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- ****************************************************************************
- * *
- * TRACKED Version 0.2 - Need For Speed Track Editor *
- * (c) 1996 Denis Auroux *
- * *
- ****************************************************************************
-
-
- 1 - What is TRACKED, and what it does
- =================================
-
- TRACKED is a track editor for The Need For Speed, a car race simulation game
- by Electronic Arts Canada. This editor is unofficial, and has nothing to do
- with Electronic Arts Canada. This version is a preliminary release and thus
- has many bugs. If you experience problems, you may send me e-mail at the
- following address :
-
- auroux@clipper.ens.fr
-
- The latest version of TRACKED is available at the following URL :
-
- http://www.eleves.ens.fr:8080/home/auroux/nfs/tracked.zip
-
- TRACKED works by editing the .TRI files which are located in the SIMDATA\MISC
- directory of Need for Speed. Since the CD-ROM files cannot be modified, you
- need to install The Need for Speed in such a way that these files be located
- on your hard disk. This can be done e.g. by choosing "Custom Install" in the
- NFS installation software and by selecting the "Miscellaneous Files".
-
- In addition to the .TRI files, TRACKED also uses the .FAM files in the
- SIMDATA\TRACKFAM directory. These files are the texture templates.
- You don't need to install them to the hard disk, since they are only used
- for viewing the textures.
-
- Remember that if you want to get back a .TRI to its original state, all you
- have to do is copy it back from the CD-ROM.
-
- More technical information on TNFS can be found in the Unofficial Need for
- Speed file format specifications, available at the following URL :
-
- http://www.eleves.ens.fr:8080/home/auroux/nfsspecs.txt
-
-
- 2 - Basic help and troubleshooting
- ==============================
-
- To run TRACKED, you must specify a .TRI file to edit. If you want to be able
- to visualize the textures, you must also specify the corresponding .FAM file.
- For instance, if your NFS directory is C:\NFS and your CD-ROM is D:,
- you should type
-
- TRACKED C:\NFS\SIMDATA\MISC\xxx.TRI D:\SIMDATA\TRACKFAM\xxx_001.FAM
-
- where xxx is one of TR1,TR2,TR3,TR4,TR5,CY1,CY2,CY3,CL1,CL2,CL3,AL1,AL2,AL3.
- You may want to create a batch file to shorten this a bit !
-
- There are several reasons which can cause TRACKED to fail initialization :
-
- - You need to have about 700 K free XMS memory. That's usually no problem
- since TNFS requires much more, but you must have HIMEM.SYS loaded.
-
- - You must have a sufficient amount of low memory. If you have a serious
- lack of low memory, TRACKED may crash without warning !
-
- - You need the graphics driver EGAVGA.BGI to be present in the directory
- where you run TRACKED. Otherwise, you will get the error message
- "Graphics driver not found."
-
- - The specified .TRI and optionally .FAM files must exist !
-
- The load time is much higher for open tracks because the .FAM files are
- very fragmented.
-
- Once TRACKED has completed initialization, you are in the Track View module.
- This is the central module, which allows you to visualize the track and to
- access the other modules. The general rules are :
-
- - If you need help, press 'H'. This will give you a contextual help screen,
- depending on your current module.
-
- - Most controls are located in the numeric keypad (arrows, ...). Some of
- them differ quite a lot between the modules, so press 'H' if you're not
- sure of what to do.
-
- See the sections below for descriptions of each module.
-
-
- 3 - Track Viewer
- ============
-
- This is the basic module for accessing the others. It presents you with a
- map of the track, with the altitudes color-coded. The basic pointing tool
- is the cursor (white cross in the middle of the screen). The following basic
- key bindings are common to all the modules :
-
- - Up,Down : move cursor along the track
- - PgUp,PgDn : move faster
- - F10 : zoom in
- - Alt-F10 : zoom out
- - H : help screen
-
- In addition, the following keys access the different modules :
-
- - F2 : Save the changes to the .TRI file
-
- - F1 : Enter the Track Shaper (section 4)
- - F3 : Enter the Slope Editor (section 5)
- - F4 : Enter the Track Twister (section 6)
- - F5 : Enter the Scenery Editor (section 7)
- - F6 : Enter the Object Editor (section 8)
-
- - Esc or Q : Exit TRACKED (you will be prompted for confirmation)
-
- To get back to the Track Viewer from any module, press Esc.
-
-
- 4 - Track Shaper
- ============
-
- This module can be accessed from the track viewer by pressing F1. Its purpose
- is to remodel the track by adding or removing turns. For speed reasons, you
- will see only the skeleton of the track (in high-res though).
-
- You should not use the Track Shaper with closed tracks, because both ends
- of the track have to coincide very sharply, which cannot be done easily !
- If somebody out there has an idea on how to automatically ensure that the
- ends fit together without adding new points on the track (i.e. only by
- moving those which are already present), I'm very interested... e-mail me !
-
- The usual keys are still valid :
-
- * Up/Down move along the track
- * PgUp/PgDn move faster
- * F10/Alt-F10 zoom in/out
- * H help
-
- The cursor (white) is completed by a turn-end pointer (red). The turns will
- be added between the two pointers. To change the length of the turn, you
- must move the red pointer :
-
- * Begin/End move turn-end pointer
-
- A turn can then be inserted between the two pointers :
-
- * <- turn left
- * -> turn right
-
- The track shaper is the only module whose modifications are buffered. This
- means you can choose either to re-compute the scenery and objects according
- to the new track shape, or to cancel all changes. This is NOT the case for
- the other modules, where all changes take effect instantly !
-
- * Esc abort changes
- * Enter keep changes and map scenery/objects along new shape
-
- Note that creating too sharp turns may result in some parts of the scenery
- crossing each other. This can frequently result in display bugs in the game,
- so you should check in the track viewer that there isn't too much overlapping.
-
-
- 5 - Slope editor
- ============
-
- This module has a display similar to the track viewer, with three additional
- pointers : a zone-end pointer (blue) and two decay-zone markers (green).
- Its purpose is to add slopes in your tracks. This is done by inserting
- gradually a shift in altitudes between the two decay-zone markers.
- The slope itself will be located between the cursor and the zone-end pointer,
- and will be fitted with nice ends that extend to the decay-zone markers,
- so that the result looks smooth.
-
- The usual keys are still valid :
-
- * Up/Down move along the track
- * PgUp/PgDn move faster
- * F10/Alt-F10 zoom in/out
- * H help
- * Esc back to track viewer (changes are always kept)
-
- To control the slope zone, you must move the blue and green pointers :
-
- * Begin/End move slope-end pointer (blue)
- * <-/-> move decay-zone pointers (green)
-
- The slope can then be inserted with the following keys :
-
- * Insert slope upwards
- * Delete slope downwards
-
- When editing a closed track, you must fit both ends. That is, since the
- total height of a slope is constant, you must press Ins and Del exactly
- the same number of times.
- (In a further version, this might be corrected automatically at save time).
-
- Note that inserting very steep slopes can cause (harmless) display bugs,
- because it will allow you to see that over the "wall" there is nothing !
- You may also have to move some objects down using the Object Editor,
- because they sometimes seem to float in the air...
-
-
- 6 - Track twister
- =============
-
- This module is for making nice twisted turns (as in Autumn Valley and Lost
- Vegas). It is still a bit experimental and you may experience display bugs
- when playing the modified tracks.
-
- This module has a display similar to the track viewer, with three additional
- pointers : a zone-end pointer (blue) and two decay-zone markers (green).
- The twisting is done by inserting gradually a twisting between the two
- decay-zone markers. The twist itself will be located between the cursor and
- the zone-end pointer, and will be fitted with nice ends that extend to the
- decay-zone markers, so that the result looks smooth.
-
- The usual keys are still valid :
-
- * Up/Down move along the track
- * PgUp/PgDn move faster
- * F10/Alt-F10 zoom in/out
- * H help
- * Esc back to track viewer (changes are always kept)
-
- To control the slope zone, you must move the blue and green pointers :
-
- * Begin/End move slope-end pointer (blue)
- * Insert/Delete move decay-zone pointers (green)
-
- The twist can then be inserted with the following keys :
-
- * <- twist left
- * -> twist right
-
- Note that inserting very steep twists can cause (harmless) display bugs.
- You may also have to move some objects down using the Object Editor,
- because they sometimes seem to float in the air...
-
- Track twisting is a bit useless in open roads, because TNFS does not
- adjust the horizon correctly in those tracks (the horizon will remain
- horizontal when it should not).
-
- Some twisted areas will have the following display bug : the car may
- float over the track on one side (usually the down side), and dig into
- the track on the other side (usually the upper side). This comes from a
- badly performed computation, but I don't know how to correct it. You may
- have to move the road downwards using the Scenery editor in order to avoid
- your car going under the road.
-
-
- 7 - Scenery editor
- ==============
-
- The purpose of this module is to change the positions and the textures in
- the scenery (including the texture-mapping of the road itself). Its use
- is currently fastidious, and it should be used only for small changes
- (because it does not move the position of the cars ! If you want the position
- of the car to be changed accordingly, you have to use instead the Track
- shaper, Track twister or Slope editor).
-
- The usual keys are still valid :
-
- * Up/Down move along the track
- * PgUp/PgDn move faster
- * F10/Alt-F10 zoom in/out
- * H help
- * Esc back to track viewer (changes are always kept)
-
- You can also move _transversally_ to the track, because each track position
- consists of eleven nodes (the skeleton node plus five on each side).
-
- * <-/-> move transversally
-
- The currently selected node can then be moved around :
-
- * 8,2 move current node along the track
- * 4,6 move current node transversally
- * -,+ move current node up,down
-
- Note that 2,4,6,8 correspond to shift+arrows if NumLock is turned off...
-
- Moving a node can cause other nodes to apparently disappear from the editor.
- They're still there, though... just press PgUp and then PgDn (to redraw the
- screen) if you feel some nodes are missing.
-
- Aside from the positions of the nodes, you can also change the textures that
- are used for displaying the scenery.
- A single texture is used for a rectangle which joins two consecutive nodes
- laterally, and is common to four nodes longitudinally.
- If the current node is not in central position, the texture that gets edited
- thus corresponds to a rectangle for which the current node is on the outer
- boundary, and which is four units long.
- It can be changed only if you specified a texture file (.FAM) and if the
- current node is not in central position.
-
- * Enter : texture selector
-
- The texture selector will attempt to display the current texture, and allow
- you to choose another one instead. If it fails to find a palette associated
- with the texture, the display will be garbled.
-
- The texture selector keys are the following :
-
- * H : help screen
- * <-,-> : change texture
- * Enter : save change (i.e. use the currently displayed texture)
- * Esc : cancel change (i.e. keep the original texture)
-
-
- 8 - Object editor
- =============
-
- This module is for modifying the bitmap objects that enhance the scenery.
- A white pointer indicates the position of the currently selected object,
- while a red pointer indicates the reference node corresponding to the object.
-
- On the upper left corner, an information box will give information on the
- currently selected object (reference node, relative position, type and flip).
-
- * Up,Dn Select next/previous object
- * PgUp,PgDn Move faster (16 objects each time)
- * F10/Alt-F10 Zoom in/out
- * H Help screen
- * Esc Back to track viewer (changes are always kept)
-
- The currently selected object can be moved around :
-
- * 2,4,6,8 Move currently selected object
- * -,+ Raise/lower currently selected object
- * 3,9 Change object's reference node and move object accordingly.
-
- (2,4,6,8 = shift-Arrows, 3,9 = shift-PgUp/PgDn)
- Changing the object's reference node causes automatic renumbering of the
- objects.
-
- The object can also be flipped : a flip value of 0 indicates normal view
- (perpendicular to the track), while 64 and -64 correspond to transversal
- view (the object is parallel to the track), and -128 is reversed view
- (used e.g. for turn signs). Intermediate positions (slightly rotated)
- correspond to intermediate flip values.
-
- * f,F Flip object
-
- The current object can be deleted provided there is at least one object
- left in the track.
-
- * Del Delete current object
-
- It can also be duplicated, before moving a copy elsewhere. This is the
- easiest way to add new objects, because it reduces the trouble with the
- flags/etc...
-
- * Ins Duplicate current object
-
- You can also change the object type (i.e. the bitmap that is used for
- displaying it), using the texture selector. For this, you need to have
- loaded a .FAM textures file.
-
- * Enter Texture selector
-
- The texture selection does not work very well currently, because the
- bitmap indexation is incorrectly computed. This means that you will sometimes
- get messages like "There is no such texture", or get the wrong bitmap
- in the texture selector. This is especially true when the value of the
- bitmap number is high.
-
- You can still use the texture selector in most cases. The only thing is that
- sometimes the texture will not be what you expected (usually, a shift by
- one or two positions in the indexation).
-
- The texture selector keys are the following :
-
- * H : help screen
- * <-,-> : change texture
- * Enter : save change (i.e. use the currently displayed texture)
- * Esc : cancel change (i.e. keep the original texture)
-
- =============================================================================
- For all questions, comments, bug-reports : send mail to auroux@clipper.ens.fr
- =============================================================================
-