Distance

Distance

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Level editor tips n stuff
By Plasmawario
A short list containing a couple useful tips you can do to add some spiciness to your level
   
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Borrowing from official levels
Can't find an object in the library but you know the official levels have em? No problem! Simply save your current level, open up an official level, locate the object you wanted and copy it, reload your own level and paste. Simple as that!

Example: Let's say you want a music trigger in your level so that you can change the music mid-way. There isn't one in the current library, so you must load an official level that has one. Guess what? Broken symmetry does! Load up that level and copy the musictrigger object, then reload your own level and paste. Done!

Warning: Some objects from official levels are still in development, and are subject-to-change. This means that they can be altered, or even removed without prior notice. Do take caution when using said objects, as to not break your level down the road! (you will get a pop-up saying something similar to this when you actually copy anything from any official level)
Custom Checkpoints
Ever wanted to make you're own cool-looking checkpoint item instead of the ones provided? Don't see why you can't! You can practically make your custom checkpoint out of anything, but most people nowadays use the new simples and particles because of their ability for custom textures and many particle effect options. So go ahead and create your custom checkpoint model. Got one? Good. All you need now is an object called "CheckpointNoVisual." Look in the "roads" folder for this one, and paste it in the center of your custom checkpoint. Now group it all together with "Ctrl + g" and you should be all set! Enjoy your custom checkpoint!
How do i get rid of that annoying "Wrong Way" text that keeps poping up?
There are actually 2 ways you can do this:

The first is fast an easy, but not as "professional." Still, if that doesn't bother you, the you're gonna need a dev object to do this. I know, scary, but it's the only easy way i know of. The object you're looking for is called "DisableLocalCarWarnings" which you should be able to find on an official level somewhere. Once you have pasted it into your level, you'll see 3 check boxes. The one you wanna check is called "Disable wrong way". And that's it! It's that simple.



The second way is quite a bit less easy and fast, but at least you don't need to use a dev object. To start off, you wanna make sure you have a start zone, and an end zone placed in your track before you do this. Once you have em placed, click on the "track" menu botton up top, and click the option "test track visualization"



You likely should have either a blue line, a red line following any spline that is being included in the track calculation. Blue lines mean that the calculation was successful, where as the red lines mean there was an error trying to connect the startzone and endzone along the track. This is likely caused by any simple splines interfearing with the calculations. Simple locate any simple spline (that is only being used for decoration, and as such is not playing a direct role in your track) and remove them from the track calculation. If all of that still doesn't work, you can remove all splines from the track calculation and create a new layer. Then, use the new "invisible spline" object to outline all the paths that your track takes from startzone to endzone. Make sure that these splines are the only ones being included in the track calculations. You should be all good after that!

I've noticed some tracks have objects that i can't find in the library. How do i get em and should i use em?
Chances are, these people are using dev objects in their tracks. You honestly should try and refrain from using them in your workshop levels, because most dev objects are highly unstable, and are either depreciated, or work-in-progress. Either way, they're constantly changing and being altered, and thus they might not work as expected later on down the road, which can ultimatly break maps completely if not careful. Unless you absolutely need to use a dev object for your level, i'd recommend finding another way.

"...Just because it's working today, doesn't mean it'll work tomorrow" - Torcht i think, 20xx i forgot the year

Should you, however, choose to use em, you'll have to load up the workshop level/official level that has said object. To do this, you wanna navigate to your workshop levels folder:



Then do a search for the level name. You should get the level file that you need. Simply copy-paste that into your MyLevels folder and you should b able to open it up in the editor. You can now copy-paste the dev object into your own level and use it as you please. Just be sure to delete the level you copied form the workshop off of your MyLevels folder afterword.
End
That's all i have for right now. While it may be short, hopefully you've learned something!
12 Comments
Luis 20 Dec, 2016 @ 4:30am 
There is a tab somewhere to check to open the teackmogrify tab, dunno where
Seras Lain 20 Dec, 2016 @ 1:29am 
how does one share trackmorgify levels?
Plasmawario  [author] 28 Mar, 2016 @ 12:22pm 
@thenukeluis PM me and i'll give you more details
Luis 28 Mar, 2016 @ 12:11pm 
do you have a website or other media where its named?
Plasmawario  [author] 28 Mar, 2016 @ 11:50am 
@thenukeluis no clue :P as i said i used a different method that shall not be named.
Luis 28 Mar, 2016 @ 10:31am 
no, meant what file to edit, so?
Plasmawario  [author] 27 Mar, 2016 @ 5:50pm 
@thenukeluis i used a 3rd party program that shall not be named.
Luis 27 Mar, 2016 @ 5:36pm 
what variable do in need to change in what file?(i have enough prigramming expierience to find abd change an var)
Plasmawario  [author] 27 Mar, 2016 @ 5:00pm 
@thenukeluis there is no folder path to it. It is only accessable via enabling dev mode which can only be done (from my experience) by tweaking game files
Luis 26 Mar, 2016 @ 6:13am 
Can i get the exact path to the folder of the dev items?