Start up CarEd. Add a point in the LEFT edit
window by holding down the Alt key and
clicking the left mouse button. A small dialog will pop
up asking you to name your car.
Just click on the Ok button to accept the name
NewCar. Now add six more points to
the LEFT edit window and arrange them so they look like
this. Read Part 1 for details
on plotting selecting and moving points.
Now select all six points by holding down
the Ctrl key and dragging with the left mouse
button pressed. You will know a point is selected when
there is a circle around it.
Place the mouse over the TOP editing window,
hold down the right mouse button and
drag the mouse to the left which will move the selected
points as well. Move the points
until they look like this:
Now click on the Iterate button found
in the Points box (make sure all the points are still selected).
When the iterate dialog pops up, enter a -1 for the X
Scale value and click Ok. You should now see
two rows of points, one on either side of the Z axis.
You now have all the points you need for your
frame, so lets add the triangles.
Start off by selecting the back four points
of the frame. They will be the bottom points in the TOP
editing view like this:
To create a triangle you must have three
and only three points selected, so you will need to de-select
one of the points. If you look at the FRONT editing view,
you should easily be able to see each of the
four points. Hold down the Shift key and drag
with the left mouse button as if you were re-selecting
a single point. This will de-select the point and you
should then have three points selected. Looking
at the Triangles box, the label at the bottom will turn
green when three points are selected, allowing
you to click on the Define Triangle button. When
you define the triangle, you should see a green outline
of the triangle in each of the editing views and a red
triangle in the browser view. If you do not see
the red triangle in the browser view, you may need to
click on the Invert Triangle button, just below
the Define Triangle button to flip the triangle
over and make it visible. Your model should look something
like this:
Begin covering the rest of the frame with
triangles. This takes a bit of practice to do quickly. It is a good
idea to add triangles next to each other, so they share
at least one side in common. This will keep all the
triangles facing the correct way so you will not need
to use the Invert Triangle button again. Keep in mind
that you can rotate the browser view of the model by
dragging the mouse over it. When you are finished,
the frame should look like this:
We are going to cheat a little bit here.
From the main menu, select Component - Import Component.
Choose the FRWHEEL.OBJ file. This will add a sample front
right wheel to your model. Now click
in the Iterate button in the Components box and
again, enter a -1 for the X Scale value and press Ok.
This will duplicate the front right wheel, creating a
front left wheel. Rename the new component (the
one at the bottom in the components list) to FLWHEEL.
Repeat the same Iterate process with both
the front right and front left wheels, this time enter in a
-1 value for the Z Scale. Rename the duplicates to RRWHEEL
and RLWHEEL. Your model should
now look like this:
Using an image editor,
create a 64x64 pixel TIF image and save it as a 24 bit color image
into the NewCar\tiffrgb\ directory.
From the CarEd Textures box, click on the + button,
then click on the ... button and
select the TIF you just created. You have just imported a
texture into your design, so lets
attach it to a component. Select your cars frame component
(The first entry in the list) from
the components box. In the drop down control called
Texture just below the components
list, select the texture you just imported. Click on the
Refresh button just below
the browser view to see what the texture looks like on your
model.
Before you compile
the car you must make a quick adjustment to the component group.
From the main menu, select Component
- Group Components. Click on the + button, then
select your models frame component
found in the list on the left and click the > button.
Check the Is Master Group
check box and you are done.
Click Done then from
the main menu, select File - Save. You will be prompted for a name
to save as, just click on Ok to
accept the default name.
Now from the main
menu, choose File - Compile Model. Copy the entire NewCar directory
to the clipboard and then place
it into the carma2\data\cars\ directory.
Now you need to create a .C2C file so that
you can import your car into the game. Create
a new text file with notepad, you can just copy and paste
the text below into it and then
save it as carma2\newcar.C2C
// Opponent
Nobody
Max
New Car
4
// Strength rating (1-5)
500000
// Cost to buy it
all
// Network availability ('eagle', or 'all')
NewCar.TXT // vehicle
filename
//vehicle description
TOP SPEED: 150MPH
WEIGHT: 2 TONS
0-60MPH: 6.4 SECONDS
This is a test
Now run Pimp or Carstockalypse and install your new car
into the game. You should be able
to play Carmageddon II with your new car now.
This is just the first installment of the
tutorial, later releases will cover glass windows, tail lights,
doors and various other advanced features.