Making your own tracks with PhotoShop
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Re: Making your own tracks with PhotoShop
I have a few questions:
- If I'm using .til file, does that mean I don't have to copy/paste those definitions to .trk file at all? Insted of that, I just need to put there one line like Include Track_Name.til? So, I'll not experience that copy/paste "bug" that dede mentioned in his tutorial?
- How do you guys make pit working? I have it like you all do:
Terrain Pit
id 77
isWall 0
viscosity 1.0
acceleration 0.5
braking 1.0
grip 2.0
steering 1.0
skidMark 1
tyreMark 0
red 110
green 110
blue 110
pit 1
But track still acts like there is no pit at all. I mean, the car slows down as it should, but fuel is disabled.
- If I'm using .til file, does that mean I don't have to copy/paste those definitions to .trk file at all? Insted of that, I just need to put there one line like Include Track_Name.til? So, I'll not experience that copy/paste "bug" that dede mentioned in his tutorial?
- How do you guys make pit working? I have it like you all do:
Terrain Pit
id 77
isWall 0
viscosity 1.0
acceleration 0.5
braking 1.0
grip 2.0
steering 1.0
skidMark 1
tyreMark 0
red 110
green 110
blue 110
pit 1
But track still acts like there is no pit at all. I mean, the car slows down as it should, but fuel is disabled.
Re: Making your own tracks with PhotoShop
yep!Whiplash wrote:I have a few questions:
- If I'm using .til file, does that mean I don't have to copy/paste those definitions to .trk file at all? Insted of that, I just need to put there one line like Include Track_Name.til? So, I'll not experience that copy/paste "bug" that dede mentioned in his tutorial?
did you defined the pit in the editor with f5?Whiplash wrote: - How do you guys make pit working? I have it like you all do:
Terrain Pit
id 77
isWall 0
viscosity 1.0
acceleration 0.5
braking 1.0
grip 2.0
steering 1.0
skidMark 1
tyreMark 0
red 110
green 110
blue 110
pit 1
But track still acts like there is no pit at all. I mean, the car slows down as it should, but fuel is disabled.
Re: Making your own tracks with PhotoShop
How can I do it when it's always a box? You're telling me that pattern color only defines the speed of car there, not also the refueling area?Lanz wrote:..did you defined the pit in the editor with f5?
Re: Making your own tracks with PhotoShop
I found this text from README-fuel.txt:Whiplash wrote:How can I do it when it's always a box? You're telling me that pattern color only defines the speed of car there, not also the refueling area?Lanz wrote:..did you defined the pit in the editor with f5?
I think your custom pit terrain will work normally after you do that.UPDATE in version 1.0.8: It is possible to mark a terrain to be a pit
terrain by adding line "pit 1" to its definition. This changes the track
hash value, though, and players with version 1.0.7 do not recognize the
pit so using this is not recommended unless really needed. You must also
add a normal pit to the track so that the track is recognized to be
a pit track in fuel races. It can overlap with the pit terrain.
Edit: Or I guess you can just add line to trk file like this :
Code: Select all
Pit 296 1848 1209 1884
Re: Making your own tracks with PhotoShop
Oki doki. I'll try that as soon as I get some more enthusiasm for it. Now I'm tired of creative part of TS, and horny for some wanking and racing.
Thanks!

Thanks!
Re: Making your own tracks with PhotoShop
Whiplash wrote:How can I do it when it's always a box? You're telling me that pattern color only defines the speed of car there, not also the refueling area?Lanz wrote:..did you defined the pit in the editor with f5?
well even if you for example have 2 pits on the track and defined them both right a tiny little box over one of those is enough! check out pits from martinsville for example then you probs get what i mean!
Re: Making your own tracks with PhotoShop
WTF have I done wrong now? Why my kerbs are so fucked up?
Re: Making your own tracks with PhotoShop
Can somebody finally answer?Whiplash wrote:WTF have I done wrong now? Why my kerbs are so fucked up?
Re: Making your own tracks with PhotoShop
You used a BMP file for your screenshot, that's very wrong. Also you probably disabled anti-aliasing at some point.
Re: Making your own tracks with PhotoShop
Yeah, I wanted a good quality.Tijny wrote:You used a BMP file for your screenshot, that's very wrong.

Hmm, as I remember, dede's tutorial says so at some point too. I'll try to keep it checked in the new tests and see if it will help. Thanks.Tijny wrote:Also you probably disabled anti-aliasing at some point.
Re: Making your own tracks with PhotoShop
Stupid shit. I can't overcome this problem after so many tests.
Re: Making your own tracks with PhotoShop
Did you mean "I suck."?Whiplash wrote:Stupid shit.
Re: Making your own tracks with PhotoShop
Could someone re-up a tutorial? X
Re: Making your own tracks with PhotoShop
Yeah, I wanted to do it already and I somehow forgot. You can find it now in Download/Other section. 
EDIT: ah, link doesn't work now. I'll fix it soon.
EDIT2: OK, fixed.

EDIT: ah, link doesn't work now. I'll fix it soon.
EDIT2: OK, fixed.
Re: Making your own tracks with PhotoShop
Thanks a bunch. I hope this works!
Re: Making your own tracks with PhotoShop
i have done indexing colors,but the tree tiles i can still go trough, is there some other file i need to edit,except patern
Re: Making your own tracks with PhotoShop
You can read details inside of "tiles2.til" file inside of "data" folder. And, here I made you an example:
Link
Have in mind that your .trk file will need the line "Include grm.til" so that editor and the game could read it. You can copy its text and paste it to some other .til file too.
ID number 912 is just a random free number that defines position of the tile inside of editor (you will press number 9 on keyboard to find it quickly).
Link
Have in mind that your .trk file will need the line "Include grm.til" so that editor and the game could read it. You can copy its text and paste it to some other .til file too.
ID number 912 is just a random free number that defines position of the tile inside of editor (you will press number 9 on keyboard to find it quickly).