C2 to C1 Map Conversion

Tutorial

« Older   Newer »
 
  Share  
.
  1.  
    .
    Avatar

    Dios

    Group
    Administrator
    Posts
    6,890
    Location
    Beaver City

    Status
    Offline
    1_ Open the map in Plaything 2:

    A_You need to delete every powerup, one by one. Now save the file and reopen it.

    B_Change all material names to the name with extension .MAT and don't forget to check "Correct Perspective" (MAT Editor/Flags/Correct Perspective). Save the file.

    2_ You need to create a custom pix file for your textures. A Pix archive that is.

    Tutorial by Tosh over here:

    How to write your own C1 PIX pack:
    www.toshiba-3.com/dotclear/index.ph...-your-own-C1-PIX-pack

    Remember = Carmagedit Pixpack Limit: 200 files.

    3_ Open up your .MAT file with a hex editor (e.g. Hex Editor Neo. Get it here: www.hhdsoftware.com/free-hex-editor) Open the .MAT file and change all bitmap names to the names with extension .PIX behind them. For example:

    ................
    ...<...P–––=ÌÌÍ?
    666....A .....!
    ?€..........?€..
    ................
    .........Checkpoint.MAT.
    ........Checkpoint.PIX.....

    4_Put the .ACT file in ACTORS folder, .DAT file in MODELS folder and .MAT file in MATERIAL folder.

    5_ Go to the RACES folder, copy and paste a .TXT file. Open the file and write the new information:

    _Position of centre of start of grid
    _Direction that grid faces in
    _# checkpoints
    etc, etc.

    _Open the map in Cesm Plaything 2, go to Tracktools, Generate map: change the Resolution to 320x200, press "generate map", PT2 shows you some coordinates: copy them to your track's textfile into "world -> map transformation matrix". Open the map in Cesm Plaything 2 (again), go to Materials, New Material, choose map.pix, select a triangle, manual map, now you need to resize the map to 320x200, take a screenshot, paste it in Paint with ctrl+v, cool, now you have the minimap...

    _In the last part of every Checkpoint info you need to take a look at this:

    228,228
    //X,X(LO/HI)
    54,54
    //Y,Y(LO/HI)

    The numbers represent a point. I'm talking about the flashing checkpoint shadow in the minimap. Change the values using the minimap.

    _Pedestrian Stuff: Take a look at this: http://coffey.polygonized.com/MacCarpocalypse/pedpaths.html

    C1 Powerups List:
    http://devwam.toshiba-3.com/viewtopic.php?id=427

    _Cop start points: If you understand the previous step then this one should be very clear:

    -37.437, -0.001, 4.463, 0.000, 0.000, 0.000 // APC
    1.627, 5.609, 32.276, 9.000, 9.000, 9.000 // Supressor

    6_ Go to DATA/RACES.TXT and rename CITYA1.TXT and if you want CITYA1M.FLI. You can edit the .FLI files using Carmagedit.

    Track making tutorial: http://thesprayshop.net/content/track-making
    File list: http://devwam.toshiba-3.com/viewtopic.php?id=329

    Edited by Mastro 666 - 27/3/2019, 18:31
     
    Top
    .
  2. Aristidas
     
    .

    User deleted


    Nice! Just wanted to respond. I thoroughly loved your post. Keep up the great work on carmageddon.forumfree.it .
     
    Top
    .
1 replies since 21/7/2011, 23:34   1195 views
  Share  
.