Compiling Tracks

The actual process is compiling a .ter file into a .trn file is simple.

- Run the MakeTerr utility and click on the ".TER File" button to select the .ter file you want to compile.

- Click the "Process" button, sit back and watch the show.

- If there were no errors, you should have a new .trn file in about a minute.

- If there are any error, you can look in a log file that is automatically generated called MakeTerr.log. This is a simple text file.

- Even though MakeTerr has tons of built in error checking, it can still be tripped up by lots of mistakes.

- The best way to play around with MakeTerr initially is to try compiling one of the downloadable samples that are provided. Each of these sample should compile with out error.

Once you have compiled your track, you need to set up a scene definition file (.scn) before you can view your new track in the game. Once you've make a scene file, you should have the 2 files your need to do a bare bones test of the track in the game.

To view your track with only a .trn and .scn file, place the two files in the ...\teraform\quarries directory. Yes, that's right, the quarries directory, not the nationals directory. Its easier to test out new nationals tracks as though they are stunt quarries because when you wreck, the game will set your bike up in place. If you wreck on a track running out of the ...\nationals directory, and you don't have a .dat file set up yet, the game will place your bike back at in the center of the track after each wreck, making it difficult to test your track.

Alternately, you could copy an existing .dat file from another nationals track and name it the same as your .trn and .scn files. Then you can place the files in the ...\teraform\national directory and test the track. But the annoying off-track green arrow will be on most of the time because your track obviously won't follow the path of the .dat file you used from another track.