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Track editor for NFS2/SE

5 posts by 3 people · 19 Nov 1997 - 21 Nov 1997

Joe McGinn 19 Nov 1997#383282
>Does this file work ? >http://members.aol.com/NFS2SE/sefiles.html Well, it "works", but you can't really do anything with it. Ironically just like NFS2 is prettier and less functional than NFS1, this track editor is prettier than the NFS1 editor but way, way less functional. As you probably remember I made a whole slew of NFS1 tracks (which are still on your web site), and I'd love to do the same for NFS2, but there's no way I could with the current NFS2 editor. Remember the NFS1 editor? It allowed you to select a portion of track, and then use the left/right arrow keys to bend/unbend it. You could create sharp turns, long slow turns, combine curves for S turns, etc. It also allowed you to use INS/DEL to raise or lower a section of track (note that the editor was smart enough to grade the curve at the ends and middle, because you were making smooth hills for roads, not pointy mountains). You could create almost any track with these tools. Then someone added a utility to flatten and straighten an entire track into a single straight, flat line. That made the editor even more powerful, since it was easier to make the track you wanted when starting from this "empty slate". The result of the NFS1 editor was basically the equivalent of those "engineer's rulers" - you know the ones I mean? You can bend them anyway you want but it bends smoothly, and holds it's shape where you bend it to. So you had complete control, you could basically make any track you could imagine. Note that this kind of usable track editor basically REQUIRES the software to allow the start/end points of the track to be disjointed during the editing process. It's up to the operator to make sure they line up before saving the track. The NFS2 editor, in contrast, is almost completely non-functional. No height/hill adjustments, no curve bender/unbender. All it lets you do is select two points, and then use the mouse to "pull" the road from the mid-point of your selections. So instead of a nice, flexible "engineer's ruler", you basically end up with the equivalent of a track made out of elastic, nailed to a board. You can pick any two nails, then move a given nail between the two to slide a bit of the track around, but that's it. You can't touch or manipulate the track directly, you can't make (or unmake) smooth curves or hills. As I said, it's more or less non-functional as a track editor. Lastly, the NFS1 editor keyboard interface for selecting track endpoints and bending the track was also superior to a mouse interface. For example, if you were trying to make that one last curve that nicely matches up the finish/start line you could do it over and over, making the tiniest possible adjustments by actually counting your keyboard adjustments. If it didn't work out you could slide your track selection down one "unit" and try again. The Windows NFS2 version could possible make up for this with a good undo feature, but a keyboard interface would also be nice to have. I'll send these comments on the the guy who made the NFS2 editor, maybe he can make it into something usable (it really just needs a couple functions - curve bender/unbender, hill maker, and ideally a "flatten/straighten track" function to start out from a clean slate). Joe
Hawke 19 Nov 1997#383283
Cool, I'd love to get a great NFS2/SE editor. Hopefully the guy who made the current one will improve it even more. Hawker
Joe McGinn 20 Nov 1997#383404
>I'd love to get a great NFS2/SE editor. Hopefully the guy who made the >current one will improve it even more. I've emailed my comments to the author. I'll post his response here. Joe
Joe McGinn 21 Nov 1997#383517
>I'd love to get a great NFS2/SE editor. Hopefully the guy who made the >current one will improve it even more. I'm pretty sure he will. I got a short but enthusiastic email reply from him, and he definitely sounds keen on improving it and making it really usable. I've got my fingers crossed - I'd love to make some great NFS2 tracks (the lack of which is the game's bigest deficiency IMO). I'll let you know as I find out more details. BTW, here's the programmer's name and email address: Mike Thommson Feel free to send him your requests or encouragement. Please try to be polite and positive - we have to recognize that he is doing this work for free on his own time, so we should ask for what we want but try not to put too much time pressure on him. Joe

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