TinyCarZ Track Editor 


-------------	How to create a track ??? ------------------------

First choose the file name : TZTRACKx where x is 0-9 or A-Z.
You can give to your track a longer name which is display
when selecting the level oncalc.

------------- Loading,saving,exporting: ------------------------

Track File are store on your computer, in the same directory as the track editor.
Names are TZTRACKx.tzt
To open a file, choose a file name, and press load.
To save, choose a file name, and press save.
Note that no confirmation will be ask if overwriting an existant file...
So I suggest you to copy all levels your not working on in another folder
while working on a track.

To test your track, choose a filename, and press export : a TZTRACKx.8xp file
will be created, send it to your calc (or VTI) and test it !


------------- Then Build the track itself: ----------------------

The track is a map of 64*32 tiles, tiles are 8*8.

Choose tiles on the left picture (with left or right click),
and put them where you want on the right picture (with left or right click)
You may hold down the button and move your pouse to put the same sprite
to adjacent square.

To put turns or ads (like "linux" or "tift.Paxl.org) easier, you can take
a block by choosing left top corner with left button, and right down corner
with right button, then check on "area" and put the block where you want.
Area will check off automatically to avoid destroying a bit of your work if 
you forgot unclicking it.

There are 3 different type of tiles :
On line 1->4 : track tiles : on these tiles cars may go at maximum speed
On line 5->6 : off-track tiles : The cars may can go on it but at reduced speed
On line 7->16: Wall : Cars can't go on these tiles,they will bounce if they arrive fast, stop otherwise

(In fact due to a bug lines 11->16 are not making collision)


When building your track you must think of the IA : You MUST TELL it how to drive!
To do this use yellow and red arrows, and also speed numbers.
Think that turning to the direction you put, or slowing down to the speed,is not
instantally : you must anticipate turns...
There is a bit of random in the IA driving, and due to collision with others cars,
they may go out of the track even if the trajectory you put is good... Out of
the trajectory you must guide the IA back to it...
I'm not sure to explain that well, The best is to watch the tracks I made.

You can test the IA trajectory by clicking on "test IA", and choose the speed of
the animation (it wont change the speed of the IA on calc, juste the speed it is
displayed on the leveleditor). The IA will start at the car1 position (see next paragraph).
YOu will then see the trajectory the IA will have (remeber there is some ramdom,
so let it achieved many laps before being sure taht the IA wont get stuck, or will not
leave the road too often). the color of the trace depend of the car speed at this specific points:
green : Slow, red : fast.


--------------- Setting checkpoints and starting positions ----------

Last thing to do is to put checkpoints, and starting position:
There are 4 checkpoints to set on the track : they are rectangular zones
where the car must pass sequentially to validate a lap (this to prevent
cheating by go and return just on the finish line, or doing the track in reverse way).
Choose the 4 coordinate of the rectangle of each checkpoint.
Starting position must also be set, car1 must be at the first position,
in the way you planned your track to be, car8 in the last position.
You can see where starting position and checkpoints are by checking on 
"show element".

Last thing: set the starting direction (same for all 8 cars, so begin of the race should be
in a straigh line long enough) 


Don't hesitate to take a look at the samples !



Good luck!

Kuda Lo
