Index

Introduction

1. Modeling, doing some things in PT2, and editing some textfiles

1.1 Getting started (What programs you need, getting textures, getting the track into game)
1.2 Tips (Optimizing, and other useful tips)
1.3 Making your own drones, solid, tippable and smashable objects, and shrapnel materials (Includes a bit of texture mapping in Plaything 2 too)
1.4 Importing objects into your track in PT2, and amalgamating them
1.5 Noncars' textfile editing (Physics stuff, and special effects)
1.6 Drone's textfile editing (Physics stuff)
1.7 Preprocessing the track (Made by Econobrick)
1.8 Detailed editing of Races.txt (Data/Races.txt, put your track to the track list, and change some details)

2. Track's textfile editing

2.1 Starting place (How to place the grid)
2.2 Checkpoints
2.3 Smashable environment specs (Making smashable stuff into your track)
..........2.3.1 Smashable fences (Made by Econobrick)
..........2.3.2 Smashable glass (Made by Econobrick)
..........2.3.3 Other smashable stuff (Made by C2 Scientist)
2.4 Ped specs (Which of the textures spawn pedestrians)
2.5 Horizon stuff
2.6 Special effects volumes (Making ambient sounds and gravity effects)
2.7 Map details (Creating the map picture)
2.8 Funk stuff (Animated textures and other texture effects)
2.9 Groove stuff (Moving objects, like cranes, fans or spinning advertisements)
2.10 Opponent paths
2.11 Drone paths (Traffic, skilifts, planes, etc)
2.12 Material modifiers (Making slippery or bumpy driving surfaces)
2.13 Noncar objects
2.14 Global lighting data

3. Changes in this tutorial

3.1 Update 1
3.2 Update 2

4. Miscellaneous

4.1 Bounding shapes