Tracks

# List of tracks

This article contains the **list of tracks** for *Slipstream*. Tracks are the settings where gameplay takes place.

## Track Properties

The tracks are based on pseudo 3D graphics. Each track has a **name**, **background**, **texture**, **colors** and **sections** within their game files.

### **Colors**

Colors mandate how will the road look like. There are a total of 8 colors that intervene in the way the road texture will look. The following table shows the order that the colors have in the .json track files

### **Textures**

A texture is a

256
p
x
∗
256
p
x

{\displaystyle 256px\*256px}

 .png file, composed of two parts, the **texture itself** (bottom) and the **color map** of the texture (top). In game, both the texture and the color map are shown in combination, representing **two segments** of the road, one with lines (Green, blue & purple), and another one clean (Red & yellow). The in-game dimensions of the texture are **4 meters long** and **8 meters wide**, better seen below in the **virtual road** texture

The base game has a total of 5 textures, shown below:

Smooth roadCobblestone roadDirt roadDirt roadVirtual RoadAl textures except the virtual one are seen in-game.The following table shows in which maps you can find these textures, plus their color codes:

## Sections

### **Length**

The length of the section is related to the **Z axis of the world**, consisting on **how far** will the section go.

A lenght inferior to 5 Km will turn the map into a straight slopeless road, perfect for testing cars

### **Split**

The split of the section is related to the **X axis of the world**, consisting on how wide the road will be.

By default, a road segment with a split value of 0 has a triple lane of 8 meter diameter (256 pixels). From then on, each increment of 1 split adds an extra lane. (0 Split = triple lane; 1 Split = Quad lane; 2 split = Quintuple lane; 3 split= Sextuple lane).When you reach a split value of 4 or more, a dirt lane will be added at the middle of the road, dividing the track into two triple lanes (4 split = 1 dirt lane, 5 split = double dirt lane; 6 split = Triple dirt lane; 7 split = Quad dirt lane; 8 split= Quintuple dirt lane; 9 split = Sextuple dirt lane)

Split values equal or higher than 10 makes the game crash.

A better representation is avaible in the following table:

### **Curve**

The curve of the section is related to the **X axis of the world**, consisting of a centifugal force that pushes your vehicle off the road through the bigger side of the curve.

By default a road segment with a curve value of 0 will not move your car. From then on, it will start to apply a lateral movement to your car that will be proportional to the speed you're moving forward. this can be countered by drifting in the opposite direction, moving through the X axis of the screen. A high curve value is usually accompanied by a high split value in order to add extra space to move through.

The curve can have both negative and positive values, pushing the car to the left or the right respectively.

 1
 2
 3
 4
 5
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 7
 8
 9

### **Slope**

The slope of the section is related to the **Y axis of the world,** consisting on the angle of elevation of your section. It's a purely aesthetical property, and it can only affect gameplay by altering the player's field of view and the background location

## Patterns

The Patterns are the decorations around your section

## Trivia

* Track files are usually located in *C:\Program Files (x86)\Steam\steamapps\common\Slipstream\assets\content\vanilla\tracks*