Under construction.
The MediaTracker(MT) is a video editing tool for Trackmania. MT allows you to add cameras, effects, custom text and so on to the map or replay.
The interface in which we can create or edit replays. The MEDIATRACKER
can be refered to by a number of different names as you will see in this page including, but not limited to “editor,” “replay editor,” and “interface.”
The main window displaying the present moment of a clip/replay or view of the map being made.
The bar below the VIEWPORT
on which we can place tracks and blocks to build clips.
The vertical line within the TIMELINE
which indicates where in time you currently are. This is a visual representation of the CLIP CLOCK
time. I.E. the NEEDLE
is always at the time displayed by the CLIP CLOCK
.
A designated area to place a single type of BLOCK
.
A section of a TRACK
between a start KEY
and an end KEY
. Note: regular KEYS
do not define the start or end of a block (see example).
A mark that references a specific point along a BLOCK
. There are start KEYS
, end KEYS
, and regular KEYS
. Remember that a BLOCK
is a section of track between a start KEY
and an end KEY
. Those familiar with video editing/animating software will recognize KEYS
as trackmania’s keyframes.
A replay file of someone driving a track. When viewing a GPS, for example, you are watching a GHOST
drive the track.
An area that can be placed on a map to ‘trigger’ certain events when a player enters the area. These can only be placed when accessing the MEDIATRACKER
from within the map editor. Used for forcing a camera change in a loop, designating a GPS area, and much more.
A Trackmania specific video file for MEDIATRACKER
creations. The final output of your MEDIATRACKER
adventures can be exported as a CLIP
or a conventional video file. CLIP
may also refer to the MEDIATRACKER
creation as a whole that is being built.
The MEDIATRACKER
interface can be an intimidating sight when first getting started with CLIP
creations. Nadeo, however, has done a good job at keeping the layout consistent and predictable and makes moving around the editor quite simple once you have a grasp on what to expect. Here is a map of how things work within the interface for the most common use cases.
Here is where the options dialog will appear for any selected TRIGGER
or BLOCK
. There are a myriad of different options for the various types of TRACKS
and TRIGGERs
which will be covered in more detail in their respective sections.
All currently active triggers on a map will appear in this box. Clicking on a TRIGGER
in this box will bring up different available options for that TRIGGER
in the Block & Trigger Options section of the interface.
This is the same as the previous TRIGGERS
section. All currently active tracks will appear here and clicking on one will bring up its options dialog in the Block & Trigger Options section.
Just above the TIMELINE
we have the playback controls of the editor. There are six basic controls available to us as well as a ‘replay clock’ that allows us to move to a specific time within the replay.
From left to right, we have the View Whole Timeline button, Fullscreen toggle, Return to Start button, Play/Pause control, and our Playback Speed button.
TIMELINE
horizontally.VIEWPORT
to the full size of your screen for a more cinematic viewing of a CLIP
CLIP
. More specifically, this button resets the playback needle to a time of 00:00.000, even if there is no block on the timeline at that specific time.CLIP
if the clip is paused or pauses the clip if it is playing.PLAYBACK NEEDLE
is located. A custom time may be entered manually for precisely adjusting the location of the NEEDLE
.This part of the interface provides us with a few very helpful options in assisting the creation of CLIPS
. From left-to-right the Block Tools
are:
BLOCK
to the currently selected TRACK
.BLOCK
into two seperate blocks. The ‘cut’ is made wherever the PLAYBACK NEEDLE
is located.The Key Tools
, from top-to-bottom are:
KEY
at the current location of the PLAYBACK NEEDLE
.In the bottom left-hand corner of the editor is the SAVE
button which will locally save whatever creation is being worked on.
To the right of the save button is the HELP
menu button that pulls up a dialog box containing a short list of shortcuts. Unfortunately this menu is not of much help as the shortcut list is nowhere near exhaustive and there is no explanatory dialog for functions/buttons/actions like one may find in other software help menus.
To the right of the HELP
menu are the ‘import’ and ‘export’ CLIP
buttons. These allow for adding premade clips to the current project (import) or saving the current project to be used in another creation (export). These CLIP
files are also very small and are easily shared between users with minimal upload or download time. Their downside is that they are only handled by TrackMania software.
Next to the Import/Export CLIP
buttons is the Import Ghost
option. This enables a replay of someone driving a track to be added to the editor as a TRACK
. Importing a ghost is a necessity for creating a CLIP
that contains a car (or many cars) driving on the map.
These options allow us to export our clip as a video or image file. Both buttons will bring up their own distinct, yet quite similar options dialogs. When creating a high quality video or screenshot to share on a 3rd party site (YouTube, Reddit, Etc.) these are the options to use. The specifics of their options dialogs will be covered later in the ‘Rendering’ section
To keep FPS high and PC load low, Trackmania allows us to ‘pre-bake’ the lighting of a map by computing the lighting (shadows) of the map from within the editor. That lighting information is then added to the map/replay itself so that the end-user’s experience can be as smooth as possible. Computing the shadows of a map/replay is a time and PC intensive process but is also exceptionally important for the end quality of the clip.
It is widely recommened that for any final version of a map/replay the shadows should be computed at the highest possible quality level that your PC can handle.
An option to display the names of each GHOST
within the clip. Note: this is only within the editor and will not force the names to display for others that view the exported clip/replay. Names of the ghosts will still appear for others (eg when viewing a GPS), they just need to have names turned on on their end.
A set of helpful options that will almost never be clicked on. While these will get used very often in any creation, their hotkeys are far more useful than the buttons themselves.
The arrows at the top of this section allow for the switching of camera types. This is useful for setting up custom camera shots or viewing clips from new angles. The camera types are:
Below the Camera Types we have the Camera Speed option which defines how quickly the camera will move vertically or horizontally. A slow speed is very useful for precise shots/setups while a fast camera allows for easily moving around the map.
This button toggles the Clip Camera
on or off and replaces it with whichever non-clip camera was last selected. EG If Free Camera
was selected last, this button would toggle between Clip Camera
and Free Camera
, but never Orbital Camera
.
This button allows for different themes to be applied to the editor as a whole. Themes will change only the color of the editor and some text dialogs. This is soley a personal preference option.
Media tracker has a lot of very useful shortcuts, you can find the full list of them below
To move multiple keys/blocks you can use zone selection tool in the MT editor
works for blocks/keys and for zone selection
Custom camera lets you set tons of useful options for your camera tracks.
If you want to imitate the normal in-game camera perspectives (e.g. for transitions), check out these three configurations:
In the MediaTracker you can use 2D/3D triangle tracks to add SVG’s to your map/replay.
You can create SVG’s with image editing software such as photoshop, illustrator or inkscape(free) but there’s also a simple online converter, though it may not always give the best results.
Process of working with 2D/3D triangle is pretty straightforward but both 2D/3D has their own limitation.
Both 2D/3D triangle tracks has the same options in the track settings:
Edit mode is a picker for type of editing mode
All objects in the SVG should be converted to path (e.g. if you use text layer in inkscape you should “convert it to path” or “create outlines” in Illustrator before exporting SVG)
Keep in mind that SVGs stores inside map file and increase the file size
SVG file that was created with an aspect ratio of 1:1 is stretched in the game to the aspect ratio of the game. Accordingly, the elements contained in the 1:1 field should be increased in height, e.g. 9:16, since most screens display 16: 9. The maximum import size can only be achieved with a 1:1 file. The imported file is drawn in a fixed aspect ratio to a maximum of 50% screen width and 50% height. If the file is not in a 1:1 ratio, 50% will not be reached in one axis.
2D triangle track is a prefect way to show custom graphics on user screen, unlike Images players won’t need to load the from 3rd-party sources and they will be always displayed even if map loaded offline.
The main limitation in using 2D triangles is inability of easily resizing them in-game however there is a very simple trick to control the size of imported SVG. Once you done with creating your SVG you can add square object to the same SVG files. You can get needed object smaller by making square bigger. Once you happy with the size of your object just remove the square in-game by using Delete vertex mode
3D triangles works the same way as 2D but they located in 3D space. It’s a great way to add text on your maps for GPS, intro’s etc.
To add 3D triangle to the map first you need to add 3D triangle track. After that make sure that active mode is “Create triangle” in track settings.
You should see green cross(3D cursor) in the center of viewport. Cursor is the position where SVG object will be located. You can change the position of the cursor with ctrl + left click on the map. You can place cursor on any solid object in the map (e.g. can’t place in the sky, but you can place it on the block in the sky and then remove the block).
To adjust rotation and size of SVG use custom camera before importing it. SVG will be rotated and scaled by the same aspect ratio rules as 2D triangles but in 3D space. To adjust the size of SVG you move camera closer/further from 3D cursor. To adjust rotation of SVG just rotate the camera. Once you done with camera click “Import SVG” and select needed SVG file.
Once SVG is imported you can add movement animation to it by changing position of vertexes(can select all of them together) in “Edit vertex” mode.
You can add rotation animation to 2D/3D triangles:
as the result you should have rotation animation of 2D/3D triangles
rotate-3d.mp4
ManiaLinks can be used for easter eggs, leaderboards and much more.
For a general introduction to the topic, take a look at EntryLag’s starting guide.
This is the process to get custom sound effects into your map - for custom music, see here.
.ogg
(OGG VORBIS) - for example using the free audio app Audacity.Documents\Trackmania\Media\Sounds
..ogg
file to a Discord server (or host it somewhere else). Get the download link by right-clicking the file in Discord and copying the link (the file, not the message).TheNameOfTheSong.ogg.loc
in the same folder as the .ogg
file..ogg
in the header of the map file. Then you know it’ll work for others.For custom music, the process is very similar. First, follow steps 1-4 (and place your file in Documents\Trackmania\Media\Musics
) and restart your game.
Instead of adding a SoundFX track, go to Map Options (bottom right wrench icon), choose custom music. Click Add your music at the bottom of the window and select your sound file.
You can still do step 7 to ensure it works correctly for everyone.
On-screen text is a very commonly used feature to convey information from the mapper to the player. It is often used to denote where the GPS is located, how fast the GPS ghost is, or to credit people who contributed to the map’s creation. These are just the common options, there are many, many more use cases!
To add text:
TEXT
track.TEXT
track and enter the text you’d like to be displayed.VIEWPORT
for the text to display.KEY
selected to do so)To get the text to disappear:
KEY
of the text BLOCK
and drop the opacity to zero.OR
BLOCK
and select the option “stop when player leaves trigger”If you move the text from the default position (or adjust any option other than the actual text) you will need to copy those parameters to the end
KEY
of theTEXT
block. To do this, you may select the startKEY
press Ctrl+C then select the endKEY
and press Ctrl+V
Triggers can be used for a vast number of different effects. The three most common usages, however, are for creating a GPS area, changing a player’s camera for loops and wallrides, and adding text on screeen (eg: “Backwards for GPS”).
Just above the Triggers Box is the Triggers Options dialog box (1) on the interface map. These provide us with options and conditions for adjusting the selected trigger.
number
: Trigger only when race time is lower than number
number
: Tigger only when race time is greater than number
number
: Trigger only if another trigger with ID* = number
was triggerednumber
: Trigger only if another trigger with ID* = number
wasn’t triggerednumber
: Trigger only if speed is lower than number
number
: Trigger only if speed greater than number
number
of play countsnumber
Trigger: randomly, chance is specified with number
from 0.0 to 1.0 (e.g. 0.3 = 30% chance)number
: trigger once per race at the value you set it at*trigger ID is a index number of the trigger in the list of all triggers (starts with 0)
By clicking the ‘+’ icon a new trigger can be added to the map. Click and drag the LMB to create a larger area quickly. The Scroll Wheel can be used to add height to the trigger either above or below the current area.
The ‘X’ icon can be used to remove a trigger and all of it’s associated tracks.
NOTES:
The ‘gear + wrench’ icon can be used to edit an existing trigger area. First click on the trigger name you want to edit and then click the editing icon to enter the trigger editing mode. Placing a block on a pre-existing trigger will remove that block of the trigger area. Placing a block on a new part of the map will add to the trigger area.
Selecting a trigger and then clicking the ‘trash can’ icon will completely remove the trigger area (but will keep any associated tracks).
Triggers can be renamed in two different ways. The first is done by double clicking on the trigger name the second can be done by selecting the trigger and the pressing the ‘T’ icon in the trigger options.