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 Brief editor guide. 
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Post Brief editor guide.
Thanks to Mike for writing this:

Starters Orders 6 Course Editor
=======================


This guide will take you through the process of creating a brand new course and editing existing courses for Starters Orders 6.


When working with courses it is important to back up regularly and save often as the editor has a few bugs that haven't been fixed just yet, so please play it safe so you don't lose your work. Also, the editor isn't heavily optimised and may not function too well on older computers. Another point is that you need to run the editor in administrator mode that it can save and access files properly. Finally if want to edit any of the existing maps then please ensure you make a backup before starting in case of any problems.


If you want to edit a map then the first few steps in this guide will not be needed. If this is the case check out "Moving around the scene" then jump to the "Creating a course - entities" section.




Creating an overlay


To create a new course you first of all need to create an image that defines the scale of the world and also helps you lay the course out. Here's what you need to do -


* go to Google Maps in your browser (or your favorite satalite image provider)
* type in the location of the race course and move to it
* make sure Earth mode is selected at the bottom left
* at the bottom right click on the scale to toggle it to feet
* zoom in or out until the scale is 500 ft
* make a note of how wide the scale bar is e.g. 103 pixels
* take screen shots of the course, you may need to create several shots and stitch them together if the course is large
* when you have the image ready mirror it
* when you are done save this image and name it overlay.jpg


If you don't already have a decent image editing tool then you could try something like Paint .NET or Gimp that are freely available.




Initial setup


Now go to the directory where you have SO6 installed, then go into the 3D/courses folder. Create a new folder for your course and place overlay.jpg in it. Next open the editor.


When the editor starts you will be presented with a sky and blank terrain. At the top you will see lots of buttons that allow you to set up all the relevant sections. Click on the overlay button, navigate to the folder where you saved your overlay.jpg image and select it. Once you have done this the terrain will resize to match the overlay image.


The next step is to control the scale using the information from the scale bar in Google Maps. If your map scale is not 103 pixels then click on the scale button on the top menu and type in the value for your scale e.g. 94. Hit return to apply the scale or press cancel to finish. Once you have scaled your map be sure to save it by clicking on the save button and typing in the full name of your map e.g. ascot.map. The editor won't append the extension so you must type the full name.


Moving around the scene


You can move around the scene by pressing the w, a, s and d keys. Hold down shift to use mouse look. You can also press F1 to enable mouse look and F2 to disable it.




Creating the terrain


With the overlay in place the next step is to work on the terrain and get it laid out so it matches the course in real life. This part is a little bit tricky and can take some getting used to, but with time you can create the rough layout reasonably quickly. If anyone has any ideas on how this can be improved then please post about it on the forum.


Click on the terrain button on the top menu to enter terrain editing mode. You will now be presented with a new set of buttons. You can click on the Finish button at any time to return to the main editor


Here's a quick explanation of the buttons on the top menu -


* Points - uses this to set down a series of points that allow you to modify the whole terrain
* Splines - can lay down pairs of splines to create curved sections of terrain
* Vertex - use this to modify the points of the terrain directly e.g. raise or lower sections
* Spray paint - options to paint textures onto the terrain, for example, dirt areas
* Grid - click to toggle the display of the grid
* Flood fill - option to flood fill areas for quick painting
* Build night lighting - will update lighting for night time races (useful if you have moved a lot of entities around)
* Finish - press this to save any changes and return to the course editing


There's also a collection of buttons on the right side. These control the textures that are used in the game.




Creating the terrain - points mode


The idea of points mode is to let you roughly shape the whole terrain. Try this - left click to place a point down anywhere on the terrain. Once you have done this you will see a small white sphere appear plus a number. Also try moving the camera around and notice that pink spheres are moving out in directions away from the point you placed. These are intended as guide markers if you want to line things up. Now left click and hold it down on the point you just placed. Notice it keeps raising up. Keep doing this until the value is above 200. Move the camera in close to the point and now at the top left in the green menu click on Build Points. What happens is that from this point the terrain will be raised up and as you move further away from the point the terrain gradually lowers down to the ground. By experimenting with this and adding more points you can get a rough shape that resembles the course.


Controls for points mode -


* Left click to place a point down
* Left click and hold on that point to raise it up
* Right click and hold on that point to raise it down
* Left click on point then press the delete key to remove it


It is best to try and get the shape of the terrain done using the points mode prior to moving into any of other terrain modes. The reason for this is that using the points mode will overwrite any changes you later make. For instance, if you use points mode, then use vertex mode to raise or lower sections, then return to points mode and build any changes made with the vertex tools will be erased.




Creating the terrain - splines mode


Using the splines mode it's possible to create a nice looking curved area of terrain. The idea behind the splines mode is that you lay down a series of points that define a curve, you then lay down another series of points that define another curve, you pair them together, click on the Build button and any points on the terrain between the spline points are adjusted to align to the splines.


Here's the controls for spline mode -


* Right click to place a point down
* Left click and drag to move that point around
* Left click and hold on that point and press F3 to move it up
* Left click and hold on that point and press F4 to move it down
* Right click to place another point down


The numbers next to the points tell you the set and then the order in which you created the points e.g. 1 - 1 is set 1 and object 1, while 2 - 5 is set 2 and object 5.


Try placing 3 points down in a row You will end up with 1-1, 1-2 and 1-3. Move 1-2 so it's high up in the air. Now click on Finish Set in the green menu up at the top. This button allows you to finish the set of points you are working on and generate a new set. Right click and add 3 more points so you layout is like this -


1-1 1-2 1-3
2-1 2-2 2-3
Click on the align height button. This will ask you select the target point, so click on 1-2, then you will be asked to select the second marker, so click on 2-2. The result of this is that both of these points are now aligned.


Click on select pairs. Click on 1-1 then 2-1. After doing this text will appear over the spheres telling you that these sets are paired with each other.


Finally click on the Build button. The result will be an area of terrain that raises up to the points in the middle and goes down towards the edges.


To delete a set simply click on the one of the markers for that set (its colour will turn to bright red) then click on the Delete Set button.


It can take time to get exactly the results you want. In many cases you will need to move the points around a little bit and see what works best. Bear in mind you can use the vertex tools later to clean things up and get finer control over the end result, so just try and use the spline mode as a rough tool to give some kind of shape.




Creating the terrain - vertex mode


The vertex tools allow you to have much more control over the layout of the terrain. Once you have the rough shape defined using the points and spline tools then move into vertex mode. Please note that once you start editing here you can't go back to using the Points mode.


Several options are offered in vertex mode -


* Circle - modify a circular region of terrain
* Box - modify a box region of terrain
* Hard Circle - ignore
* Hard Box - ignore
* Point - adjust an individual point on the terrain


Try selecting the Circle or Box modes and then move the mouse around the terrain. As you do this you will see a selection area. Clicking on the grid button on the top menu will toggle a grid on the selection. It's sometimes helpful to have this turned on.


The third blue menu bar allows you to select control modes when dealing with the Circle and Box tools -


* Raise - with this mode selected left click on an area of terrain to raise it and right click to lower it
* Flatten - left click to flatten the area of terrain (it takes all the points down to 0)
* Level - this mode will find the highest point of the selected area and level all the points within the selected area to this point when left clicking
* Average - will average out all the selected points


When in Circle and Box mode use the mouse wheel to scale up or down the selection area.


When in Point mode just left click on a point on the terrain to raise it and right click to lower it. The blue menu bar items have no affect in Point mode.


Box mode also offers the option to rotate the selection by pressing R and T to adjust the angle and Y to reset the rotation.


It's generally best to use these tools on areas of terrain away from the actual course, but if you do want to use them on the course itself then take care to ensure the points are smooth, otherwise horses moving along them may jerk up or down while moving along the course and it will look unnatural.




Creating the terrain - spray painting


With this mode you can paint areas of the terrain with the selected texture on the right. The list on the right allows you to control all the textures being used on the terrain. You can change existing textures, alter their scale, rotation, move their position in the layers and add new ones.


The overlay will be displayed on top of the terrain at this point and it may get in the way. To see the terrain more clearly press and hold down the U key. Doing this will change the alpha on the overlay and allow you to see what the course will look like in game. Press Y to increase the alpha on the overlay.


The first texture in the list on the right is the base texture. This will be used to cover the whole terrain. There's a yellow icon with an arrow to the top left of the texture. Left click on this and hold it down, now use the mouse wheel to move up and down. As you do this the scale of the texture on the terrain will change. To the right of the yellow icon is another icon with an arrow on it. Left click on this and hold it down, now use the mouse wheel to move up and down. As you do this the rotation of the texture on the terrain will change. The final button on the base layer is a plus icon to the left of the texture. Click on this and you will be asked to select a new image. Navigate to the 3D\terrain folder and select a new image.


Beneath the base layer is a default mud texture. This has an extra icon to its left - a white cross on a red background. You can click on this to delete the layer. If you do this any areas that you painted that use this texture will also be removed. Also, you can click on the texture itself and a red selection box will appear around it. This lets you know that this layer has been selected.


At the bottom of the textures is a button with a plus icon on it. Click on this to add a new texture. When you have 2 or more textures in the list arrows will appear to the right of them. You can use these to move the layer up or down.


Using custom textures is fine but you must ensure they are all placed in the 3D\terrain folder.


Click on the default dirt texture so it has a red box around it. Now make sure Circle mode is selected at the top left on the green menu and move the mouse over the terrain and hold down the left button. You can remove what you have added by right clicking on the area.


Here's the available modes -


* Circle - paint a circle with soft edges, use the mouse wheel to change the size of the circle
* Box - paint a box, use the mouse wheel to change the size, use keys R and T to adjust rotation and Y to reset
* Hard circle - paint a circle with hard edges, use the mouse wheel to change the size of the circle
* Hard box - ignore
* Point - ignore


Try painting an area of dirt texture, now click on the Plus icon in the texture list and select a new texture. Ensure this is selected and paint on top of the dirt texture. Now on the right side select your new texture and click on the Up arrow next to it. The layers will change and your dirt texture will now appear over your new texture.


It's important to keep the amount of layers to a minimum, otherwise it can result in poor performance on slower computers.




Creating the terrain - flood fill


The flood fill mode gives you the option of creating a series of points and then flood filling them with the selected texture layer. This is useful in cases where you want to quickly fill an area of terrain. Clicking on the Flood Fill button will change the green menu and show you thse options -


Fill Polygons
Fill Splines
Finish Zone


For now right click on an area of terrain. When you do this a small green sphere will appear with 2 numbers on it. The first number tells you the set or group that it belongs to, whilst the second number lets you know in what order the marker was placed down. Add 3 more points down to form a box in a large area. You can move the points around by left clicking and dragging them. Now select a texture on the right and click on Fill Polygons. The box you laid down will now be filled with the contents of the selected texture. Click on Finish Zone and now add some more points down in another area. Notice that the group number has changed as you're now dealing with another set of markers. Click on Fill Splines after laying down a few points and see what happens.


Fill Polygons works by cycling through the points in the order that you placed them down, so if you have 4 points it will start from 1, move to 2, to 3, to 4, then back to 1 and fill that area in. This works well for areas that don't require curves.


Fill Splines is useful for areas that may have curves, for example, the course. Again it cycles through the points just like the Fill Polygons option, but it uses splines to generate the final filled area instead of polygons.


If you want to erase an area that you have filled in then select the Spray Paint option from the red menu and then select one of the Box or Circle options and right click on the area to remove it.




Creating the terrain - night lighting

You can use this button to update lighting for night races. This will only work if you have added floodlights into the course, otherwise it will have no effect.




Creating the terrain - finishing


When you're done editing the terrain click on the Finish button from the red menu. At this point any changes made to the terrain will be saved out. You can always return back to editing the terrain at any point, but please take into account that editing using Points will wipe out any vertex editing you have done, although it will not affect the painting of the terrain.




Creating a course


Once the terrain has been created you can move onto laying the course out. This involves placing down a series of points that lets the simulator know where the horses need to run on the course. As soon as you click on the Course button on the red menu you will be presented with a series of new menus directly beneath.


The blue menu has a list of courses available to the simulator. It starts with Flat Turf 1 and finishes with End Chute, which is a special case that I'll come back to later. By default Flat Turf 1 is selected and is highlighted in red to indicate this. When you lay points down for the course they will be used for whichever course is selected in this list, so it's important to make sure you have the correct course selected before starting anything.


The menu directly beneath the list of courses lets you select whether the course is left or right handed. Finally there's an option to show furlong posts, just ignore this for now.


The remaining three menu bars provide options for building the course, adding bends, align markers and cone markers. These will be explain later on.




Creating a course - adding points


A quick note before you start - press Y and U to increase or decrease the alpha value of the overlay. This helps in letting you ensure everything is placed down correctly.


Right click to place a point down on the terrain. It will have some text next to it saying WP 1. Right click again and the next point will say WP 2. You can left click and drag to move a point around and you can also delete the currently selected point by pressing the delete key.


Let's say the course is a simple circular circuit and is a flat race. For now pick any point on the circuit and right click to place a point. Now look at the direction where the horses should be running and right click a little further along. The horses will follow the waypoints in the order you create them so ensure you set this up correctly. Keep on adding points until you loop round to WP 1. Then add a final point so it's just past WP 1. Doing this will allow the horses to continually run around the circuit.


When you have set the circuit out click on the green Build Course button. You will end up with lots of little boxes appearing between the points you have placed down - these are markers that control where the horses move to based on how you laid down the waypoints. Try experimenting with moving the waypoint markers and then hitting Build Course again to see the results.


Next you need to define the wrap point for the course. This controls the crossover point between the waypoints that have been created. Click on the Wrap Point button. You will be asked to select a waypoint that acts as the wrap point. In the case of a circuit it will be wrap point 1 as your final point e.g. waypoint 17 will have been placed just beyond waypoint 1. Please check out some of the existing courses if you need any further help understanding how the wrap point works and also to see how more complex courses have been created e.g. ones with chutes.


Once the course has been built you will also see a Finish Line indicator. This needs to be moved to the correct finishing point for the course. To do this click on the End Point button and then press 1 and 4 on the numpad to move the point. When the finish line box is in the correct position right click


If for some reason you need to insert a marker at a point to alter the course just click on the Insert Marker button, then right click on the point where you want to insert the new waypoint.


There's two other important buttons on the green menu - Add Bend and Delete Bend. These are used to set up bend information that gets passed to the simulator. Without this information the horses may not behave as you expect when running round a bend. To add a bend click on the Add Bend button. Once you do this you will be asked to select the entrance point. Simply click on one of the little boxes for the course. Next you will be asked to select the exit point. Again just click on a little box to mark down the exit point. When placing these points down consider the direction the horses will be running on the course so that you can place the entrance and exit points correctly. It's not possible to edit a bend after creating it, so if you need to make any adjustments click on the Delete Bend button, then right click on the bend you want to remove.


When the course has been made press F2 or release the left shift button so you aren't using mouse look, then press numpad 8 to increase the number of furlongs. This is represented at the bottom right using the distance information. When you do this you will see a marker indicating where the start line would be at this distance. You can press numpad 7 and 4 to increase or decrease the miles target, numpad 8 and 5 to alter furlongs and numpad 9 and 6 to handle yards. If there is a problem with the course and you enter a distance that is not valid then the editor will hang, so please be sure to save your map before using these buttons. However, if everything has worked out well and your wrap point (if you have one) has been set correctly then there will not be a problem.


The align marker buttons and edit cone marker buttons are something that we need to come back to later on.




Creating a course - adding rails


Click on the Rails button on the red menu to move into rail creation mode. From here you can right click to place markers down. Just like with other markers they will have some information showing the set and number. These will help you to identify groups of markers. Right click a few times and place points down where some rails should be. Now click on the Build Rails button and a series of rails and supports will be generated and placed down. If the supports aren't on the correct side then click on the Toggle Support Side button to fix this. Now click on Finish Rail Set and then right click and add some points down in another location. You will now be working with a new set fo the first number will be different to that of the original group.


If you want to move rail markers around just left click, hold and drag them around. You can delete the selected marker by pressing the delete key. When pressing the Build Rails button the rails will be built for the selected marker set. To start making a new set click on the Finish Rail Set button.


In some cases you may want to insert a marker to alter the positioning of the rails. To do this make sure you have selected the marker set you want to deal with (just click on one of the markers), then click on the Insert Marker button. Once you have done this you can right click on an area to insert a marker.


There may be times when you will loop back round with the rail markers and want to have the final point connected to the original start point. If this is the case click on the Join Rails button and the rails will connect. To reverse this click on the Split Rails button.


The final option is called Split Markers. This lets you take one group of markers and split them into two. To use this click on the marker where you want the rails to split, then click on the Split Markers button.




Creating a course - course alignment


With the rails in place you can return to the Course mode using the button on the red menu. From here you can use the align tools to ensure all the little boxes that control the positioning of the horses are moved in as close to the rails as possible. If you choose not to use this step then the horses will follow the route you have supplied, but at times may be too far away from the rails. Using the tools here will help to avoid this problem, but it can be tricky to get right and you will need to spend some time learning how things work. The alternative is to take a lot of care with your waypoints positions and handle it manually, but for now using the align tools is probably the best option. Perhaps in a future version of the editor this process can be simplified and made easier. Anyhow onto the process. Look through the course and work out which areas of the course need to be aligned to rails. When you have figured out an area click on the Add Align Marker and right click on the first point (one of the boxes that make up the course) that you want to align to rails, then right click on the second point. This allows you to define a segment of the course that will be aligned to the rails. Next click on the Apply Align Markers button. The result will be that all those points in that area will be shifted very closely to the rails.


The process isn't perfect and can take some time editing to get everything correct. Here's some things to consider -


* Ensure you add markers down in the direction the course is going.
* When you click on Apply Align Markers look through the course and check for any oddities. If any of the little boxes look out of place or don't follow on with the rotation then it needs to be corrected.
* Try moving the waypoint markers a little and then applying the markers again. You will be able to correct errors by doing this.
* If something doesn't look right you can try deleting the markers by clicking on the Delete Align Marker button, then adding new markers - just experiment with the position.


Once you have gone through the process you will get a better understanding of how it works. Just be sure to avoid kinks in the course and any points where the course boxes don't follow on. If there's big gaps or shifts in rotation with the boxes then the horses will move oddly in game.


Admittedly it's not an ideal situation and it's fiddly, but it does work for now, although this alignment part may need revisiting in the future.




Creating a course - entities


Click on the Entities button on the top red menu to move into entity editing mode. From here you can add entities like stands, trees etc. into the game.


When you move into entity mode you will see list appear on the left. It allows you to scroll through all the items in a particular category of entities and also switch to see entities in another category. By default the track category is selected. Click on one of the other categories e.g. vehicles to select that category and see its contents. Use the scrollbar to move up and down the listings.


You can select an entity to import by clicking on it. Once you have done this a little green box will appear around it, letting you know that it has been selected. When you have done this right click on an area of terrain and the entity will appear.


Controls for handling entities -


* Right click to add selected entity
* Left click to select entity
* Hold left ctrl, left click and drag to move entity
* Home button to scale an entity up
* End button to scale an entity down
* Numpad 5 to rotate an entity on its Y axis
* U and J to alter scale on the X axis
* I and K to alter scale on the Y axis
* O and L to alter scale on the Z axis
* Cursor keys to move the entity around


Once you have set up an entity press the space bar to ensure that any other entities of that kind that are imported will have the same scale etc.


By default entities will be placed into the scene one at a time. In the case of trees it may be easier to add multiple trees with one click. To do this click on the green Spray button at the top. When you move the mouse over the scene a sphere and selection area will appear. Right click and hold the mouse down to import multiple entities down in that area. Use the mouse wheel to make the area larger or smaller. Use the Clear option on the green menu to remove entities in the area.


When adding a stand into the scene you can set it to have reflective windows by clicking on the Select Windows button. From here just click on the windows on the model, then right click to finish.


By adjusting the scale and rotation of entities it can help to make things look quite a bit different, so it may be worth experimenting with that. Also, adding plenty of photographs in the background can really add to the visuals, and if done well could be a big improvement.


When scaling the stands if you need some help understanding the size then try creating a crowd zone for comparison. Information on how to build crowds is below.


To add your own photographs into the entity listings quit the editor and look in the 3D/entities/photos folder. Place any of your images in here. They must be in PNG format. Next run the executable CreateModelsFromPNG.exe. When it has finished launch the Editor. Select Entities mode, then on the left side click on the Photos category. Scroll through the list and your photos will be available.


Another option for custom media is to add your image as a billboard. A billboard will always be rotated to face the camera, so something like a tree image is ideal for it. To add your own billboard quit the editor and look in the 3D/entities/billboards folder. Place any PNG images in here. Now run the executable CreateModelsFromPNG.exe. When it has finished launch the Editor. Select Entities mode, then on the left side click on the Billboards category. Scroll through the list and your images will be available.


Adding loads of entities into a scene may improve the realism and details, but it will also have an impact on performance. In particular adding 3D trees will slow things down on machines that aren't so powerful. So please take care not to overload the scene. To give you some kind of guidance the status bar at the bottom of the screen will let you know the frame rate along with the polygon count for entities in the viewing frustum. The editor is slower than in game, but if things are crawling along in here with a poor frame rate then it's likely that it won't work well in the game either. The easiest way to deal with this is to reduce the number of entities on screen.


Finall it is currently not possible to add any custom media other than images into the game.




Creating a course - the crowd


Adding people into the scene is fairly straightforward. You can either add people onto the ground or on a stand. To add people click on the Crowd button on the red menu. When you do this the green menu bar will present you with these buttons -


Ground - default mode that lets you place people on the ground
Stand - switches to stand mode
Build Crowd - builds the crowd for the currently selected markers
Finish Crowd Zone - builds and finishes the crowd and lets you make another group
Change Density - ignore


Ground mode is selected by default. Right click on an area and add some markers down. When the crowd is built a polygon is generated using the markers in the order that you created them. If you have 4 markers placed down it will build the polygon using 1, 2, 3, 4 then back to 1. When you have placed the points down click on the Build Crowd button. This will generate a group of people that will be watching the race. The amount of people created is dependent on the size of the area you made. If you want to alter the crowd left click and drag the markers around, then click on Build Crowd to update things. If you want to delete a marker then click on it and press the delete key. Once you have finished with this group click on the Finish Crowd Zone. Now the next time you right click you can add new points down for another group of people.


To add a crowd onto the stands click on the Stand button from the green menu. When you do this you will be asked to select a stand to link the crowd to. Left click on the stand. Now right click on the areas of the stand where you want the people to be placed. When you have done this click on the Build Crowd button.


It's probably best to keep the amount of people to a minimum. First because they look pretty poor and secondly it hits the frame rate hard on slow computers, although people affected can turn the crowd off. For the first problem though there's not much you can do about it right now.




Creating a course - lights


When all of your entities are in the scene you can build the static lighting for the course. This process can take a long time, so please be patient. It's best to leave this step until you are sure that the course is ready to be lit. Any changes you make e.g. moving entities around will mean the course needs to be lit again. Click on the Lights button on the red menu to move into the lights mode. A few buttons will appear in the green menu. The only one that is relevant is the Build Lighting option. Click on this and be prepared to wait. A loading screen will appear whilst the lighting is being built. Once it's done the loading screen will vanish and you can take a look around the level and see the effects of the lighting. The time it takes to build the lighting depends on how powerful your computer is.




Creating a course - altering the sky


If you want to change the sky sphere click on the Sky button on the red menu. At this point you can navigate to the 3D/sky folder and select an image in there.




Creating a course - mirror


The mirror option will take everything from your existing course and mirror it.




Creating a course - night mode


Use this option to toggle night mode on or off. Be sure to add floodlights if you want to get your course looking correct in the night time.




Creating a course - chutes


Some courses may need chutes that lead onto a circuit. If this is the case then ensure you begin placing waypoints down on the chute and then move towards the course. As you work your way around the circuit you will then add the final waypoint so it overlaps the circuit and joins up. Once you have done this the wrap point needs to be set to a waypoint just before the course wraps round. It's important to get this correct, otherwise the course may not support the distances needed for the race. Please check existing courses to see how this has been handled.


There are some courses that need an end chute. This is designed as a way of letting the horses run around a circuit, and then finish by running onto this exit chute. Cheltenham is a good example of this. To handle Cheltenham a circuit was set up that ignored the exit point. Then the end point of the course was set at the point where we wanted the horses to leave the course and run onto an exit chute. After this had been set up the End Chute option was selected in the Course mode and a new set of points was laid out. So effectively the end chute is a little extension on the course. The finish point will always be on here, but it allows us to have horses run around a larger circuit. Please check out Cheltenham to understand the layout on this one.


It could be that the editor can't handle course layouts for every single combination. In this instance it's necessary to make some compromises and see what is realistic. As time passes things might change, but for now there are limitations.




Creating a course - cones


Some courses may have areas where the horses are running away from the rails. If this is the case it may help to add cones as a visual aid. To do this go into Course mode, select the course you want to edit, then click on the Edit Cone Markers button. From here you can right click to place markers down, drag them around, select and delete them. To see the result click on Build Cone Markers. To create another group click on the Finish Cone Markers button, then right click to start adding new points down. The cones you create will only be visible for the currently selected course, so it's possible to have a set for Flat Turf 1 and Hurdles 1 for example.




Creating a course - exporting


When everything is in place you can export the course and get everything ready for use in the game. This can be a lengthy process, so please ensure everything is ready and you don't want to make any changes before clicking on the button. When you are ready click on the Export button. A loading screen will appear and will remain on screen until the exporting has finished. When everything has finished you will be able to try the course in game.


The most common problem after exporting will be related to the course layout, usually due to the alignment markers. You may notice your horses move oddly or shift out of position at some point. If this does happen then check the location in the editor. Look for anything odd with the boxes that show you the course layout. If these boxes do not line up smoothly or have odd rotations then you will need to correct them. It will be a case of altering alignment markers and moving the waypoint markers until it looks correct. Then export the map again and check it again.


Mon Jun 09, 2014 1:19 pm
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