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Stunt Mania : Technical
LEGACY TRACK FILE FORMAT
The documentation of this format owes a large debt to Robert Riebisch & Markus Nagelholz who documented large parts of it in the Stunts FAQ.

Tracks are formed from a 30 by 30 grid of squares. Each square may contain one of 19 blocks of terrain, and depending on the block of terrain, may have an element of track upon it. As noted by Riebisch & Nagelholz, a terrain editor can be brought up in Sports 4d Driving by pressing SHIFT+F1.

Offset
Length
Description
0
900
The terrain layout. This is ordered left to right, bottom to top. The possible values, the icons displayed in the Sports 4d Driving editor and a small description are :

Value
Icon
Description
0
flat land
A flat piece of land, at sea level.
1
water
A square of water.
2
coastline
An element of coast, with land on the right, water on the left, and a top left to bottom right division.
3
coastline
An element of coast, with land on the left, water on the right, and a top right to bottom left division.
4
coastline
An element of coast, with land on the left, water on the right, and a top left to bottom right division.
5
coastline
An element of coast, with land on the right, water on the left, and a top right to bottom left division.
6
raised land
A flat piece of land, at an elevated level.
7
hill
A horizontal slope, with the low end at the bottom.
8
hill
A vertical slope, with the low end on the right.
9
hill
A horizontal slope, with the low end at the top.
10
hill
A vertical slope, with the low end on the left.
11
hill
A diagonal slope with three corners at sea level, the one in the top left being instead elevated.
12
hill
A diagonal slope with three corners at sea level, the one in the bottom left being instead elevated.
13
hill
A diagonal slope with three corners at sea level, the one in the bottom right being instead elevated.
14
hill
A diagonal slope with three corners at sea level, the one in the top right being instead elevated.
15
hill
A diagonal slope with three corners elevated, the one in the bottom right being instead at sea level.
16
hill
A diagonal slope with three corners elevated, the one in the top right being instead at sea level.
17
hill
A diagonal slope with three corners elevated, the one in the top left being instead at sea level.
18
hill
A diagonal slope with three corners elevated, the one in the bottom left being instead at sea level.

900
1
Environment type. With one of these values :
  • 0 - Desert
  • 1 - Tropical
  • 2 - Alpine
  • 3 - City
  • 4 - Country
901
900
Track layout. Unlike the terrain layout, this is ordered left to right, top to bottom. Also unlike the terrain layout, some track elements may take up multiple squares. The full possibilities for this section are still being researched, but these are known to date :

Value
Icon
Description
0x04
straight road
A vertical piece of road.
0x05
straight road
A horizontal piece of road.
0x06
sharp corner
A tight corner connecting the bottom of a square to the right.
0x07
sharp corner
A tight corner connecting the bottom of a square to the left.
0x08
sharp corner
A tight corner connecting the top of a square to the right.
0x09
sharp corner
A tight corner connecting the top of a square to the left.
0x4a
crossroads
A cross road.
0x0a*
loose corner
A corner connecting the bottom of a four square area to the right.
0x0b*
loose corner
A corner connecting the bottom of a four square area to the left.
0x0c*
loose corner
A corner connecting the top of a four square area to the right.
0x0d*
loose corner
A corner connecting the top of a four square area to the left.
0x0e
muddy straight road
A vertical piece of road.
0x0f
muddy straight road
A horizontal piece of road.
0x10
sharp muddy corner
A tight corner connecting the bottom of a square to the right.
0x11
tight muddy corner
A tight corner connecting the bottom of a square to the left.
0x12
tight muddy corner
A tight corner connecting the top of a square to the right.
0x13
tight muddy corner
A tight corner connecting the top of a square to the left.
0x7d
muddy crossroads
A cross road.
0x14*
loose muddy corner
A corner connecting the bottom of a four square area to the right.
0x15*
loose muddy corner
A corner connecting the bottom of a four square area to the left.
0x16*
loose muddy corner
A corner connecting the top of a four square area to the right.
0x17*
loose muddy corner
A corner connecting the top of a four square area to the left.
0x018
icy straight road
A vertical piece of road.
0x019
icy straight road
A horizontal piece of road.
0x1a
tight icy corner
A tight corner connecting the bottom of a square to the right.
0x1b
tight icy corner
A tight corner connecting the bottom of a square to the left.
0x1c
tight icy corner
A tight corner connecting the top of a square to the right.
0x1d
tight icy corner
A tight corner connecting the top of a square to the left.
0x8a
icy crossroads
A cross road.
0x1e*
loose icy corner
A corner connecting the bottom of a four square area to the right.
0x1f*
loose icy corner
A corner connecting the bottom of a four square area to the left.
0x20*
loose icy corner
A corner connecting the top of a four square area to the right.
0x21*
loose icy corner
A corner connecting the top of a four square area to the left.
0xb4
start/finish line
A start/finish line from which the player should drive rightward.
0x69*
raised corner
A raised corner connecting the bottom of a square to the right.
0x70*
raised corner
A raised corner connecting the bottom of a square to the left.
0x71*
raised corner
A raised corner connecting the top of a square to the right.
0x72*
raised corner
A raised corner connecting the top of a square to the left.
0x24
raised ramp
A raised ramp, connecting to a rightward raised section.
0x25
raised ramp
A raised ramp, connecting to a leftward raised section.
0x26
raised ramp
A raised ramp, connecting to an upward raised section.
0x27
raised ramp
A raised ramp, connecting to a downward raised section.
0x38
bridge
A bridge, connecting to a rightward raised section.
0x39
bridge
A bridge, connecting to a leftward raised section.
0x3a
bridge
A bridge, connecting to an upward raised section.
0x3b
bridge
A bridge, connecting to a downward raised section.
0x5f
solid ramp
A solid ramp, connecting to a rightward raised section.
0x60
solid ramp
A solid ramp, connecting to a leftward raised section.
0x61
solid ramp
A solid ramp, connecting to an upward raised section.
0x62
solid ramp
A solid ramp, connecting to a downward raised section.
0x63
solid road
A vertical section of solid road.
0x64
solid road
A horizontal section of solid road.
0x68
elevated span
A vertical section of elevated span.
0x67
elevated span
A horizontal section of elevated span.
0x22
raised road
A vertical section of raised road.
0x23
raised road
A horizontal section of raised road.
0x66
overpass
A vertical section of elevated span above a horizontal road section.
0x65
overpass
A horizontal section of elevated span above a vertical road section.

*Items which take up four grid squares have their value in the top left square and the other squares are given values as :

???? 0xff
0xfe 0xfd

1801
1
Pad byte, value unimportant. Ignored by Stunt Mania, possibly required by Sports 4d Driving.





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