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Make sure there is no existing AIW file. This can sometimes happen if you copy data files from an older track to the new one. It is recommended start a new AIW file from scratch rather than trying to modify an older one.
Make sure that a section of drivable surface is underneath world 0,0,0. If no garage locations are defined, the cars spawn to world 0,0,0 when you hit “Race” button. If there is no drivable terrain in the location in question, build a temporary road to the track, starting world 0,0,0. Once you have defined and saved the first garage location, this temporary road can be removed.
Make sure that all xSector GMTs exist on the track and they are populated to track’s SCN file with proper parameters. The track will most likely crash when loaded without AIW and xSector GMTs.
Make sure that you have selected ZERO AI drivers before loading the track. The only car you want loaded at first is your's (player).
Set car damage to ZERO to prevent the car suffering any damage that could disturb the creation process.
As a general tip, it is often easier to work with swingman camera (Page-Up key) rather that in-car camera
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Drive the car to the location, around 100 or 200m before where the car would exit the racing line and turn to enter pitlane.
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ImportantPlease start comfortably BEFORE the AI leaves the fast path, and finished comfortable AFTER the AI should rejoin the main path. This way the AI will not violently swerve off the racing line. |
Click “record a path” and drive through the pitlane to the location where car would enter the racing line again.
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You can also use the hot keys (CTRL+ Shift+Arrow keys) to move car around on the pitlane.
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Remember always move the mouse cursor out of the menu area when moving the car around with hot keys during recording any spots! |
When you have finished recording all the pit spots, scroll down the pit locations menu and click “back”.
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Save the AIW. When saving the file, the game complains about missing garage spots. Don’t worry, we are going to record them next.
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When editing pit, garage or start locations after initial creation, you will need to "Delete Special Waypoints" from the test options menu, save the AIW, reload the track and save the AIW again to regenerate the connections. |
Garage Locations
Garage locations are the spots, usually inside garage building or tent, where the car is parked when it is not on the track.
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Please notice, that the right-side corridors have been now adjusted inwards. Red lines (=illegal racing surface) are partially over the curb, which prevents the AI car hitting the yellow sausage curb again. Now, when the AI drives through this chicane, the car stays under control all the time without spinning at the exit.
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ALWAYS remember to click “unselect all” after adjusting. Waypoints never unselect themselves. If you have made some adjustments at some part of the track and move on to next, the previous waypoints are still selected, when you select new waypoints. If you do any adjustments then the previous waypoints will get adjustments as well. |
Oval Aprons
On ovals, it is generally good idea to make the apron an illegal racing surface otherwise the AI tends to use the apron for overtaking. If the front AI car keeps the inside line, the challenging AI car behind tries to overtake through the apron. This can lead to unnecessary crashes, because the AI might lose control when moving from a high-banked racing surface to a low-banked apron.
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The three-wide situation never happens, because the legal racing surface is not wide enough for three cars.
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When adjusting corridors to make the AI behave in the situations mentioned above, we might cause false track cuts in legal areas if the player drives there. Recent improvements to the AI editor allow you to edit the cut corridors and AI corridors separately with more confidence, however it is still necessary to check the cut corridors after making changes. |
Driving lines for different type of racecars
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