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Mania Creative | Tutorial | Track Editor + Workflow
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Track Editor + Workflow

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Author : TStarGermany  
Translations :   eng fra ger ita ned por
Questions & Discussion : Discussion thread Last updated : August 25 2010

 

 

Introduction

 

Creating your own driving tracks is one of the biggest strengths of the Trackmania games series.

 

Thousands of authors have created and uploaded their tracks to the game before, so peoples' demands on new tracks are very high... that's your "entry level" for releasing your own tracks to other people, so you need some good understanding of how trackmaking works...

 

The more you know about the craftsmanship, the earlier your tracks will be ready for a public release.

For some trackmaking inspiration, read the tutorial about good trackmaking style.

 

 

Quick reference guide

 

In case you need a quick look at all the basic functions of the track editor, you can always come back here and watch the quick reference guide.

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Step 0: Get into the Editor

 

From the main menu, the driving track editor is only a few clicks away... let's build a new track.

 

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Click the "Editors" button in your main menu. One of the available editors is for driving tracks.
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Click "New Track", "Advanced".. Don't waste your time with the simple editor, it's too limited.
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Select your desired environment in which you want to build. Our exercises will be done in the Stadium.
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Select the daytime.
(Installed Environment mods will popup after this)

 

Changing Daytime / Mood / Environment Mod for an existing track

 

When loading an existing track, you can press+hold the CTRL key before clicking on the track's name in the file listing. Doing this, will make a menu popup, which offers you to change the daytime or to load an environment modification installed on your harddisk.

 

 

Step 1 : Moving around in the environment

 

First of all, we need to learn how to move around in the editing environment.

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Navigation can be either done with clicking buttons (see picture), or with keyboard strokes.

 

Track blocks will always be inserted at your cursor's actual position, so I highly recommend learning all the (few required) keystrokes and mouse movement combinations, because you will develop a much better workflow later on.

 

Moving the cursor box

The transparent cursor box follows your mouse pointer (or arrow keys). Move your mouse over the screen and you will see how the cursor box follows your mouse.

 

When moving the mouse pointer to the edges of the screen, your viewing area will be moved correspondingly.

Your mouse's scrolling wheel (or page up/down keys) is responsible moving the cursor upwards/downwards.

 

Nevertheless, this is a very limited view of your editing area, so we need some more freedom.

 

Freelook mode

 

When additionally pressing the left ALT key, you get into the freelook mode, which enables you to move around the environment very quickly,change view angles, zooming etc.pp

Pressing ALT + Left Mouse Button drags your viewing area away from the screen center very quickly.

Pressing ALT + Right Mouse Button rotates and highers/lowers the camera around the center of the screen. Very useful to get different impressions of your viewing area.

Pressing ALT + Mouse Wheel will zoom the center of the screen in and out.

 

General orientation is very important when editing tracks, so practice these moving methods whenever you can.

 

 

Step 2 : Selecting, placing and connecting blocks

 

Creating tracks is all about placing and connecting blocks. Your editing area is usually between 32*32*32 and 45*45*45 blocks large (width,depth and height)...

 

Selecting blocks

 

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At the lower screen menu, you will find several buttons with pictures of blocks, which you can place in the editing area...

 

You can either select them with clicking the buttons, or you can (should!) use the number keys on your keyboard to make quick selections of the blocks...

keyboard

Use your left hand to select the blocks (represented by the number on their little thumbnail). To go up one level in the hierarchy, use the key left of the "1"...

 

With CTRL + Left mouse click on an existing block, you automatically chose the clicked block at the same height as the clicked one.

On the lower right screen you will always see a rotating preview of the block you selected.

 

 

Placing blocks, underground and deletion

 

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We select a simple road part (2/1/1) and put some single pieces of them onto the grass with a Left mouse button click (or Space key).

 

Rotate selected blocks with Right Mouse Button before placing them.

delete undo redo

This button activates the "underground" mode, in which you can place a limited group of blocks (such as tunnels) below the ground surface. This mode is only available in TMU environments.

delete undo redo

When the excavator icon on the left is activated, all parts can be deleted just by clicking them with left mouse button, without going to their exact X/Y/Z position with the cursor.

 

Press the icon again to deactive the deletion mode. The arrows on the right side are undo / redo functions.

 

 

Connecting blocks

 

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Lots of blocks can be connected or merged with each other...

 

Select a block, click on the desired location where you want to place it and keep holding the left mousebutton and drag it to the other part which shall get connected to it.

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Which block can be connected ???

 

In case of flat road parts this is very easy to answer, because regular roadparts have coloured endpieces, from which you can see, what they can be connected with...

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There are many more possible combinations between (road and) non-road blocks, so only lots of testing will give you the necessary experience on this matter.

 

If parts cannot be connected, the editor won't let you click+drag to make a connection between both blocks.

 

 

Manipulating the ground surface

 

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You can edit the environment's ground, the available ground blocks are found in block subcategory "1".

 

Placing and connecting ground blocks works the same way as for other blocks.

If the bottom basis is large enough, some ground blocks can be piled up on top of each other. For this, you need to create a large ground area of one type, then go up 1 height step and place the same ground block type there.

 

 

Special blocks and connections

 

Not all blocks can be used at any location on the map.

Some parts can only be built in the air, others need a particular ground type to be built on and even others can only be placed as a replacement for an already existing block. Usually, the form of the block tells you, which basis/underground is needed.

 

A list of special blocks and placement methods is available here.

 

Here are 2 examples:

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Mud Blocks 7/4/4 and 7/4/5, connected to each other.

 

Before you are allowed to place these blocks, you must pile up a mud hill, so you can lay the blocks into the edges of the upgoing mud hill...

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The huge advertisement sign block 8/8/7 can only "replace a classic block", in this case the sidewall of an inflatable.

 

 

Start and Finish

 

Of course every track needs at least a start and a finish to be driven.

 

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The most simple example would be a track with 1 start and 1 finish...

 

Any driver will just need to drive from start to finish , online and offline.

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As soon as you use a Multilap-Start/Finish , some special rules apply:

 

First of all, you must insert at least 1 additional checkpoint.

 

An additional red finish line would behave just like the green multilap start-finish.

Offline, you can enter a number of laps to be driven in the "access objectives" menu. Any driver must drive these many laps to "finish" the track.

 

Online in Rounds mode, it's the same as offline.

 

Online in Time Attack mode, each time a driver passes the green start/finish line (or an additional red finish line), the track is considered "finished" and the time starts from 0:00 again immediately, no matter how many laps were driven. People can drive as many laps as they want to improve their best personal lap time.

 

Attention !

 

Often enough, track authors use multilap start blocks for style reasons, for example when a driver is supposed to pass the start block twice during a race, but is then supposed to drive through a "real" red finish line somewhere else to finish the track...

 

This can lead to a special situation, where a driver could stop right before the "final" red finish line, quickly return to the multilap start and make a "flying start" into a brand new 2nd lap there, resulting in a much better race time in the end. This would ruin the track's driving experience completely.

 

 

Placing checkpoints

 

Any driver must pass all checkpoints between start and finish, therefor "CPs" serve 3 purposes:

 

Give drivers feedback on their time (and improvements) on different crucial sections of a driving track.

 

Stop drivers from looking for "illegal" shortcuts (not driving the track as it was meant to be, because you forgot to place enough CPs at the track).

 

Give people the ability to "respawn" at the last checkpoint they passed, instead of restarting the whole race from scratch.

 

Serving all these 3 purposes when placing checkpoint blocks can be quite a challenge sometimes! Badly placed (or missing) CPs can also ruin a track's driving experience.

 

 

Step 3 : Different track types

 

Most of you probably only know the normal "Race" mode, but in fact, Trackmania offers a couple of different track building types...

 

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You can define the type of your track by clicking the "Access objectives" button.

 

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Race

This is the "normal" type of track we drive every day.

 

You can set the number of "laps to be driven" here... but remember what we've learned before about playing Multilap tracks online!

 

After you have validated the finished track (= driven a fast author's time), you can set the times for Gold, Silver and Bronze.

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Stunts

 

This is a pretty exciting track type. People get a certain time limit to drive everywhere on the track and make wild stunts, for which they get points.

They can respawn at any time and then drive into the red finish line to get their stunt points counted together.

 

After validating the track (getting as many points as possible), you can also set the stunt points, which drivers need to get in order to achieve Gold, Silber or Bronze medal.

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Platform

 

People need to drive the track from start to finish.

Usually such a track is very hard to complete, so people need to respawn. The track must be possible to finish, no matter where a driver respawns his car.

 

For every respawn, drivers get penalty points.

 

After validating the track (you must get 0 penalty points), you can set the penalty points for Gold, Silver and Bronze medal.

 

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Puzzle

Weird. First you build an incomplete track.

 

puzzle track add block Then you add (the missing) parts to a list of blocks, given to the players, so they can finish building the track themselves. After building it, they try to drive the best time possible.

 

After validating, you can set the Gold, Silver and Bronze times as well...

 

 

Step 4 : Replay Mode and Custom music

 

Please refer to the Mediatracker tutorial and the Custom challenge music tutorial

 

 

Step 5 : The paintbucket

 

The paintbucket icon on the right side of the menu can be used to paint certain blocks, such as advertisement signs or airships, with custom graphics. As soon as the paintbucket icon is clicked, all paintable blocks on the track are hightlighted and you can select one of them with your left mouse button.

 

For more details, read the Custom Advertisement signs tutorial (not finished yet), which explains how the paintbucket works.

 

 

Step 6 : Testing, validating, saving

 

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Testing

You can test a certain section of your racing track any time by either:

Placing the cursor where you want to drop your car and press RETURN/ENTER.

or

Click the "Race mode" button to drop your car at the desired spot (Right Mouse Button can rotate your car before beeing dropped).

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Validating

Before you can share your track and let other people drive it, you must "validate" the track, which means you must drive it from start to finish, hopefully with a good time.

Your author's time will be saved within the track and people will drive against it.

 

Don't forget to change the Gold,Silver, Bronze times (or points) in the "Access objectives" menu after validation!

 

Attention! If you change any trackworks or Ingame-Mediatracker content after validation, you need to re-validate the track again before saving it.
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Saving the track

 

If you're satisfied and the track is validated, you can save it to harddisk.

In the file dialogue, you can enter your track's name at the bottom. This is how it will appear within the game.

 

You can use text formatting, colour formatting codes to give your trackname a special appearance...

 

 

Special characters can be used as well, but it's not recommended, since the track couldn't be found under its supposed name anymore, when people are searching playlists on servers.

 

Hint! After saving the track, you can remove all codes out of the track's real filename on harddisk. This will not change the name's appearance in the game.

 

 

Step 7 : Additional helpers and settings

 

There are some more little helpers, meant to make your track editing a bit easier.

 

ingame browser Click on the "Access Tools" button.

"Help"

Shows some short help on how to move and place blocks.

"Clear All"

Will delete all blocks on the track.

"Show helpers"

Displays a vertical grid, so you can see at what height you're building.. rather useless.

"Edit Comments"

You can enter a comment about your track here.. for.. what reasons ever...

"Edit Snapshot Camera"

TM Forever automatically saves a snapshot of track within the track file itself. With this option you can set the camera position and perspective for the screenshot to be taken automatically every time you save the track.

 

Well, now you know how the race track editor works. Have fun !

english

MANIA CREATIVE offers online games, electronic computer hardware and of course internet programming services, like for example free music (HiFi luxury) for mobile phones or graphics software. 2D/3D texture models and buying dvds and bluray are supported,too.

francais

MANIA CREATIVE offre créatrice de jeux en ligne, du matériel informatique électronique et de services Internet du cours de programmation, comme par exemple la musique libre (deluxe HiFi) pour les téléphones mobiles ou de logiciels graphiques. 2D/3D texture de modélisation et d'acheter des DVD et BluRay sont aussi supportées.

nederlands

MANIA CREATIVE biedt online spelletjes, elektronische computer hardware en natuurlijk Internet programmeren diensten, zoals bijvoorbeeld gratis muziek (hifi luxe) voor mobiele telefoons of grafische software. 2D/3D textuur modellering en het kopen van DVD's en BluRay worden ondersteund, ook.

deutsch

MANIA CREATIVE bietet Online-Spiele, elektronische Computer-Hardware und natürlich Internet-Programmierung Dienstleistungen, wie zum Beispiel freie Musik (HiFi Luxus) für Mobiltelefone oder Grafiksoftware. 2D/3D Textur Modelle und Kauf-DVDs und Blu-Ray werden auch unterstützt.

italiano

TM offre una creativa giochi online, hardware elettronico e di servizi internet corso di programmazione, come ad esempio la musica gratis (di lusso HiFi) per i telefoni cellulari o software di grafica. Texture 2D/3D modellizzazione e di acquistare DVD e BluRay sono supportati, anche.

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tm yaratici sunan online oyunlar, elektronik bilgisayar donanim ve ders internet programlama hizmetleri, ücretsiz müzik cep telefonu veya grafik yazilimi (HiFi lüks) örnegin gibi. 2D/3D doku modelleme ve DVD satin alma ve bluray de desteklenmektedir.
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