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- TRI TRACKED
- A Track Editor from Terminal Reality Inc.
- Version 1.00
-
- Created: 12-21-96
- Last Revised: 01-22-97
-
-
- WHAT IS TRACKED?
- ================
- TRACKED is a track editor developed by Terminal Reality Inc. for use
- with Microsoft MONSTER TRUCK MADNESS (MTM). This track editor will
- allow you to create new tracks that can be added to and used in the
- full version of MTM. Tracks created and edited with TRACKED only
- work with the full retail version of MTM. This track editor is
- provided as is. Technical Support for this product can be obtained
- via email only. To contact TRI for support address your email to:
-
- tracked@terminalreality.com
-
- DO NOT contact Microsoft for technical support for this editor.
-
-
- FIRST TIME SETUP AND OUTLINE
- ============================
- Make sure that you have a "Typical" or "Full Install" of Monster
- Truck Madness (MTM) loaded on to your computer. Make sure that
- TRACKED.EXE, TRACKED.INI, and TRACKED.POD are installed in your
- MTM directory.
-
- Launch the TRACKED program.
-
- Select File Manager. Select option A - First Time Setup. This will
- expand the files from the MTM GAME.POD file out into the DOS file
- system. Once the files are in the DOS file system, you will be able
- to look at, and change them.
-
- To create a new level, you need to clone an existing MTM level.
- Levels are typically called "situations" in the editor, but levels is
- an easier term to follow. To clone a level, select option C under
- the File Manager. Choose a level to clone from the list of levels
- already created in MTM. Give it a new unique name, up to 7 characters
- long (i.e. MYTRACK). Next, you can give your level a description, up
- to 31 characters long. This description will appear on the pull down
- menus for circuit and rally races within MTM. Once you have cloned a
- level, you can safely make changes to it.
-
- It is a good idea to move your level/situation into a .POD file
- frequently. If nothing else, this serves as a backup for the work
- that you have done. This .POD file can then be used in MTM, and it
- can also be traded with your friends.
-
-
- GENERAL PROCEDURE FOR CREATING A NEW TRACK
- ==========================================
- The following sections describe the general process that a level
- designer at TRI uses to create a track. You may find that the best
- way to start learning how tracks are put together, is to start
- taking them apart. Start with the tracks that are shipped with the
- game, and go on from there.
-
- There is an detailed listing of the keys which are used in each option
- of the Editor. You will find this under the "KEYBOARD GUIDE" section
- of this document. If you want to jump there right now and blaze on
- ahead, do so, but if you want a little more in-depth background on
- how we do level design, read on.
-
-
- TRACK REFERENCE LIST
- ====================
- This is a listing of the situations/levels that are available in both
- the retail and on-line versions of MTM. You can use this list when it
- comes time to clone a level for any new tracks that you would like to
- create. If you want to create a Circuit track, you would clone one
- of the Circuit tracks in the list below, the same if you want to
- create a Rally track.
-
-
- Situation Track Type Track Name
- --------- ---------- ----------
- CASTLE.Sit Rally Highlands Rally
- CIRC1.Sit Circuit A Crazy Eight
- CIRC2.Sit Circuit Canyon Adventure
- CIRC3.Sit Circuit Round and Round
- CIRC4.Sit Circuit Winding Way
- CIRC5.Sit Circuit Mud Pies
- DEMO.Sit Rally Arizona
- DRAG.Sit Drag Strip Indiana State Fairgrounds
- DRAG2.Sit Drag Strip RCA Dome
- DRAG3.Sit Drag Strip B.C. Place
- DRAG4.Sit Drag Strip Tacoma Dome (J)
- DRAG5.Sit Drag Strip Trans World Dome (J)
- ISLAND.Sit Rally Yucatan Adventure
-
- Available On-Line
- -----------------
- CRAZR8.Sit Circuit A Crazier Eight (Add-On)
- SNOWY.Sit Rally Snowy Canyon (Add-On)
- SIERRA.Sit Circuit Sierra Logging Run (Add-On)
-
-
- DISTRIBUTING NEW TRACKS
- =======================
- To use a new track with the MTM game, the .POD file (self contained
- track file) must be mounted. If you do not mount the POD file, the
- game will not add it into the list of tracks that you can race on.
- The POD.INI file is used to tell the game which tracks to load, but
- you must follow the example below and include at least the first 4
- POD references or the program may not function properly.
-
- There is a utility that we have included along with the Track Editor,
- PODMAN.EXE. This program will allow you to mount or unmount PODs.
- Just start the program and it will bring up the list of PODs that
- you currently have available to add into MTM. The standard PODs and
- the TRACKED.POD file will not show up in this list, we ignore those
- since you HAVE to have those ones to run the game and editor properly.
- You just double-click on a POD file in the currently available area
- and it will now appear in the mounted PODs area. To remove it, just
- double-click on the POD in the mounted area and it will be moved back
- into the list of available tracks.
-
- For PODMAN to work efficiently, all of the user tracks should be
- placed in the root directory of MTM. You do not have to follow that
- rule if you want to edit the POD.INI file manually. If you wanted
- to create a folder to place all of your user tracks in and then point
- the POD.INI file to load those, it will work, but PODMAN will not.
-
- To Create (or modify) your POD.INI file manually, follow this example:
-
- 6
- SYSTEM\STARTUP.POD
- SYSTEM\GAME.POD
- SYSTEM\UI.POD
- SYSTEM\TRUCK.POD
- TRACKED.POD
- MYTRACK.POD
-
- In this example, MYTRACK.POD is the .POD file that you have created.
- If this INI file is in the same directory with the MONSTER.EXE
- program, this will tell MONSTER.EXE which tracks to load and include
- on its menus. This list can keep growing as you create and download
- more and more user created tracks. It would be a good practice to
- always include PODMAN.EXE along with the tracks that you create.
-
-
- CREATING THE TERRAIN
- ====================
- To see a list of all the keys which are used under this option, jump
- to the section titled "ALTITUDE EDITOR".
-
- The first thing to do is to create a fractal landscape for the level,
- which will create a general smooth terrain for your use. To create
- this you select the Altitude Editor option and select the Generate
- Fractal Landscape option. Use these setting to get a smooth terrain:
-
- Seed: 16384
- Corner Alt: 20
- Center Alt: 100
- Smoothing: 20
-
- Save off your selection before making any other changes once you have
- created a terrain that you like. It is always a good practice to save
- your progress after making dramatic changes to your track.
-
- Next, while still in the Altitude Editor, jump to the center of the
- map by pressing "J" and type in 128,128 for the coordinates. Our
- whole world is a 256 by 256 square grid that you can manipulate.
- Raise the center point up dramatically so that you will always know
- where the center of your map is at. All levels must be in the center
- of the map or the course following system will not work properly.
- The course following system does not deal with wrapping around the
- world, so you always need to start your course layout from the center
- of the map.
-
- As you raise altitude points up, keep this scale in mind. One Altitude
- point is a distance of 2 feet high and one squares length is 16 feet.
- Raise something up 5 units and it is now up 10 feet higher. Don't
- raise the terrain up too high or the computer controlled trucks may
- have difficulty navigating the race course, but for sheer fun, go
- crazy.
-
- You should probably design your course on paper before jumping into
- track design (this will really make things go much easier). But if
- not, start creating your terrain (mountains, roads, bridges, tunnels,
- etc.) although you may want to clear the current textures off of this
- level first. See the next section on how to normalize the terrain.
- It is a lot easier to work on if you do this but it is not required.
- Move around the environment and layout your course or create daunting
- mountain ranges to drive through or over.
-
- If you want to create tunnels or bridges, you will use the Ground Box
- system. Jump to that layer by pressing "Tab". You can now move
- around the Box layer and create whatever you need for your course.
- If you want to go back you can press "Tab" or "Shift+Tab".
-
-
- CREATING TEXTURES ON THE TERRAIN
- ================================
- To see a list of all the keys which are used under this option, jump
- to the section titled "TEXTURE EDITOR".
-
- After designing what your course should look like on paper (this will
- really make things go much easier), you can now layout the textures
- for your track. Go into the Texture Editor and jump to the center
- of your map.
-
- If you want to start off a level with a clean slate, you should
- normalize the textures for a layer. There are two layers to our
- world, the Ground layer and the Ground Box layer. The Ground layer
- is the normal terrain which you drive over and the Ground Box layer
- is used for special terrain such as bridges, tunnels, or buildings.
- To normalize, you would type in "N" and select a generic texture
- such as GOLFGRAS and let the editor replace all of the textures on
- that layer. You can repeat the process for the Ground Box layer
- and now you are ready to roll.
-
- To place a texture on the ground, just scroll through the list of
- textures and once you find the one you want press "SPACE" to plop
- that texture down on the grid. If you want to texture a whole area
- with one texture, expand the grid selection with the F6, F7,or F8
- function keys and then press the Spacebar. You can also lay down
- patterns and copy those around the track using the F9 and F10
- function keys. This is the main way that we create and place our
- turns and straight sections around the track.
-
- Here is a habit that we follow. Select from the multitude of track
- styles that are already available and begin laying out the turn
- patterns for those textures. Many of them are five by five grid
- textures and there will only be one turn defined in each style. We
- do not duplicate textures, but use the rotate texture function to
- create the other turns that we will use. We create a circle of the
- turn patterns in an area and then do a copy and paste around the
- design of our track to fit them all together. Once you layout a turn
- pattern, you can copy row by row or column by column around the
- general area there and use the Rotate Texture mode (toggle through
- modes by using "BACKSPACE") and then use "R" to rotate clockwise or
- "Shift+R" to rotate counter clock-wise.
-
- Once you create the pattern area for your track, with all of the turns
- and any of the different transitions for the straight lengths, you can
- then start laying out your basic track design. Later on when you need
- to setup the Ground Typing, the type of ground (Dirt, Water, Grass)
- and the depth that the truck will sink in, you can return to your
- pattern area and do all of your ground typing here. That way you will
- not miss any of the textures that you use on your track.
-
- Once you have laid down the texture design of the track you can go
- back in and fine tune the altitude of the course for this track.
-
-
- LAYING OUT A COURSE
- ===================
- To see a list of all the keys which are used under this option, jump
- to the section titled "COURSE EDITOR".
-
- With the track textures laid out, we need to create the courses which
- the computer controlled trucks will follow. There are three courses
- that we need to define:
-
- Course 0 - The centerline race course
- Course 1 - The standard racing line
- Course 2 - The professional racing line (includes shortcuts)
-
- The simplest way is to lay down all three courses as the exact same.
- This will be used when you have a track design that does not have any
- shortcuts and no area where the computer truck can cheat in on turns.
-
- Course 0 and 1 can be the same, but don't have to. You can pull
- course 1 in a little more to create a tighter turn that the computer
- controlled trucks can follow.
-
- Course 1 and 2 will always be the same if you do not have any
- shortcuts on your track, so only change Course 2 when you want
- the computer controlled trucks to take those shortcuts.
-
- You can toggle through the courses by pressing the "~" key. The
- information display will show you which course your are currently
- editing and there are a few extra courses that we do not use so skip
- over those. You always start out with the Add Starting Segment option
- and to go through your course segments for a particular course, press
- "[" to move forward or "]" to move backwards. If you ever want to
- delete a course point, you press "X". Locate your starting point
- while you are at the Add Starting Segment and then press "Space" to
- place a point down. The Editor will now move on to Add Ending Segment
- and you move to the end of your straight section of track and press
- "Space" again. Repeat this process for the rest of your straight
- course sections and press "~" when you are done to go on to the
- next course. When you exit the courses will automatically be saved.
-
- You create line segments on all of the straight sections of your
- track. You lay out a course in straight line segments and the game
- automatically interprets the turns for you so you do not have to
- worry about that. The closer that you move these points towards
- each other, the tighter and slower the computer trucks will take a
- turn. Speed and how a track is driven are also affected by the
- ground typing that you do for your textures, i.e. dirt textures and
- grass textures, so you will need to revisit your course to make
- adjustments later on.
-
- Never put two segments together to form a straight line. You only
- need one straight segment for a course to work properly.
-
- DON'T DO THIS o---------o o---------o
-
- The whole idea for the course segments was to make it easy for the
- levels designers. Place straight course segments down and let the
- game compute the curves for the truck to follow.
-
-
- CREATING CHECKPOINTS
- ====================
- To see a list of all the keys which are used under this option, jump
- to the section titled "MODEL EDITOR".
-
- After you lay out the course, you need to create the checkpoints that
- you will race through. You always lay down the checkpoints in order
- from 1 to XX and you place the starting light last. This one is
- always your last checkpoint when you are racing. The checkpoints
- are setup by first placing the banner model (CKBAN1.BIN, CKBAN2.BIN)
- or the CKBOX.BIN model along the course. The CKBOX.BIN file is an
- invisible checkpoint model that we use, usually only for the starting
- light.
-
- Select the appropriate model from the list of models when you type in
- "Ctrl+F". Move around the world and press "Space" when you want to
- place the specific checkpoint model. After placing the models, go
- back to each one and set its attributes by pressing "B" and setting
- its Model Type to Checkpoint. That's it. The only problems that you
- can encounter is that the direction that a checkpoint and which you
- have to drive through is facing the wrong direction. There is no
- visual clue for checkpoints without banners, so what you do is race
- to a checkpoint and if it is not resolved by driving through it,
- spin it around 180 degrees and try again. Your finder will always
- show you the direction that it thinks the next checkpoint is.
-
-
- TRUCK STARTING POSITIONS
- ========================
- With the basic design and courses laid out, we want to race our new
- track and see what we have created. We need to create our starting
- line area and move our trucks to it. Select a place to start and
- let's move the trucks over to face the direction that we want them to
- race on this track. There are eight default trucks already placed on
- a track and you just need to move these over to the starting line.
-
- Move them over and place each one in their own square grid so that
- they do not bump into each other when we start a race. The basic
- course is now setup and we can see if our track is fun to drive.
-
-
- ADDITIONAL INFO
- ===============
- Situation files are text files. You can edit them with a standard
- text editor program, provided that you preserve the formatting.
- The EDIT.COM program is a good one for this. Situation files are
- stored in the WORLD sub-directory. Many of the files are in plain
- text format and you can make modifications there, BUT if any mistake
- with the format is made, your track may not work at all. Be very
- careful if you decide to edit files manually and also be aware that
- support will be very hard to provide when these types of problems
- occur.
-
- **************
- IMPORTANT NOTE
- **************
- When you go and test your tracks, be aware that this editor is not
- designed for intensive game play so we have stripped out support for
- all but the keyboard. The sound has also been turned off.
-
-
- KEYBOARD GUIDE
- ==============
-
- GENERAL EDITOR KEYS (ALL OPTIONS)
-
- Arrow Keys - Move around the environment
- Arrow Keys+Shift - Move faster around the environment
- A - Increase Ambient Light
- A+Shift - Decrease Ambient Light
- D - Grid outline toggle (off, hatch, boxes)
- D+Shift - Grid color cycle
- E - Eye movement mode toggle
- E+Shift - Return eye to due "north" heading
- I - Info panel toggle On/Off
- J - Jump to coordinate X, Z (0 to 255, 0 to 255)
- M - Follow terrain toggle On/Off (affects eye)
- O - Grid selection color cycle
- R - Rotate clockwise
- R+Shift - Rotate counterclockwise
- R+Alt - Set rotation degrees
- R+Ctrl - Set rotation functionality (eye, object, texture)
- V - View 2D level map
- 0 - Toggle model placement display On/Off
- F1-F4 - Activate custom eye presets
- F1-F4+Shift - Save custom eye presets
- F6 - Expand X, Z selection
- F6+Shift - Collapse X, Z selection
- F7 - Expand X (Horizontal) selection
- F7+Shift - Collapse X (Horizontal) selection
- F8 - Expand Z (Vertical) selection
- F8+Shift - Collapse Z (Vertical) selection
- Tab - Cycle down through ground layers
- Tab+Shift - Cycle up through ground layers
- 1+Shift - Ground layer display toggle On/Off
- 2+Shift - Ground Box layer display toggle On/Off
- Backspace - Toggle through rotation modes (Rotate Eye, Texture, Object)
- NOTE: Rotate Object is not working right now. Sorry.
-
-
- TEXTURE BROWSER
-
- Space - Classify texture type
- F - Filter by texture type
- G - Go to texture by name
- G+Shift - Go to texture by number
-
-
- PATTERN BROWSER (SCRAPBOOK)
-
- S - Slice an external texture file (file must be in \SLICE dir)
- F9 - Copy pattern from scrapbook
- F10 - Paste new pattern to scrapbook
-
-
- COURSE EDITOR
-
- [, ] - Move forward/backwards through the course points
- ~ (Tilde)
- - Cycle through the list of courses from 0 to 4 (0 to 2 only are used)
- * Course 0 - Center racing line
- * Course 1 - Standard racing line
- * Course 2 - Professional racing line (if you have shortcuts)
- C - Set the course section width (feet) and speed limit (feet/sec)
-
-
- TEXTURE EDITOR
-
- Space - Place texture on ground or box selection
- Space+Ctrl - Grab selected texture
- [, ] - Move forward/backwards by one (1) in the list of textures
- [, ]+Shift - Move forward/backwards by ten (10) in the list of textures
- C - Create fractal terrain for entire landscape
- C+Shift - Create fractal terrain for selected terrain only
- F - Next box face (box layer only)
- F+Shift - Previous box face (box layer only)
- L - Create fractal terrain with texture mapping
- N - Normalize entire layer to a single texture
- N+Shift - Normalize entire selection to a single texture
- P - Pattern browser
- S - Search and replace (affects entire layer)
- S+Shift - Search and replace (affects selection only)
- T - Texture browser
- T+Shift - Texture lookup by name
- W - Wrap texture around box (box layer only)
- X - Flip texture axis
- Y - Set texture terrain type (grass, dirt, etc.) and depth (from 0 to about 100)
- NOTE: We rarely went over 20 on the depth
- Z - Zoom in on current texture
- F9 - Copy selected texture or texture areas
- F10 - Paste selected texture or texture areas
-
-
- ALTITUDE EDITOR
-
- Space - Enter new altitude for current selection or box
- [, ] - Raise/lower selection by one (1) unit
- [, ]+Shift - Raise/lower selection by ten (10) units
- B - Create new box (box layer only)
- C - Create fractal terrain for entire landscape
- C+Shift - Create fractal terrain for selected terrain only
- F - Next box face (box layer only)
- F+Shift - Previous box face (box layer only)
- L - Create fractal terrain with texture mapping
- X - Delete selected boxes (box layer only)
- F9 - Copy selected altitude points
- F10 - Paste selected altitude points
-
-
- MODEL EDITOR (Box/Ramp/Truck placement & editing)
-
- B - Set model attributes (type, flags, scenery level, mass, sounds)
- Space - Place occurrence of model in world
- Ctrl + F - Model file list selector
- X - Delete model (only in editing option)
- PgDn - Rotate model clockwise
- PgDn+Alt - Rotate model slowly clockwise
- End - Rotate model counterclockwise
- End+Alt - Rotate model slowly counterclockwise
-
-