Welcome to the
hardest part of editing in Carmageddon. Although the track
textures can be difficult to edit because of the lack of
relative control over where the textures may go, editing the
actual track charateristics can be more challenging perhaps
because of what's involved. In this section, we'll teach you
how to add more pedestrians, more (or less) police cars, how
to make a city into an snowbound nightmare, and how to make
various levels of darknes or fog. The track TXT files also
control how much time you begin with at each level of
difficulty, how much time you get added for crossing
checkpoints, and how many credits you get in bonus for
either smashing up your opponents or running over all the
pedestrians.
Let's get
started.
Open the RACES.TXT
file to find the name of the track you want to modify. Look
for the race name, then below it you'll see the TXTfile
associated with it. For example, "Downtown Devestation" uses
the CITYC1.TXT file.
in track editing,
it's mandatory to have a saved game with a #1 ranking
because to modifiy some things you'll need the various
coordinates that you can only get by actually driving
through the track. Simply choose the track you want to
change and while racing, press the "I" key to cause a set of
numbers to appear on the screen. The one's you're interested
in will be in brackets and will look something like
(-2.444,-11.555,3.777).
Open up the
associated TXT file in your favorite text editor and look
through it. In order, you'll see the intial starting times,
completion bonuses, locations of checkpoints and timer
increments for crossing each, the names of the various
graphics and models used in the race, "funk and groove"
which allows the various animations such as the hotel sign
and multiplex billboards, the very long pedestrian section,
opponent paths, cop starting points, and driving surface
modifiers which control how much the vehicle skids on
certain surfaces such as grass, dirt, etc.
Since many of the
things you can edit should be self-explanatory, we'll cover
the more interesting hacks. For example, we all want more
pedestrians to run over. This topic is covered on
a
separate
page for your
convenience. A similar hack to adding pedestrians is
changing the number of police cars. Once again, as is the
case with pedestrians, you'll need to first race in the
track and jot down some coordinates. But this time, instead
of making a starting and ending point, you'll simply need a
starting point. Find the location you wish to put a cop at,
press "I" while racing (at a stop is better, or just make a
screen snap) and jot down the numbers in the parentheses. Go
to the track TXT file, scroll down past the opponent path
section until you see the "cop starting point" section. It
will look similar to below:
|
CITYC1.TXT//
****** COP STARTING POINTS ******
|
- <10 //
Number of cop start points
-
- <34.928,
-1.820, -175.203, 0.000, 0.000, 0.000 //Cop
point #1
- <33.770,
-1.820, -185.696, 0.000, 0.000, 0.000 //Cop
point #2
- <26.841,
-1.820, -182.410, 0.000, 0.000, 0.000 //Cop
point #3
- <21.812,
-1.821, -182.341, 0.000, 0.000, 0.000 //Cop
point #4
- <18.376,
-1.822, -182.261, 0.000, 0.000, 0.000 //Cop
point #5
- <8.544,
-1.820, -181.744, 0.000, 0.000, 0.000 //Cop
point #6
- <3.783,
-1.819, -181.109, 0.000, 0.000, 0.000 //Cop
point #7
- <-1.318,
-1.822, -180.325, 0.000, 0.000, 0.000 //Cop
point #8
- <-3.585,
-1.820, -171.732, 0.000, 0.000, 0.000 //Cop
point #9
- <6.437,
-1.820, -171.462, 0.000, 0.000, 0.000 //Cop
point #10
|
We've found that the
total number of cops cannot exceed 10, so if you try more,
it's likely the game will crash. At any rate, simply change
the number of cops to reflect the number you want, and
add/delete the necessary lines to the section above. The set
of numbers in parentheses must follow the format above in
that they go in the first three columns, then they are
followed by "0.000 ,0.000, 0.000" For some real fun, try
stopping on the top of a building, jotting down some
coordinates, and modifying the cop section accordingly. It's
smashing fun to have cops drop in on you from
above.
A hack we recently
worked on was transforming a regular city track into a snowy
nightmare. This was accomplished by first changing the
appropriate PIX file and replacing some graphics with snow
graphics, then modifying the actual TXT file to go along
with it. First thing we did was to make the track more
slippery. Near the end of the TXT file is a section which
controls just this. It looks something like this:
|
CITYC1.TXT//
****** MATERIAL MODIFIERS ******
|
- <3 //
number of material modifiers
-
- /
default material
- <1.0 //
car wall friction
- <1.0 //
tyre road friction
- <1.0 //
down force
- <0.0 //
bumpiness
- <0 //
tyre sound index
- <0 //
crash sound index
- <0 //
scrape noise index
- <1.0 //
sparkiness
- <1 //
room for expansion
-
-
- /
material '0'
- <2.0 //
car wall friction
- <0.7 //
tyre road friction
- <1.0 //
down force
- <5.0 //
bumpiness
- <-1 //
tyre sound index
- <-1 //
crash sound index
- <-1 //
scrape noise index
- <0.0 //
sparkiness
- <3 //
room for expansion
-
|
Simply change the
numbers for each "friction" section to affect the vehicle's
traction. In the snow city example, we lowered all the
friction variables by about .1 to simulate a slightly
treacherous drive. Lowering the friction variables even
further resulted in something like a bad snowstorm. And
lowering even further essentially made driving near
impossible. But changing the graphics and traction wouldn't
have been enough. To give the appearance of a snow storm, we
changed the fogginess.
|
CITYC1.TXT//
****** HORIZON STUFF ******
|
- /
HORIZON STUFF
-
-
- <5 //
Horizontal repetitions of sky
texture
- <24 //
Vertical size of sky texture
(degrees)
- <83 //
Position of horizon (pixels below
top)
-
- <8,0 //
Degree of fog/darkness
|
The horizon section
can be found near the top of the TXT file. You'll no doubt
notice that some tracks are dark, some are foggy, and some
appear "clear." Well, this is where it takes place. By
thumbing through other TXT files for other tracks and
looking at this same section, you'll find the names of the
various horizon PIX. For example, our unmodified TXT file
here once said "NYHORIZN.PIX" which is the distant city
image seen in some tracks. Since our objective here was to
simulate a snowstorm, we changed it to say "none." The next
goal was to make the appearance of snow. So, looking further
down at the example above, you'l see "depth cue mode" which
can be changed to read "dark, fog, or none." And below that
you can control the intensity of either fog or darkness, on
a scale from 0-10 with 0 being no effect and 10 being
heavy.
So, in short, to
make a city track into a snowy one, we had to change the
graphics, the traction characteristics, and make the
appearance of a snow storm. In fact, our modification
includes several TXT files that increase the slipperiness as
well as the thickness of the "snow" for the appearance of
going from a light snow to blizzard conditions. All this
once again achieved by simply a few
modifications.
|