Econobrick

How to make a Bounding Box with Plaything and it's 'asc to physics' command

Right, There's not much to doing this really.
It's one of the easier things related to car physics
And can be done using CarEd (or any 3d program that can models in '.asc' format), and Plaything 2.

-This first thing you'll want to do is open you car's model in your 3d program of choice
(CarEd or what have you) and create a new object that surrounds the car in it's own
basic shape (besides the wheels) as shown:

-save this new object as a new file (seperated from the car model) and export it as an
asc file.

2.3.2 Smashable glass

Adding Smashable Materials to your track

There are many types of smashable materials, but I only know how to do fences and glass, so that's what we'll cover here!

1. Your Track first has to be preprocessed (see "preprocessing")
2. Open Your Track's text file
3. Look for "// Smashable environment specs"
4. Under this, there will be a "0", change this number to the number of smashable materials you plan to have

2.3.1 Smashable fences

Adding Smashable Materials to your track

There are many types of smashable materials, but I only know how to do fences and glass, so that's what we'll cover here!

1. Your Track first has to be preprocessed (see "preprocessing")
2. Open Your Track's text file
3. Look for "// Smashable environment specs"
4. Under this, there will be a "0", change this number to the number of smashable materials you plan to have

2.3 Smashable environment specs

2. Track's textfile editing

1.7 Preprocessing the track

Note: It's usually a very good idea to make a back-up of the track before attempting this!!

1. Open your track's SDF file in Plaything2 (assuming that all of the tracks texturing and non-car stuff has already been done)
2. Go to "TrackTools -> Carma 2 -> Pre-process Track"
3. Now, the Preprocess window should appear...

Method
------
-Preprocessing Method: choose "standard"

Input (The Browse-buttons in "Reg dir" and "Game Track Dir" don't work)
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Track making

This tutorial will help you to make a new environment (track) to Carmageddon 2. Making a track won't be so difficult when you have read this tutorial and its tips. Well, making a track takes some time, but it is not difficult.

This tutorial has two parts. In the first part (modeling the track) I'll tell you how to get started, and I'll give you some tips which speed up your project, and optimizing tips which improve the game's frame rates. And we do something with Plaything 2 (PT2). In the second part (textfile editing) we'll study nearly all of that stuff the track's textfile has.

How to define where fire appears on your car

Tutorial: defining a car's fire points

You mave have noticed that the places where some c2 cars catch fire are pretty weird (like maybe on the middle of the roof when the damage indicator says it's you engine that's supposed to be burning). This problem can be fixed fairly easily in both CarED and Plaything.

This isn't really that important but it can make your car look a little cooler when it has the shit beat out of it! :)

If you're using plaything 2:

  • Open the desired car (by importing the .act file or opening the .SDF file...if the cars has one.)

Setting up your car's text file with help from PT2

Tutorial: getting values for your car


Headline Snooze!

Ahoy! There's not a lot to say other than 2 new vehicles have been added. While both are quite different, and made by different people, the subject matter is the same?! I guess that would be invariably, but what I mean is they're both cars from Data East's old arcade game "Road Blaster". (Not to be confused with Atari's "Roadblasters"...although I'm sure almost no one knows what the hell I'm on about as they're both obscure games!)

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