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Human Readable Track Format #92
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This was my first idea if I remember correctly, but I found it too difficult to input the driving lines for AI and accurately place objects. Easy to create the tile map, but there's a lot more :) When it comes to the rotation problem, the editor should be improved. I agree it's not optimal now. |
One option would be to create a Python script that would translate an ASCII map to the XML-based track definition the game already understands. |
(this is a really cool game!)
I had some issues in the editor trying to rotate many tiles and thought I might fare better editing the trk format manually, but it turns out the trk format is in XML, and so doesn't convey the grid of columns and rows very well.
I was thinking that since you have a limited selection of tiles, and a fixed number of rotations, it could be possible for the user to box-drawing ASCII characters to draw tracks.
e.g
where the dotted lines indicate where racers should break, and you could use other ascii characters to integrate turf, wheels, and so on. A rotation of a tile will also need a unique ascii symbol.
Parsing this shouldn't be too tricky since it should be a 1:1 map.
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