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Track editor

PostPosted: 04 May 2020, 15:28
by Kacper11PL
Where to download supertuxkart level editor?

Re: Track editor

PostPosted: 04 May 2020, 16:19
by benau
Only 0.9.3 has builtin track editor......

Re: Track editor

PostPosted: 04 May 2020, 16:51
by farrer
Kacper11PL {l Wrote}:Where to download supertuxkart level editor?


You should use Blender to create tracks:

https://supertuxkart.net/Installing_Tools#For_3D_art_creation_.28karts.2C_tracks.2C_models.29

https://supertuxkart.net/Making_Tracks

BTW, the first link needs to be updated as it still says: "For tracks, you have the choice of Blender or the SuperTuxKart track editor. "

Re: Track editor

PostPosted: 04 May 2020, 19:46
by Kacper11PL
benau {l Wrote}:Only 0.9.3 has builtin track editor......

where can i find zipped stk 0.9.3?

Re: Track editor

PostPosted: 05 May 2020, 01:33
by benau
It doesn't exist... actually only 0.9.3 windows installer has it bundled, you can install it to other location than program files to make it co-exist with latest version

Or the else OS you need to compile yourself

https://github.com/supertuxkart/stk-editor

Re: Track editor

PostPosted: 05 May 2020, 16:14
by Kacper11PL
i cant find editor executable

Re: Track editor

PostPosted: 05 May 2020, 21:10
by benau
Do u use windows or linux?

Re: Track editor

PostPosted: 06 May 2020, 13:06
by Kacper11PL
benau {l Wrote}:Do u use windows or linux?

windows

Re: Track editor

PostPosted: 06 May 2020, 15:12
by benau

Re: Track editor

PostPosted: 06 May 2020, 18:40
by Kacper11PL
benau {l Wrote}:https://sourceforge.net/projects/supertuxkart/files/SuperTuxKart/0.9.3/supertuxkart-0.9.3-win64.exe/download


https://sourceforge.net/projects/supert ... e/download

but i have installed stk 0.9.3, i can't find a executable for Editor

Re: Track editor

PostPosted: 06 May 2020, 20:00
by benau
Oh i'm sorry, only win32 has editor executable Image

Try the win32 instead of win64 one

Re: Track editor

PostPosted: 07 Jun 2020, 10:42
by forum
Hello,

Do you have some starting hints how to compile the STK editor under Linux (Debian/Ubuntu) for Linux and for Android?
I have seen these links, but do not yet know how to start:
https://github.com/supertuxkart/stk-edi ... /README.md
https://svn.code.sf.net/p/supertuxkart/ ... ackeditor/

PS1:
The latest Windows executable version v0.03 of the editor is in the installer package of the 32 bit version of STK 0.9.3.
Are there any plans for an update of the editor?

PS2:
And how can I see whether this is 32 or 64 bit (Windows) in git?
https://sourceforge.net/projects/supert ... t20200604/

Re: Track editor

PostPosted: 07 Jun 2020, 18:20
by forum
I installer 32bit Windows STK 1.1.0 under C:\Program Files (x86)\SuperTuxKart 1.1.0.
I extracted 32bit Windows STK editor 0.03 from 32bit Windows STK 0.9.3 into C:\Program Files (x86)\SuperTuxKart 1.1.0.
Is this wrong? When I create a new map (small, no gravity roads) and hit Ctrl+S (or via the menu) to save it, I get this message:
Save failed: file could not be created!

The Wiki says about the editor:
Tracks are saved into the “editor/maps” directory. Use the open file dialog window to select the desired map.

Currently, C:\Program Files (x86)\SuperTuxKart 1.1.0\data\editor\maps does not exist. So I created it:
C:\Program Files (x86)\SuperTuxKart 1.1.0\data\editor\maps

However, it is the same error message when trying to save.

By the way, the "Welcome" window that opens when starting the editor, is "empty" - see screenshot, i.e. no tracks are shown. I assume, because ".\maps" is empty.
Is it possible to copy some finished tracks from STK 1.1.0 there for testing purposes? Which files would I need to copy over?

Thank you for your help! :)

Re: Track editor

PostPosted: 07 Jun 2020, 18:27
by benau
try press the new icon

Re: Track editor

PostPosted: 07 Jun 2020, 20:02
by forum
Of course I did that. I then selected a small map, no gravity, provided map name, user name, file name, and drafted just a little bit. When I tried to save it, this error message popped up.

Re: Track editor

PostPosted: 23 Jun 2020, 16:45
by Diogenes v. S.
Hello Forum,

maybe I can help you a little to prepare the STK editor, even if I don't use Windows.
Well, the first time you start the tool, it creates a folder called "stk-te", which contains 2 files: "config.xml" and "recent.xml".
In these 2 xml files all locations for tracks, textures etc. are entered when the editor is started for the first time.
But now you have moved the program file of the editor, which means that the tree structure of the storage locations has changed and can therefore no longer be found.
But this little problem can be solved easily, there are 2 possibilities:
a) either move the editor's program file back to its previous location, or
b) simply delete the "stk-te" folder, then start the editor from the current location and - as you did the first time you started it - navigate or select the "supertuxkart/data" folder again, etc.

Now a few recommendations:
The editor creates the base area in a splatt/splatting format. This format cannot be processed or displayed correctly by every STK version (STK 0.9.3 and older versions "yes", but from STK 1.0 and newer versions "no").
But even such problems can be solved, as my recently published addon track (Tuxis wooden road) shows.

In this sense, D. :-)

Re: Track editor

PostPosted: 24 Jun 2020, 20:44
by forum
Thank you so much for your kind help! :) I have not yet found the time to try it, not indeed it makes sense. I will come back here - hopefully soon. ;)

What can I do about the format? Should I use STK 0.9.3 including the editor and latest release 1.1 in parallel? Do I have to adjust something else beyond what you recommended about moving the editor back or deleting that folder?

Re: Track editor

PostPosted: 25 Jun 2020, 07:25
by Diogenes v. S.
Hello Forum,
no, it is not necessary to use both STK versions - the latest version is sufficient.
The problem with the base (splatt.png) can be solved by copying a texture from the "textures" (for example "grass.png") folder and pasting it into the created track folder.
Then rename simply in the track-folder the "grass.png" to "splatt.png".
Then try the track, and when it look very good, is it okay, and when not, then try a other texture (maybe "dark_grass.png", or "grass2.png" etc.).
I can't explain further adjustments at the moment, because they can be different from map to map. So if you have created a route and something specific should not work, just describe this problem to me and I will try to find a solution. Okay? :-)

Re: Track editor

PostPosted: 08 Jul 2020, 16:11
by Nickerson Romero
oof
almost confused