
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Re: Track Editor Tutorial for GeneRally by TuomoH

Post by Trigger Happy »

TuomoH wrote:
(object placements are on a 1024x1024 grid but the editor only allows 512x512 of resolution, amazingly)
Really? Didn't know this.
E.g. Mlynski Hmap Editor gives a lot more accuracy for wallbuilding thanks to this. Overall the tool makes placing objects like playing with lego. :yummy:

Awesome tutorial. :up:
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