car making

Carmageddon 2 to Carmageddon 1 car conversion

Programs needed:
CarEd and the associated Java Runtime files by Ben Beard and Sun Microsystems
Carmagedit, by Scofflaw Software
Any paint prog that will work with .tifs and .bmps
A hex editor such as FRHED (FRee Hex EDitor) by Raihan Kibria
Windows Notepad or similar
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OK, here's the deal. The thing to remember is that C1 cars are a helluva lot simpler that C2 cars- They're basically just the exterior shells, no insides.

Tank tracks for C2

Well this is a very interesting and annoying topic. Basically, its a right pain in the arse to set up... here's one way to do it. You may find it useful to download the accompanying Demo Car 3. It assumes you know how to use CarEd (or another modeller, and can set up your cars for C2), and PT2 for adjusting the mapping. It is also pretty advanced, you need to know a bit about Grooves and Funks.


Set up your car as you normally would... obviously this time add tracks.

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.

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.)

Making a car shell in PT2

Tutorial: creating a shell in Plaything2

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

Tutorial: getting values for your car


Making your C2 car look more smooth

How to smooth out jagged looking polygons


Rolling resistance

This is a piece of cake. How much the wheels resist the movement.

0.01 = Should be the default. This is the most realistic value.
0.02 = Still a good one.
0.05 = Default value in C2, but not the most realistic.
0.50 = Why should you use this?

Friction and grip

Fractional reduction in friction when slipping

How slippery the tires are, when the car is sliding. Smaller value means smaller friction.
You could put biger values to bigger wheels, but not too much.
Friction angles affect also to friction, but I'll explain them after this.
The surface affects to friction too: the surface materials are defined in tracks' textfiles, and usually the tyre road friction is 1.0 there.

Suspension give and damping factor

Suspension give

The best value for suspension is car's ride height from the ground, divided by ten.
If the space between car's bottom and ground is 0.05, then a good suspension value would be 0.005.
Smaller value means, that the car's body won't come down easily.
And a big value means that car hits the ground more often, and body leans in turns. Make sure you have defined the bounding shapes well.

When I played C2, the cars didn't seem to have very much ride height.
I thought: "Maybe they modeled the cars so."

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