Creating tracks (track editing) for Trackmania Nations: Forever
Trackmania Nations Forever has undergone a bit of a interface design
cleanup from the point of view of the editor, but not so much that
if you have created tracks and content for the previous Trackmania
Nations that you'd be lost through any apparent differences, the most
obvious of which is the introduction of two track editing modes -
"Simple" and "Advanced".
Editing tracks in Simple mode gives track creators access
to a limited amount of content from which new tracks can be built,
basically, enough to build some interesting initial tracks but not
so much to overwhelm new users. In Advanced track editing mode
track creators have access to the full gamut of content used in the
game which allows for some quite complex layouts.
Laying down track elements (building a track) ^
As with creating tracks for Nations, Forever uses the same system
so track sections can only be placed in 'valid' space, indicated by
a green box around an object. As there is only a limited amount of
content to select all that needs to be done to select a component
to lay down it to click on it as it appears in the menu at the bottom
of the screen.
A "green" highlight indicates that object is good to go
and can be placed where it is.
Attempting to place objects in invalid space results in an orange
box around the selected track component.
Trying to place a track section over another results in the selected
item changing to an orange highlight indicating that you can't place
that object there.
Scrolling the Middle Mouse Button up/down will raise or lower an
object relative to the ground surface allowing tracks and objects
to have 'layers' and/or numerous 'floors', this is especially useful
with multi-storey buildings and track overlays.
Adding misc. items using the MMB to raise/lower the height of objects
Saving the new track ^
Clicking on the little floppy disk icon lower left hand side
opens up the "File Save" dialogue box, enter in the
filename a click "Save".
Saving the new track - the interface has been updated in Forever
Once the new track has been saved Trackmania Forever will ask you
if you want to compile the lightmaps for use in Forever itself - lightmaps
are a graphic effect that have to be compiled relative to the design
of the track that's been built, so every time a change is made the
lightmaps need to be recompiled and updated. Depending on how complex
the track is, compiling lightmaps for Forever tracks may takes a few
minutes.
Trackmania Forever now includes the compiling of lightmaps to 'bake'
shadows onto the arena and track.
Trackmania Forever processing the new track and compiling the lightmap
for it
Final lightmapped version of the new Forever track
Making a track usable - track validation ^
Once all the above steps have been done, the track will then need
to be validated before it can be used as a normal track (by the
track author or anyone else); it's necessary to do this so track times
can be set, which then become part of the track itself, loading in
as default statistic when the track is played by other people.
Validating the new Forever track
Publishing a new track ^
Once all the step above have been done the new track will then be
ready for 'publishing'; this usually entails the track author uploading
the track to a web host so it can then be downloaded by players and
server admins that want to try out the new Forever track.
If you got this far, well done! You created your first racing track
for Trackmania Nations Forever!
Advanced mode track editing ^
The main difference between 'Simple' and 'Advanced' track editing
modes are; the amount of content available for building tracks - there
are now additional track sections that cover different types of and
transitions between surfaces; and the navigation system - using the
'Alt' key plus any one of the left, middle or right mouse button now
navigates the scene, so gone are the navigation arrows of 'Simple'
mode.
Dirt tracks ^
The video below shows the basics of what you need to do to create
a 'dirt' style track.