Track Editor 1.1 Update

Post your own tools and resources, as well as your cars and tracks.
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Santiii727
Posts: 80
From: Maybe in your country

Track Editor 1.1 Update

Unread post by Santiii727 » Wed Mar 28, 2018 6:08 pm

Original post by Kenny.
Some of you probably already know that I actually managed to compile the source files of the original Re-Volt Track Editor quite some time ago.
But after I did some changes here and there I didn't really feel like releasing it publicly because I felt like the overall result wasn't worth a big update.

However due to some recent breakthroughs I had, that situation changed and here is the update the editor finally deserves :P

Every released patch includes all necessary files to run the editor so for installation you can safely delete all files in your old "editor" folder in the root directory of the game (don't forget to backup your tdf folder inside if you saved any tracks in the editor!).
Then simply extract all files from the zip archive in the "editor" folder and you can launch the editor from there.

I very much recommend to read through the changelog (included in every patch) if you want to know any more about the development of the patches.
Download Link:
1.1a15.0301 (Latest version)
Changelog

Older versions:
1.1a15.0222
1.1a14.0117
1.1a13.1227

Source: ORP|RVL

Copyright © Kenny 2013, 2014, 2015
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Dave-o-rama
Posts: 18
From: Philadelphia, PA, USA

Re: Track Editor 1.1 Update

Unread post by Dave-o-rama » Fri Mar 30, 2018 7:59 pm

Glad that this finally made its way over here!
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SnakyCurve330
Posts: 12
From: Italy

Re: Track Editor 1.1 Update

Unread post by SnakyCurve330 » Sat Mar 31, 2018 10:33 am

It would be nice if the track editor return in the main menu like the original version!
JuanParK
Posts: 2

Re: Track Editor 1.1 Update

Unread post by JuanParK » Sat Aug 25, 2018 5:21 pm

Hi, I want to ask you how I can export a track created in the editor manually, because when I give it in export it does not leave me, so can you tell me what I should do ?, change the file type ?, change the location ?, please.

Thank you.
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Black-Revolt001
Posts: 92
From: France

Re: Track Editor 1.1 Update

Unread post by Black-Revolt001 » Sat Aug 25, 2018 6:06 pm

JuanParK wrote: Sat Aug 25, 2018 5:21 pm Hi, I want to ask you how I can export a track created in the editor manually, because when I give it in export it does not leave me, so can you tell me what I should do ?, change the file type ?, change the location ?, please.

Thank you.
You can not export manually, when you make the export option, your circuit is directly in the levels file
JuanParK
Posts: 2

Re: Track Editor 1.1 Update

Unread post by JuanParK » Sun Aug 26, 2018 2:22 am

ok thanks, so how do I make the editor export the track?
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Black-Revolt001
Posts: 92
From: France

Re: Track Editor 1.1 Update

Unread post by Black-Revolt001 » Sun Aug 26, 2018 7:49 am

Exporte option
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kiwi
Posts: 557

Re: Track Editor 1.1 Update

Unread post by kiwi » Wed May 08, 2019 9:03 am

Importing a Lego track in Blender with Marv's Blender plugin result in an error.
There is a workaround by Mr. Burguers, which worked perfectly fine for me:

Mr. Burguers @ Discord wrote:
how to import tracks made in the track editor into marv's blender plugin
  • step 1: get rvglue or rvtmod7 from http://www.perror.de/rv/
  • step 2: extract its contents to a folder
  • step 3: copy the .w file you want to import into that folder
  • step 4: rename the copied .w file to exported.w
  • step 5: create a new file called commands.txt in the folder. paste this in
    create importable.w
    exported.w
    and save the file
  • step 6: hold shift and right-click empty space in the folder, select "open command prompt here" or "open powershell here"
  • step 7: type in .\rvglue.exe commands.txt and press enter
  • step 8: wait until it is done, then close the window
  • step 9: delete importable.ncp, importable.i-p, exported.w (the copied one) and commands.txt (you don't need those)
  • step 10: move the importable.w file to your track's folder
  • step 11: import importable.w using the plugin
  • step 12: (may not be necessary?) move the object's origin to the middle of the bottom-left-most green tilted square. this will make sure the track is not offset from everything else. just load your track in track zone edit mode to make sure

Thx a lot, Mr. Burguers :)
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