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Sandbox Track Editor Tutorial:
Introduction
"Sandbox" is the geometry editing tool that was used
to create the racetracks in NASCAR® Racing 2003 Season. This
overview will go over the very basics of Sandbox. Before you
jump in and start building tracks, it is highly recommended that you
read this overview. Also, you should be aware that Sandbox is a
very unstable tool and it is prone to frequent crashes, some of which
are so severe that they may lock up your machine. Bear this in
mind before you use this tool. Because of the unstable nature of
Sandbox, it is highly recommended that you save your work often.
This tool is offered as-is and is completely unsupported. Please
do not contact Papyrus or Sierra regarding issues you encounter while
using this tool.
Overview
Sandbox is comprised of four main windows: Sandbox,
Height, Camera, and Properties.
Sandbox Window:
The Sandbox Window is the main workspace used for track editing.
The Sandbox Window has three main modes/views: Geometry Editing
View, Object Placement View, and Track Surface Editing View. The
Geometry Editing View is used for creating segments, laying down
feature sections (f-sections), adding walls (w-sections), and laying
down sections that allow elevation changes (x-sections). The
Object Placement View is used for adding objects (TSOs) to the track.
The Track Surface Editing View is used for adding track decals (TSDs)
to the track.
Height Window:
The Height Window is used to change the elevation and gradient of
x-sections. The Height Window has two modes: Height Profile View
and Banking Cross-Section View. Height Profile View is basically
a profile view of all of a track’s x-sections unwrapped and laid out
from the lead segment on the left to the final segment on the right.
Banking Cross-Section View displays a cross-section of all of the
x-sections in the currently selected segment. Height Profile
View can be used to change the gradient of a given x-section.
Both views can be used to change the elevation of a given x-section.
Camera Window:
The Camera Window allows you to preview your track in a 3D window.
The Camera Window has two modes: Driving Mode and Slew Mode.
Driving Mode moves the camera forward and backward around the track
along the DLONG zero line. Slew mode allows the user to freely
move the camera around the world.
Properties Window:
The Properties Window is the control center for setting the
characteristics of selected track sections and elements. The
Properties Window has three modes: Section Properties Mode, Track Side
Object Properties Mode, and Track Surface Decal Properties Mode.
Segments
Segments are the basic building blocks of a track.
Tracks splines are built from a series of interconnected segments.
A segment is an arced or straight piece of track that can have
textures assigned to it and changes in elevation. The space
within a segment is defined by its DLAT and DLONG position. The
purple line that appears within a segment represents DLONG 0.
DLAT goes positive as you move to the left of this line and negative
as you move to the right. DLONG 0 is defined at head (beginning)
of a tracks lead segment. DLONG goes positive as you move
forward within a segment and negative as you move backward.
Sections
Sections are the individual elements contained
within a segment, such as grass, walls, fences, pavement, and
elevation changes. There are many types of sections that can be
placed within a Segment, each of which servers a different function.
F Section:
F-Sections act as anchor points for texture assignment. To
lay down an F-section, click within a track segment and from the menu
select Insert > F Section. Unselected F-Sections show up as dark
green lines. Selected F-Sections show up as light green lines.
When you lay down an F-Section, it will create an area that spans from
the f-section of origin to the nearest f-section to left within which
you can assign a texture.
X Section:
X-Sections act as seam points from which you can bend a segment.
To lay down an X-Section, click within a track segment and from the
menu select Insert > X Section. Unselected X-Sections show up as
dark red lines. Selected X-Sections show up as light red
lines.
W Section:
W-Sections act as physical walls. To lay down a W-section,
click within a track segment and from the menu select Insert > W
Section. Unselected W-Sections show up as dark blue lines.
Selected W-Sections show up as light blue lines.
Setting up your workspace
Before you’re able to create a track, you first need
to set up a workspace. This workspace should be structured in three
levels. To start, create a folder and name it "tracks" (Level 1).
Within this “tracks” folder, create another folder and name it
“my_track” (Level 2). Within the “my_track” folder, create another
folder and name it “trackmat” (Level 3).
The Level 1 “tracks” folder will contain all of the individual track
folders that you create.
The Level 2 “my_track” folders (where my_track is the name of your
track) will contain each track’s TSOs (*.3do), TSDs (*.mip), and TSO
textures (*.mip).
The Level 3 “trackmat” folder will contain each track’s surface
textures (*.mip).
An unpacked “shared” directory should be copied to your Level 1
“tracks” directory. If you are unfamiliar with unpacking .dat files,
read the papytools.txt document.
To summarize, your final directory structure should look like the
following:
tracks
tracks/shared
tracks/my_track
tracks/my_track/trackmat
If you are starting a track from scratch, there is an issue that you
will have to work around in order for the textures to appear. You will
first need to run Sandbox and place a segment (straight or curve).
Once the segment has been placed, save your track within your
“my_track” directory. Then select File>New and then re-open the track
that you just saved.
When adding flaggers to a track, the following textures
must initially be present in your Level 2 folder. You can grab these
files from an unpacked shared.dat: flag_black.mip
flag_blue.mip
flag_checkered.mip
flag_green.mip
flag_red.mip
flag_white.mip
flag_yellow.mip
series_flagger.mip
stopgo.mip.
When adding flaggers to a track, certain flagger
objects must also be present in your Level 2 folder. These files can
be copied from an existing unpacked NR2003 track and should be used as
follows:
Main pit road:
- flagger_pit_0.3do (for pit road 0)
- flagger_stopgo_0.3do (for pit road 0)
Secondary pit road:
- flagger_pit_1.3do (for pit road 1)
- flagger_stopgo_1.3do (for pit road 1)
Pick one of these, but not both:
- flagger_sf_l.3do (s/f on left side)
- flagger_sf_r.3do (s/f on right side)
Creating a basic track
- Let's start with something simple... a basic
1-mile (1609.344 meter) oval with 10-degree straights and 20-degree
turns. Begin by opening up Sandbox and select the Sandbox window.
- Before we begin we will have to unlock the
geometry editing features of Sandbox. To do so, right-click within
the Sandbox window and select “Unlock All Geometry” from the menu.
- Let's start by placing our first segment.
To do this, right click within the Sandbox window and select "Create
Straight" from the menu. A straight segment will appear where you
clicked. We will use this straight as the front stretch of our
track.
- This segment obviously isn't large enough to be
our front straight so let's find out how much we will have to
increase its size by. Click within this segment. In the lower
left corner you will see "Segment Length: 10.00m". This means
that the Segment is ten meters wide.
- Click the inside (left) x-section and the outside
(right) x-section. In the upper left corner note that they are
each ten meters away from the center of the segment. If we
want to create a track that is one mile long, this segment certainly
isn't long enough or wide enough to be the front stretch.
Let's widen and lengthen it.
- Click the innermost x-section and drag its head
(start) and tail (end) out to 40 meters from DLAT 0. Do the
same with the outside head and tails. The track should now be
80 meters wide. The segment now needs to be lengthened.
Let's say the front strait at this 1-mile track is .25 miles.
Click on the tail of the DLAT 0 line and drag it out until the
segment is .25 miles, or 402.33 meters long.
- Now that we have placed our first segment, we
should assign it some basic features. We'll start by laying
down the infield, the racing surface, and the outfield. To do
so, we'll have to use of f-sections. Add four f-sections to
the segment. Pull the head and tails of the innermost and
outermost f-sections out to the innermost and outermost edges of the
segment. Position the center f-sections 15 meters to the left,
and 15 meters to the right of DLAT 0.
- Now we will have to texture these sections.
Click the outermost f-section and bring up the properties window.
Assign it a grass texture. Note that the grass texture has
been applied to the section and spans inwards until it meets the
next f-section. Now select the next f-section and assign it an
asphalt texture. Select the next f-section and assign it a
grass texture.
- Now that we have the feature sections created, we
should begin to set up the framework that we'll need later on to
create the tracks banking. To do this we'll need to lay down a
couple of x-sections. Right click on the racing surface
section of the racetrack and from the menu add two x-sections.
- Pull one x-section in to the inside of the
asphalt and one out to the outside.
- At this point it would be a good idea if we put
in an outside track wall and an inside retaining wall. To add
walls we'll have to use w-sections. Let's add the outside
track wall first. Right click on the racing surface and select
Insert > W Section. Drag the head and tail of this w-section
out to the outer track surface f-section.
- Now that we have created a wall we have to
texture it. Select the w-section in the Sandbox view and then
bring up the W-Section Properties Window. Walls have 5 main
facets that you may have to texture: near, far, left, right, and
top. From the Facet drop-down select each of these elements
and assign it a texture.
- The wall will default to being .5 meters wide and
1 meter high. If you would like a wall of different dimensions
you can modify the Width and Height in the upper right corner of the
W Section Properties Window.
- Now we need an inside retaining wall. This
wall should be placed at some point in the infield... perhaps half
way. Follow the steps you used to create the outer track wall
and create an inside retaining wall.
- Now that we have a basic track segment with
textures, walls, and the framework needed for elevation changes, we
can begin to build the rest of the track. To do this, right
click within your segment and from the menu select Append Segment >
Curve. This will create a curved copy of the first segment.
This is a very convenient feature because it will save you from
having to re-create all of the texture, wall, and x-section work
that you did in the first segment.
- We will have our turn consist of two segments.
Since the turns at our 1-mile track will each be .25 miles long,
these segments will each have to be .125 miles long. Grab the
tail of the segment and manipulate it until it has a tail angle of
90 degrees (upper right corner) and is 201.16 meters long. This will
take some finessing.
- Append Segment 2 with another Curve. This
curve will be an exact copy of Segment 2, so it's length and tail
angle should be correctly set.
- Append Segment 3 with a Straight. This
straight will be used for our back straight.
- Drag Segment 4 out to a length of 402.33 meters
(.25 miles).
- Append Segment 4 with another Curve.
- Once again we will break the turn up into two
segments, so create a 90 degree 201.16 meter long curve.
- Append Segment 5 with another Curve.
- The tail of Segment 6 should match up with the
head of Segment 1. If it lines up properly a dark purple line
will appear that will bridge the gap between Segment 6 and Segment
1.
- The start point and the end point of the track
now line up but are not attached. To attach them r-click on Segment
6 and from the menu select Attach Segment > At Tail.
- Now that we have our basic track spline set up we
can begin to add banking. This track will have 10 degrees of
banking on the straights and 20 degrees of banking on the turns.
To change the banking we will have to make use of the Height Window.
- To bring up the Height Window, click on View >
Height Views.
- The Height Window will appear in a separate
window.
- We will begin by making the racing surface
banking of Segment 1 10 degrees.
- Select Segment 6, the Segment that directly
precedes Segment 1.
- Within Segment 6, select the outermost asphalt
x-section.
- Select the Height Window and in the Banking
Cross-Section view pull the highlighted x-section up until the
degree readout reads 10.00 degrees.
- Move forward to Segment 1 and do the same thing.
- Move forward to Segment 2 and pull the x-section
up until the degree readout reads 20.00 degrees.
- Move forward to Segment 3 and pull the x-section
up until the degree readout reads 10.00 degrees.
- Repeat this process until the track is completely
banked.
- We now have a basic 1-mile oval.
Congratulations, you have created your first track!
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