Trailmakers

Trailmakers

Track Creator Plus
Krunch  [developer] 20 Apr, 2021 @ 9:15pm
Full Instructions
More up to date instructions can be found at the following link:
https://docs.google.com/document/d/e/2PACX-1vQuwFl8zYk22SC8NaDQJncpHv-9zdCCPfPi_BZECu2dUYPSDPmZblXxRnxhcw0WqJrpUbiQ7VJ9X9Yb/pub

NOTE: Use the "F4" key on your keyboard to switch the mouse cursor on and off for mods.


BUILD MODE

TRACK CREATION
(only 1 track can be created or loaded at a time so any existing track should be unloaded first)

1. Check that the Track Settings (see below) are suitable for your track
2. Select a stable vehicle or simply use your player character
3. Move to your desired startline position and face the direction you wish the track to go
4. Click the Start Trackmaking button (or press the hotkey indicated on the button) to start creating a track
5. Drive/fly/walk/swim forward and the track will be created as you go following your path
6. Click the End track / place finish button (or press the hotkey indicated on the button) to finish creating your track

- Tracks are autosaved the moment you place the finish but you should save your track with a name of your choice straight away
- To have more control over checkpoint placement you can toggle Auto-checkpoints OFF/ON anytime using the Auto-checkpoints button or hotkey
- For areas where the track is likely to pass under low objects such as roofs, caves, bridges, etc. set Ground Check to [From Low] to avoid track edge objects being placed above those objects
- for areas with large changes in slope set Ground Check to [From High] to avoid track edge objects being placed underground or in other unexpected places

TRACK SETTINGS
Auto-CheckPt. Gap (50m - 1K)
  - sets the distance travelled until the next checkpoint is auto-placed
  - use the button in the Trackmaking Tools to toggle Auto-checkpoints on or off
  - checkpoints can be placed manually during track creation whether Auto-checkpoints is on or off

Checkpoint Depth [3m]
  - sets the 'thickness' of the checkpoint trigger box (use thicker checkpoints for faster vehicles)
  - [1m] (original - fine for slower vehicles)
  - [3m] (default - good for faster vehicles)
  - [5m] (fatboi - good for jets, rockets, space ships)

Track Width
  - sets the width of the track including track edges, checkpoints, start and finish (this setting is saved with the track so is ignored when loading a track)
  - can be set from 2 - 150 metres
  - checkpoints, start and finish also use this value for their height

Ground Check (=) [From High]
  - sets the start height of the ground checking raycast for placing objects
  - for areas where the track is likely to pass under low objects such as roofs, caves, bridges, etc. toggle Ground Check to [From Low] to avoid track edge objects being placed above those objects

Track Edges [ON] - Gap [4]
  - sets whether or not to place track edge objects
  - the "Gap" is the distance travelled (from 1 to 40m) until the next pair of edge objects is placed (edge positions are saved with the track so the gap is ignored when loading a track)
  - Turn off (or set Gap to 0) for no edge objects at all (great for air or submarine tracks)
  - note that setting Gap to low numbers on very long tracks may create a very large amount of objects leading to possible performance problems for the game

Set ODD/EVEN Row Edge Objects
  - sets the objects that define each side of your track and are placed in alternating rows. Row 1 is called ODD, row 2 is called EVEN and so on. They can be customised by selecting an object from the list. This setting is not saved with the track but can be applied to any track when loading.
  - click the button for the row you wish to change
  - select an object either from the suggestions or from the full list
  - "Random Rotation" can be set to ON to apply a random rotation to the Y axis of the object ( great for natural objects such as trees or rocks - this setting is not saved with the track but can be applied to any track when loading)

Hide Track Arrows
  - hides or shows the auto generated yellow corner arrows around the track
  - "Set Height (max ±75m)" globally adjust the height of the arrows above or below the track surface

Save/Load Settings
  - allows you to save current track settings into a preset file, load them again and share them
  - preset files are saved into the Steam userdata subfolder of the TrackCreatorPlus mod folder (see "Finding your Files" below)
  - "Load a Settings Preset" lists all the saved presets as buttons for easy loading
  - "Remove a Preset" allows the removal of a preset from the list (no files are actually deleted)

Reset all Settings to default
  - click this button to reset all the track settings to defaults

SAVING TRACKS
- Type a track name into the text field and click the save button.
- the file will be saved into the Steam userdata subfolder of the TrackCreatorPlus mod folder (see "Finding your Files" below).
- when saved your track will have a level code and file extension added (Eg. "TI.yourtrackname.trackdata" for a Treasure Island track - this prevents loading a track not made in the current level).

LOADING TRACKS or AUTOSAVES
(only 1 track can be created or loaded at a time so any existing track should be unloaded first)

- Before loading a saved (or autosaved) track you can choose to select track edge objects and auto-rotation before loading the file
- Select a track from the Load Track list to load it
- To load a track that is in your userdata folder but not on the list:
  - *Type the name of a previously saved track (without level code and extension) into the text field and click the "Load a Track by Name" button
  - If the file is found and loaded successfully that track will now be on the track list
  - The name should match the name as it was typed when it was saved originally (Eg. "yourtrackname" - but NOT "TI.youtrackname.trackdata" )

* to look up your saved tracks you'll find them in the Steam userdata subfolder of the Track Creator Plus mod folder (see "Finding your Files" below)

EDITING TRACKS
- After creating or loading a track an "Edit Current Track" button becomes available
- When entering edit mode a blue crown will appear above your character's head to indicate that edit mode is active
- When in edit mode the vehicle builder is disabled
- don't forget to save your track after editing or your changes will be lost
- Add Checkpoints:
  - in this mode a blue ring will appear around your character
  - before placing, check and adjust the width for new checkpoints
  - set your player character's position and rotation to match your new checkpoint
  - when ready press the "Add CP at Player" button to add a checkpoint there
- Delete Checkpoints:
  - in this mode an animated yellow ring will appear around your character
  - you can delete checkpoints by passing through them with your player character
- Add Edge Objects:
  - in this mode yellow arrows will appear above your character's head
  - select an object type then use the mouse to select a position to spawn it
  - if needed make adjustments and apply them to see the changes
  - when happy with the object press the "Confirm New Object" button
- Edit Edge Objects:
  - in this mode yellow arrows will appear above your character's head
  - use mouse to select an edge object
  - try to click near the origin point of an object (usually near it's centre)
  - for very close together objects a multiselect option will appear allowing a specific selection
  - once selected choose to either edit or delete the object
  - if an object is deleted there is an option to 'undo' the deletion
  - when editing make any neccessary adjustments and apply them to see the changes
  - when happy with the object press the "Confirm Object" button
- Add Deco Objects:
  - in this mode yellow arrows will appear above your character's head
  - select an object from the list then use the mouse to select a position to spawn it
  - if needed make adjustments and apply them to see the changes
  - when happy with the object press the "Confirm New Object" button
- Edit Deco Objects:
  - in this mode yellow arrows will appear above your character's head
  - all selectable objects will show a white origin sphere and white vertical column
  - use mouse to select a deco object (the white sphere or column can be clicked if needed)
  - for very close together objects a multiselect option will appear allowing a specific selection
  - once selected choose to either edit, duplicate or delete the object
  - if an object is deleted there is an option to 'undo' the deletion
  - if an object is duplicated the new object appears slightly raised for visibility
  - when editing make any neccessary adjustments and apply them to see the changes
  - when happy with the object press the "Confirm Object" button (or "Confirm New Object" button)
* Save your track often while editing!


RACE MODE

RACE SETTINGS
(host only - changeable only if no-one is in a race)
- Set the race laps amount in the text field
- Block or allow the vehicle builder in races with the toggle button
- Block or allow repairs in races with the toggle button
- Toggle player checkpoint markers on and off using the toggle button
- Toggle Mine-Point mode on and off using the toggle button
- Toggle Drift mode on and off using the toggle button
  - when Drift Mode is ON the following parameters can be adjusted:
    - Min. Time (1-10) - minimum time the drift must be maintained in order to score a drift
    - Min. Angle (5-30) - the minimum angle that must be maintained to qualify as a possible drift
    - Min. Speed (20-100) - the minimum speed that must be maintained to qualify as a possible drift
- Toggle Drafting on and off using the toggle button
  - when Drafting is ON the following parameters can be adjusted:
    - Far Distance (50-120) - how far in metres behind the vehicle the drafting zone extends
    - Close Distance (0-20) - how close in metres behind the vehicle the drafting zone begins
    - Draft Strength [MID] - strength of the drafting boost through 6 levels
    - Draft Visual FX [ON] - toggle the visual FX ON or OFF

RACING OR HOTLAPPING
- drive/fly/walk through the start to begin your race (or hotlap)
- the mod will auto-change to race mode and show race and lap information
- pass through all the checkpoints and then the finish to complete a lap/race
- for multi-lap races pass back through the start to continue your laps
- if you need to cancel your race use the Quit Race button (or hotkey)

START COUNTDOWN
- the host can activate the optional "Start Countdown" feature
- a 5 second countdown to the race begins
- when the countdown reaches zero, player's can cross the line to start their race
- any player crossing the start line before the countdown gets to zero will:
- get a false start message
- need to go back and re-cross the start line for their race to start

RACE/LAP INFO
- the host can delete the track record using the Track Record button
  - useful if players change to slower cars
- each player can delete their own Personal Best laptime using the Personal Best button
- recent laps button
- players can view up to 20 of their most recent laps
  - the button appears once a player has done at least two timed laps
  
SHUFFLE GRID
  - the host can press the "Shuffle Grid" button to re-randomise all grid spots without having to reload the track


MULTIPLAYER
- only the host can load/unload tracks, overwrite tracks or remove tracks from the load list
- the host player can assign the Track building tools to any connected client player
- the client tool holder may save, re-save and edit their created track but cannot overwrite any other existing saves
- the client tool holder can release the tools back to host with a button
- the host can reclaim the tools at almost any time except:
  - when the tool holder is creating or editing
- IMPORTANT! If a server host deactivates a mod it will instantly delete any track in the map no matter who created or loaded it - be careful hosts! If this happens load the lost track with the autosave feature.


FINDING YOUR FILES
Currently we have no way of listing pre-existing user saved files in our mods, however you can now see your newly created tracks in a list and add your old ones to the list as well.

To find the actual location of your saved tracks, presets and autosaves you have at least two options:

Option 1. Use the new FILE SEARCH 'BEACON' FILE
- When the TCP mod runs it creates a tiny text file called "TCPBeacon.txt" in your Steam userdata folder
- Use Windows File Explorer to search your Steam install drive (usually C: drive) with the term TCPbeacon
- When Windows finds that file, go it's location and all your saved files will be there

Option 2. Use Windows File Explorer to navigate to "data_dynamic" in the Steam "userdata" folder. This should be inside your Steam installation. Eg:
C:\Program Files (x86)\Steam\userdata\[your usercode]\585420\remote\Mods\2434420628\data_dynamic
[your usercode] = a unique number code that Steam assigns to you eg. 87654321
585420 = the Trailmakers Steam code
2434420628 = Track Creator Plus Steam Workshop code

Last edited by Krunch; 29 Apr @ 8:44am
< >
Showing 1-1 of 1 comments
Krunch  [developer] 13 Jan @ 2:44pm 
Updated for version 2025.1
< >
Showing 1-1 of 1 comments
Per page: 1530 50