tutorial

Templates

Template files for use with track making tutorial:

track.txt

drone.txt

noncar.txt

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
----------
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.

Installing cars manually (for MacOS)

Kindly contributed by an avid carma fan who is using a mac: Jelte

the download files must contain a c2c file in macOS you can read it with word or any text editor.

Now you need the extracted data.twt
and place it in carmageddon2/data/data .
place the car in data/cars .
place the "tiffrgb"map in data/intrface/carimage .
now open opponent.txt
and copy the data from the c2c file to the bottem of opponent.txt .
save it and YOU'VE GOT YOURSELF A NEW CAR!!!

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.

3.1 Bounding shapes

Cars and noncars have bounding shapes, which are used for collisions: They are the collision meshes.
Without bounding shapes, everything would go through each other in the game.
If the bounding shapes aren't exact, objects can sink to each other, or collide too early before the actual impact.
Bounding shapes are done from different shapes. You can have more than one shape, just put 2 (or more) to "Number of 'Bounding shapes' entries".

For cars, there's an easy way to create bounding shapes:
Make a simple mesh to cover the car. (not very detailed: 32 points is maximum)

3. Miscellaneous

2.14 Global lighting data

//////////// GLOBAL LIGHTING DATA /////////// (No smooth lighting effects applied)
255 , 255 , 255	// RGB for main directional light-source [No effect]
0.4 , 1.5	// Ambient/Diffuse light to be used when plaything ambient says 0 [No effect]
2.0 , 1.5	// Ambient/Diffuse light to be used when plaything ambient says 1 [No effect}
0.1 , 1.0	// Ambient/Diffuse light, see the pictures
/////////////////////////////////////////////

2.13 Noncar objects

These mean the tippable objects. (Lamp posts, signs, trees...) The objects in your track won't react to ramming at all if you don't write their textfiles here.
If you have a lamp post in your track (&02Lamp.ACT), you would write 02Lamp.txt here. (Without the "&")
And the 02Lamp.txt must be in "data/noncars"-folder: There are all the textfiles. (Which contain the physics of the objects)
Now, you (probably) have two or more of these lamp posts in your track. However, write each textfile only once, even if you had hundreds of lamp posts in your track.

  

2.12 Material modifiers (Making slippery or bumpy driving surfaces)

With these you can make bumpy and slippery surfaces. The first pack of 11 lines is the default material.
It is used for textures which don't have any numbers in the beginning of their identifier in PT2. So those numbers are the key for defining texture's physics.
To make some texture use material 2, for example, put "2" to the beginning of its name. (So "grass7"-texture should be renamed into "2grass7".
And as I just said, don't put any numbers to the beginning of the identifier to make the texture use default material's attributes. (physics)

  

2.11 Drone paths (Traffic, skilifts, planes, etc)

Drones don't have to be imported in the track, just edit this textfile to get drones.
Look for the names in data/drones/drones.txt. Then open the track's textfile, and go to "Start of drone paths".

2 // Version
9 // Number of nodes in the track.

// 0: , these are just notes, but write them, so you can find them more easily. (1, 2, 3...)

-3 , 0 , -5 // Position of this node in the world.
DRONECAR1 // Drone which starts to drive from here, or NONE.
0 // (?)
2 // Number of next possible destinations, see note 1.

Syndicate content