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  Here are my 'notes' on the C2 car.txt file. The parts written in red will help you out with a few things, like grooves and funks. Note that this is not a tutorial as such, as it doesn't tell you how to do anything, but it does explain how some things work.
by LJ

VERSION 2
// Generated by CarEd v.1.13 beta

INTERCEPTOR.TXT // Name of Car

0.5 // softness 0.7 is soft(sportscar), 0.2 is tough(truck), 0.0 is a rock(solig granite car)

START OF DRIVABLE STUFF

-0.08,0.179,0 // Offset of driver's head in 3D space
80,-70 // Angles to turn to make head go left and right
0,0.175,0.2,30 // Offset of 'mirror camera' in 3D space, viewing angle of mirror
none,none,PRATBDRT.PIX,PRATBDHZ.PIX // Pratcam border names (left, top, right, bottom)

END OF DRIVABLE STUFF

5300,5301,5302 // Engine noise (normal, enclosed space, underwater)
stealworthy // Can be stolen
// Damage info for top impacts
1 // Number of clauses
always
1 // Systems count
driver,1.5 // Damage
// Damage info for bottom impacts
5 // Number of clauses
always
1 // Systems count
transmission,0.2 // Damage
z<0.25&x<0.25 // Condition
3 // Systems count
lf_wheel,0.5 // Damage
lf_brake,0.5 // Damage
steering,0.3 // Damage
z<0.25&x>0.75 // Condition
3 // Systems count
rf_wheel,0.5 // Damage
rf_brake,0.5 // Damage
steering,0.3 // Damage
z>0.75&x<0.25 // Condition
2 // Systems count
lr_wheel,0.5 // Damage
lr_brake,0.5 // Damage
z>0.75&x>0.75 // Condition
2 // Systems count
rr_wheel,0.5 // Damage
rr_brake,0.5 // Damage
// Damage info for left impacts
3 // Number of clauses
z>0.25&z<0.75
1 // Systems count
driver,1.0 // Damage
z<0.25 // Condition
3 // Systems count
lf_wheel,0.5 // Damage
lf_brake,0.5 // Damage
steering,0.3 // Damage
z>0.75 // Condition
2 // Systems count
lr_wheel,0.5 // Damage
lr_brake,0.5 // Damage
// Damage info for right impacts
3 // Number of clauses
z>0.25&z<0.75
1 // Systems count
driver,1.0 // Damage
z<0.25 // Condition
3 // Systems count
rf_wheel,0.5 // Damage
rf_brake,0.5 // Damage
steering,0.3 // Damage
z>0.75 // Condition
2 // Systems count
rr_wheel,0.5 // Damage
rr_brake,0.5 // Damage
// Damage info for front impacts
3 // Number of clauses
always // Condition
2 // Systems count
engine,1.0 // Damage
transmission,0.3 // Damage
x<0.25 // Condition
3 // Systems count
lf_wheel,0.5 // Damage
lf_brake,0.5 // Damage
steering,0.5 // Damage
x>0.75 // Condition
3 // Systems count
rf_wheel,0.5 // Damage
rf_brake,0.5 // Damage
steering,0.5 // Damage
// Damage info for rear impacts
3 // Number of clauses
always // Condition
1 // Systems count
transmission,0.5 // Damage
x<0.25 // Condition
2 // Systems count
lr_wheel,0.5 // Damage
lr_brake,0.5 // Damage
x>0.75 // Condition
2 // Systems count
rr_wheel,0.5 // Damage
rr_brake,0.5 // Damage

GEAGLEF.PIX,GEAGLEF.PIX,GEAGLEA.PIX // Grid image (opponent, frank, annie)

1 // Number of extra levels of detail
8 // min_dist_squared

INTERCEPTOR.WAM // crush data file

CARWSCRN.PIX // Name of reflective screen material (or none if non-reflective)
100 // Percentage transparency of windscreen

2 // Number of steerable wheels (more can be added here)
7 // GroovyFunkRef of 1st steerable wheel
8 // GroovyFunkRef of 2nd steerable wheel

4,-1,-1,-1 // Left-front suspension parts GroovyFunkRef (4 numbers, each -1 is a placeholder and can be changed to the SusRef for additional wheels/suspension parts)
3,-1,-1,-1 // Right-front suspension parts GroovyFunkRef
6,-1 // Left-rear suspension parts GroovyFunkRef
5,-1 // Right-rear suspension parts GroovyFunkRef

-1,-1,2,1 // Driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS (Replace the -1's here with the GroovyFunkRef for additional wheels)
10,9,-1,-1 // Non-driven wheels GroovyFunkRefs (for spinning) - MUST BE 4 ITEMS

0.14 // Driven wheels diameter (sets rotation speed of wheels)
0.14 // Non-driven wheels diameter

START OF FUNK


// This is just a placeholder, replace the "Ntfront" texture names
// below when you have defined brake lights.
// Look at some sample cars to get an idea of what to use here.
RLITS
constant
piss off
no fucking lighting bastards
frames
accurate
texturebits // (texturebits, continuous)
VB // change to B if using 2 texturebits instead of 4
4 // number of 'sections' (if texturebits) or number of separate-
Ntlitall,2,0,2,0 // textures (if continuous - can be used for animations-
Ntlitall,2,1,2,0 // e.g. 'moving' textures)
Ntlitall,2,0,2,1
Ntlitall,2,1,2,1

NEXT FUNK

LLITS
constant
piss off
no fucking lighting bastards
frames
accurate
texturebits
VB
4
Ntlitall,2,0,2,0
Ntlitall,2,1,2,0
Ntlitall,2,0,2,1
Ntlitall,2,1,2,1

END OF FUNK

START OF GROOVE

FRPIVOT.ACT
not a lollipop
constant
straight
absolute
0,0,0
3
0,1,0
rock // Movement type (rock, spin)
absolute // (absolute, controlled, continuous)
7 // Reference number (GroovyFunkRef)
-0.05,0,0 // X,Y,Z co-ords of centre (turning point) of wheel
y // Axis of rotation
0
// Other wheels can be added, just add another 'next groove'. NOTE: for additional wheels you must define their GroovyFunkRef and SusRef numbers (see below). These should be different from any of the other wheels' numbers.

NEXT GROOVE

FLPIVOT.ACT
not a lollipop
constant
straight // (straight, no path)
absolute // (absolute, shear, spin)
0,0,0 // Offset from centre turning point - defines 'orbit' rotations
4 // Suspension Reference number (we'll call it SusRef)
0,1,0
rock // Movement type (rock, spin)
absolute // (absolute, controlled, continuous)
8 // Reference number (GroovyFunkRef)
0.05,0,0 // X,Y,Z co-ords of centre (turning point) of wheel
y // Axis of rotation
0

NEXT GROOVE

RRWHEEL.ACT
not a lollipop
constant
straight
absolute
0,0,0
5
0,1,0
spin
controlled
1
0,0,0
x

NEXT GROOVE

RLWHEEL.ACT
not a lollipop
constant
straight
absolute
0,0,0
6
0,1,0
spin
controlled
2
0,0,0
x

NEXT GROOVE

FRWHEEL.ACT
not a lollipop
constant
no path // (straight, no path)
spin // (absolute, shear, spin)
controlled
9
0,0,0
x

NEXT GROOVE

FLWHEEL.ACT
not a lollipop
constant
no path
spin
controlled
10
0,0,0
x

END OF GROOVE

// END OF CRUSH DATA

START OF MECHANICS STUFF version 1 (see the tutorial by C2 Scientist on this section)

// Minimum turning circle. How sharp of a turn you can make at low speed.
// 0.5 is average and 0.3 is super tight
0.550000
1.000000 // Brake multiplier.
1.000000 // Braking strength multiplier.
5 // Number of gears.
130.0000 // Speed at red line in highest gear.
// Acceleration: This value determines how fast your car will be. The average is about 5.0,
// setting it up to 7.0 or 8.0 is about the limit of being able to handle it.
2.500000 // Acceleration in highest gear (m/s^2) i.e. engine strength.

// Sub member: Root part
normal // Type
none // Identifier
INTERCEPTOR.ACT // Actor
// Sub member: Joint data
none // Type
// Centre of mass: The closer this value is to the center of your 4 wheels the better.
// If it is too high you will flip over in a turn and if it is to far back
// or forward, you will easily lose control in a turn.
0.000000,0.040000,-0.040000
// Mass: The more mass you have the more damage you can inflict.
// 1.5 - 2 is average, but 60-80 tons will let you smash through just
// about anything.
4
0.320000,0.270000,0.800000 // Angular momentum proportions
50.000000 // Downforce-to-weight balance speed
4 // Number of 'Wheels' entries. (presumably more can be added)
// Wheels entry #1
0 // Type
Left front // Identifier
FLWHEEL.ACT // Actor
-0.16,0.06,-0.24 // Position
1 // Steerable flags
0 // Driven flags
// Suspension give: Each of your wheels has this attribute. The average is about 0.01.
// Stepping it up to 0.015 will give you a super plush ride, just make sure
// you car is far enough off the ground to allow it.
0.013000
1.300000 // Damping factor
1.000000 // Fractional reduction in friction when slipping
// Friction angles: Each of your wheels has this attribute. This value determines how much
// traction your wheels have. The closer the number
// is to 90 the more traction you will get. 83 is average, but 89 is about as much
// as you can handle before you get a headache.
81.700000,81.700000
2.000000 // Traction fractional multiplier
0.050000 // Rolling resistance
// Wheels entry #2
1 // Type
Right front // Identifier
FRWHEEL.ACT // Actor
0.16,0.06,-0.24 // Position
1 // Steerable flags
0 // Driven flags
0.013000 // Suspension give
1.300000 // Damping factor
1.000000 // Fractional reduction in friction when slipping
81.700000,81.700000 // Friction angles
2.000000 // Traction fractional multiplier
0.050000 // Rolling resistance
// Wheels entry #3
1 // Type
Left rear // Identifier
RLWHEEL.ACT // Actor
-0.16,0.06,0.24 // Position
0 // Steerable flags
0 // Driven flags
0.013000 // Suspension give
1.300000 // Damping factor
1.000000 // Fractional reduction in friction when slipping
81.700000,81.700000 // Friction angles
2.000000 // Traction fractional multiplier
0.050000 // Rolling resistance
// Wheels entry #4
1 // Type
Right rear // Identifier
RRWHEEL.ACT // Actor
0.16,0.06,0.24 // Position
0 // Steerable flags
0 // Driven flags
0.013000 // Suspension give
1.300000 // Damping factor
1.000000 // Fractional reduction in friction when slipping
81.700000,81.700000 // Friction angles
2.000000 // Traction fractional multiplier
0.050000 // Rolling resistance

1 // Number of 'Bounding shapes' entries. see asc to bbox tutorial

// Bounding shape: This shape definition is used for all collisions in the game.
// It is important to get this shape to fit your car as
// close as possible. It will add a lot of realism to your car. If you are adding a lot
// of suspension, remember to raise this shape as needed.
polyhedron // Type
8
-0.266,0.080,-0.533 // L B F
0.266,0.080,-0.533 // R B F
0.266,0.27,-0.533 // R T F
-0.266,0.27,-0.533 // L T F

-0.266,0.080, 0.46 // L B R
0.266,0.080, 0.46 // R B R
0.266,0.376, 0.46 // R T R
-0.266,0.376, 0.46 // L T R


0 // Number of sub-parts.

END OF MECHANICS STUFF

// Materials for shrapnel
1 // number of materials
146, 26, 21 // Red


//damage vertices fire points see fire points tutorial
1 // engine point
1 // transmission
1 // driver
5 // steering
1 // lf brake
1 // rf brake
1 // lr brake
1 // rr brake
1 // lf wheel
4 // rf wheel
6 // lr wheel
1 // rr wheel


// start of keyword stuff
CAMERA_POSITIONS
0, 0.21, -0.36 // bumper position
-0.077, 0.23, 0.058 // cockpit position

CAMERA_TURN_OFF_MATERIALS These define which materials (i.e. textures) are removed from sight while in cockpit view
1 // Count (number of components that have turn off materials)
ROOF name of first component
3 number of textures to turn off in component

NTROOF texture 1 - must use material name as defined in CarEd

NTROOF2 texture 2... etc

NTROOF3

define another component here if necessary (follow same format as above) - remember to change the count!

// End of keyword stuff
END

 
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