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Deep_Blue.
User deleted
Ok.
The race.txt is what I'm fiddling with now.
Just tried my butchered version and the game wouldn't even load.
Back when I was fiddling with changing C1 cars, all I had to do was change a carname.txt reference in the opponent.txt to get a different car or change references to a .dat file to get a different (albeit untextured) model to show up in-game.
The map's .txt file is hanging me up (so far).
What does the game *absolutely* require of a map to run it?
I set the center of grid start position coords.
I set the grid direction degrees.
You just said it doesn't need checkpoints. (I changed the mapname.txt to reflect 0 checkpoints and deleted all the checkpoint text chunks.)
I changed the horizon pix references/horiz. repetition, etc to reflect the same specs as in the C2 text file.
Changed opponent paths to 0 and deleted the existing ones as they were for another map.
No peds(0)
No spec. Volumes (0)
No cop start points. (0)
I just want to get a textured, driveable surface in game at this time.
Can I do that like I can in C2?.