The Ultimate Stunts track editor (ustuntstrackedit)

Introduction

The Ultimate Stunts track editor will allow you to make new tracks and edit existing tracks. Currently (version 0.7.6), the track editor is still very limited: it is only possible to place/remove tiles on the track, and to import tracks from the original Stunts game.

Contents

Basic navigation

Currently, the user interface is still quite simple. In the main window, the following items are visible: The tool bar contains buttons for things like loading and saving tracks.

Most items can be used with the mouse. For moving around in the 3D view, the following controls can be used:

The "cursor" position is visible as the position of the blinking tile. The vertical column of tiles on the cursor position is also visible as a white box of lines:

Track editing

The "blinking" of the cursor shows two states of the track: the current state, and what it will look like when you press the Enter key. Sometimes there will be no difference, and in those cases, you won't see the blinking.

Ultimate Stunts will support multiple editing tools, but currently (version 0.7.6) there is only one tool, which allows you to insert/remove individual tiles. The user interface of that tool can be seen in the left part of the screen, but there are also keyboard shortcuts.

The default mode of this tool is to replace the tile on the cursor position with the selected tile. So, when you click on the OK button in the tool interface (or press Enter), the selected tile is placed on the cursor position. Any existing tile on that position will be removed in the action.

The "+"-button is similar to the OK-button, but it does not replace the tile on the cursor position. Instead, it Combines the existing and selected tile. The other two buttons can be used for rotating the selected tile, and for erasing the existing tile on the cursor position.

The following keys can be used as shortcuts:

When you place tiles on the track, you can see that the route information is automatically updated. Whenever the program detects a problem in the route, it will display a question mark at the last correct tile of the route.

Currently, the sizes of the track cannot be changed, and environment settings (background, lighting etc.) cannot be edited. With the current version (0.7.5), all those things need to be done manually in the track file.

Managing the tiles collection

Sooner or later, you'll want to use a certain tile type, but you can't find it in the tile collection of your track. In this section, you can read how to add and remove tiles to/from your tile collection. The tile collection tool can be accessed by clicking on its button in the toolbar (see image).

The main screen of the tiles collection tool looks like the image below. All tiles currently available in your collection are visible, and you have several options for changing this collection:

Removing a single tile from the collection can be done by clicking on that tile, and then choose the option to delete it.

Changing the scenery settings

With the scenery settings tool, some settings can be changed that control things like the background image and the lighting conditions. The scenery settings tool contains a preview of what the settings look like. The preview is not a 100% accurate representation, but it should give you a rough idea of what it will look like.

Resizing the track

Resizing the track can be done with the resize tool. When you click on this tool, the track editor asks you how much the track needs to be resized in each of the compass directions (north, south, east, west). Note that the 'north' direction is displayed in red in the compass (bottom left of the screen). You can increase the size of the track in a certain direction by entering a positive number, or you can decrease it by giving a negative number.

The effect of increasing the size of the track is not immediately visible, because the new tile positions are still empty. However, you can move the cursor into the newly created space and fill it with tiles.

Importing Stunts tracks

One of the options in the track editor toolbar is to import a track from the original "Stunts" (4D Sports Driving) game. If you feel like the current track editor is still too limited, you can make your tracks in Stunts and import them in Ultimate Stunts. You can also use this function to import your large collection of Stunts tracks.

Configuring the Stunts import function

Note: this is an advanced topic. You can use the import function without knowing how to change its settings. The default settings are probably good enough for most people.

The Stunts import function can be configured by modifying a file that is located in the Ultimate Stunts data directory: misc/trackedit.conf. In this configuration file, almost the entire track import process can be customized with the variables in the [trkimport] section. This import process has the following steps:

1: Load a template track
Ultimate Stunts loads an ordinary Ultimate Stunts track file, which will act as a starting point for the converted track. This track will be modified later depending on the contents of the .trk file. The filename of this template track can be set with the templatefile variable, for instance:
templatefile = misc/trackedit.template
The template track has to be at least 30*30 tiles wide and long, and at least 2 tiles high, or more, depending on the configuration of the rest of the import process. All the tiles and textures that will ever be used in the rest of the process should be present in the template track. The initial state of the tiles should be a flat, horizontal ground.
2: Load the terrain
next, the terrain and tile item bytes in the .trk file are processed. All the byte values here are hexadecimal values, but without the usual 0x prefix. What happens here, depends first on the terrain: When a terrain byte with the hexadecimal value xy is processed, it is done according to the variable terrain_xy in the conf file. When an item byte with the value pq is processed, it is done according to the variable tile_pq. Finally, for the terrain bytes between 07 and 0a, processing a combination of terrain byte xy and item byte pq is done according to the variable terrain_xy_pq.

All values of the variables terrain_xy, terrain_xy_pq and tile_pq have the same format. This value contains zero or more units of the following form:

x,y,z:tileID/rotation/altitude;
Every of these units causes one tile to be changed. The values x,y,z tell which tile will be changed. tileID/rotation/altitude are the new settings of the tile, with the same meaning as the three values in the track file format. x,y and z are a position relative to the tile that is being processed. x and y are the relative horizontal position in the track, and z is the layer in the track (the vertical position). So, 0,0,0 is the lowest tile on the processed position, 0,0,1 is the second-layer tile on that position, etc.. Positions like 1,0,0 or 0,1,2 are outside the tile that is being processed, but changing them is allowed to support for large tiles.

The "large tile" item values fd, fe and ff are not processed.