Editing basics

--- Main Contents ---
Generic Tutorials Reference Options
Legal's & Copyright
Contact, info sources
Extending this program
Bugs & Limits
Changelog
Quick'n'Easy
Complex example
Instance-creating things
Walk-Through:
    Before you start
    Installation, basic usage
    Command file Examples
Command-line options
Command file syntax
FAQ / Common pitfalls
Named colors
color
colorize
doublesided
envmap
invisible
legosplit
lower_coll
nocoll
off
setshade
shade
surface
tazsplit
tecolor
tedelete
texmap
texturefloor
transparency
wall_*

Step 1: Becoming wise

If you want to use this tool, or simply want to create tracks that extend the track editors capabilities, you should be familar with the in-game editor, the file structure and the DOS command line.

If you plan to create really 'free' levels, you must be aware that nothing will be done automatically. After creating the track itself (using rvglue, the track editor, Chaos' tools, or whatever), you'll have something you can drive on. Nothing more. Then you have to place "pos nodes", "AI nodes" and "Track zones" for yourself.

If you are not familar with what is called "Extreme Editing", then you should read everything that you'll find at Gibblers Site (external) .

If you don't understand what Gibbler writes on his pages, then you won't understand this tool, too. Remove this tool from your computer, and play Re-Volt, which is more fun in either case.


Step 2: Being patient

The creation of a real track is a lengthy task, with many points where mistakes become incorrectable.

If you create a level with the track editor, and find out that everyone takes a jump too fast and lands off-track, you can easily fix it by modifying small parts of you track.

If you create a real track, and find such a problem while making the 'AI nodes', you'd have to go back to editing the basic structure by moving lots of instances around, refining all the pos nodes and track zones, which will take hours or days of boring work you already have done before.


Step 3: Having a plan

It is always a good idea to create your track with pencil and paper first. (I mean those hardware-only tools that are compatible with your fingers but not your computer.)

You then start building the basic geometry of your level. Floors only, no details, no textures, nothing. Refine it until the track feels right.

Then begin to add details. Slowly. Drive your half-baked track until you really begin to hate it.

And then, when your track feels right and looks great, begin to create Pos nodes, AI nodes and everything else.

And finally look at your track, find out what you did wrong, think about why it is that boring, throw everything away and create an all-new fun track.

Next: Installation / Usage


I used to think that the brain was the most wonderful organ in my body. Then I realized who was telling me this.
-- Emo Phillips

Last modified: Tue July 3 11:04:00 CEST 2001