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Re-Volt Track Editor

A Unity Addon Project
(If you want to avoid having to download Unity and prefer a standalone version, try here)

The aim is to help bring the editor out of the game's "MAKEITGOOD" mode and into a seperate application as an alternative track editing tool. The other reason is that the controls to create and edit tracks in the game as it stands is unintuitive as the controls are confusing.

This is not a model editor, it only builds upon an existing track model by adding the necessary data.

Installing

You first need the Unity editor. You can download it from their Hub app or directly from their site. Once you have downloaded and installed, create a 3D project. Delete everything in the default scene since you aren't exactly going to make a game here, just the track for Re-Volt. Take the all the files/folders from inside the "Assets" folder of the repo and drag them into the project.

Now you have all you need for the editor to work with.

Initial Setup

If you are working from Blender to make the shapes of the track, you can directly drag in the .blend file into the project's "Assets" folder or into Unity's project file explorer.

Once the file is read as a model in Unity, drag the model into the scene, and then make sure it rests on origin (zero out the root position in the Transform component).

Add components to it via the Inspector: Position, AI, Track Zones (the order in which it is added do not matter)

Add a Mesh Collider to the objects that are currently rendering the model (most likely not the root of the object, you may need to drill in the hierarchy to see the rendering ones). This allows to the mouse's position to be projected onto the mesh for the editor to work properly. It is much easier if the mesh is one whole rather than parts to make this step less tedious.

Now I don't know if it is me but after dragging it into the scene I had to rotate on the Y-axis by 180 degrees, you can check if everything is generally aligned by adding one Position point or AI segment, exporting it, and opening in the game's editor. But always make sure it lines up.

Controls

The control set is dependent on the currently expanded component in the inspector, make sure only one is expanded to avoid confusion.

Position Nodes Editor

  • Ctrl + Left Mouse = Add new node
  • Left Mouse on node = Select node
  • Left Mouse Drag on node = Move node
  • Select node + Right Mouse on another = Connect nodes (order matters)
  • Select node + Right Mouse on connected node = Disconnect nodes
  • Left Mouse on midpoint = Inserts a node inbetween
  • Delete = Remove node (bridges connection if any)

AI Segments Editor

Shares controls with the position editor

  • Ctrl + Left Mouse = Add new segment
  • Left Mouse on segment = Select segment
  • Left Mouse Drag on segment = Move segment
  • Select segment + Right Mouse on another = Connect segments (order matters)
  • Select segment + Right Mouse on connected segment = Disconnect segments
  • Left Mouse on midpoint = Inserts a segment inbetween
  • Delete = Remove segment (bridges connection if any)
  • Drag white dot = modifies race line
  • Hold Alt = Changes to "Alt" mode
    • Allows modifying the overtaking line (Drag pink dot)
    • Clicking on nodes of the segment toggles a wall depending on the side

Track Zones Editor

  • Ctrl + Left Mouse = Add new zone
  • Left Mouse on zone = Select zone
  • Keypad + or Keypad - = Change the zone order
  • Left Mouse Drag on dots on the side = Expand or contract zone on side

Some of the zone manipulation is based off of Unity's default transform tools (Position, Rotation, Scale) which can be found on the top left buttons. Use those to toggle between them.


Any extra properties can be found in the inspector depending on what is currently selected for any of these editors.

The four different speeds in the AI editor (Left, Right, Racing, Center) do not really affect the final behavior of the AI cars, they are found in the exported save file from MAKEITGOOD but happen to serve no purpose.

Todo

  • Use the track folder as like a project folder
  • Load the visual model and collision model instead of using the .blend files and adding a Mesh Collider component in Unity
  • Be able to load and edit track information from the <trackname>.inf file

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