|Carmageddon 2 to Carmageddon 1 car conversion|
OK, here's the deal. The thing to remember is that C1 cars are a helluva lot simpler that C2 cars- They're basically just the exterior shells, no insides.
Begin with any C2 car model (Any other model, be it a converted .3ds model or any other model converted to .asc for import into CarED will work also.).
Step 1In CarEd, delete all of the interior/engine(unless the engine is to be visible as on some dragster/modified type cars) and delete anything else that is not directly visible from the exterior of the car. Save your model.
Step 2The way Carma 1 is set up, you probably have room for about 20 pixelmaps per car, so use 'em sparingly, consolidating any parts necessary to keep the component count low. C1 doesn't seem to care how many polys any one component or group
has within it, so poly it to the max!
Step 3Consolidate components. C1 cars are usually set up as a set of sides (one component), a top(Hood/roof/trunk or any single part or combination of parts), a front clip(the whole front of the car, lights and grille included-you can split these up into separate components as the pixelmap you have chosen to use for your car dictates), and a rear clip(again, EVERYTHING in back of the car). Sometimes you can get away with adding extra components as the number of pixies allows- (One pixelmap image per component).
I usually export all the components that make up the top of the car, e.g. ROOF, HOOD, TRUNK, and export them individually to the component library.
Then open a NEWCAR.OBJ and import all of these components that you just exported, skin only one of them-doesn't matter which one-CarEd just needs at least one component textured-and group ALL of the components together. Compile the model as "NEWCAR" (you don't have to save the .obj).
Then go back to the NEWCAR folder and open NEWCARSHELL.dat and all of your imported components are visible as one component named SHELL. Rename this component as Carnametop and export it to the component library (again, you don't have to save the .obj).
Step 4Create a new car and name it a short name, like if your car is a 1940 Ford, call it 40FORD, or FORDY or sumpin' short like that. This will also be the model, act, mat, fli, txt and pix name for this car.
Import (FORDYTOP.OBJ) into this new model. Save it.
Go back to your original C2 model and do the same thing with the sides of the car. Lots of models have mirrored sides-one side is one component and the other side is another separate component. If not, you'll have to carefully cut the two sides apart and make them separate components-or if yer good enuf with a torch, cut out everything but the two sides. Either way you should have two sides only when you're done cutting.
Export the two side components, including the roofsides, fenders,doors, and glass, etc.
repeat the above procedure (NEWCAR-import all side components-group them as one (Main), texture one of them and compile-open the NEWCARSHELL.dat, rename it and export it again.
Import the finished component into your new model.
Repeat the above procedures for the front, back and glass and any other components.
When you are done, you should have something that looks exactly like the exterior of the C2 car.
Save the new car model.
Step 5Prepare the skin.
Open your C2 car in CarEd. Turn the model so you can see a dead-on side view of the car.
Zoom it a little if ya need to
Press ALT-PrintScreen and open yer favorite paint proggy and paste the new image.
This will be your side texture. cut out the car image as close to the car body as possible and paste it as a new image.
Retouch it as necessary to edit out the blue background from CarEd and resize it to 64x64 or whatever size the pixelmap you are using requires-Most C1 car pixelmaps are 64x64- some are 256x256 or some other weird size, but adjust them as necessary.
For the top, rotate the C2 model view in CarEd so the whole top is visible and straight.
Do the same thing you did for the sides.
Then do the bottom, front, back, glass, etc. the same way.
Save all images as .tifs in your new Carname folder.
Step 6Apply the skin.
Apply the new textures you just made to your model. If you did it right, the sides will mirror-apply the side texture to the left side and the right side will take care of itself.
Apply the top texture to the top, bottom one to the bottom, front to front, back to back, etc.
This is just to see if the new textures fit the model-if not, edit and adjust the .tifs til they fit right.
When everything is right-group the model components like this:
(Name your main group the same as your carname-e.g. "FORDY" instead of "MAIN"
DO NOT GROUP THE WHEELS!!!! Leave them out of any groups.
Save the model.
Compile your new car.
Step 7Putting the car into C1
Copy the Carname.act and Carname.dat ONLY from your new car's folder, one file at a time.
Paste the Carname.act into your Carma 1 ACTORS folder. Paste the Carname.dat into your Carma 1 MODELS folder.
You will need Carmagedit for the rest of this process. Go get it-it's still out there and it doesn't need any runtime shizit extra files to work.
Open Carmagedit and open any one of the car files in the Carma 1 ANIM folder- doesn't matter which one, they're all the same.
Take a screenshot of your new skinned car in CarEd and save it somewheres you can find it in a few minutes.
In Carmagedit, export the FLITMP.bmp you have loaded and open it in a paint prog.
Open your car screenie you took and chop your car's image out of it and paste it over the existing one on FLITMP.BMP-Redo the name on it so it matches your car's name and save it as YourCarName.fli in the C1 ANIM folder.
Edit your opponent.txt in Notepad or Carmagedit (whichever works for you-it may be encrypted.).
Put your carname over any other car's name or copy an existing car entry (IVAN works good) and add it to the end of your opponents list-change the IVAN names to your car name.
Change the number of opponents at the top of the list to reflect the car you added (add one). ONLY IF YOU ADDED ANOTHER OPPONENT! Otherwise, don't mess with this number.
NOW COMES THE FUN PART!!!!!
STEP 8Get yer hex editor out. You don't hafta know hex to do this (Hell, I don't and it works for me..)
Whatever pixelmap file you use, make sure it has enough images in it to cover all your cars' components. My car here has eight components (all the car sides and the wheels which only use one texture for all of them.)
Pick a pixelmap file with enough images in it and load it up in Carmagedit. Carmagedit will tell you how many "Frames" it has in it when it's loaded.
Once you find a suitable one, open it in the hex editor (I use FRHED-it's free, works and it doesn't turn into a pumpkin after 30 days...).
Rename all the .PIX names to the names of the textures you have skinned your Shell mobile with in CarEd.
You'll see something like:
......................@.@.@....!.......texturename.pix.....(and a bunch of gobbledygook after it and then)
in the text/data section of the window of your hex editor.
Select from it's file menu-"toggle keyboard insert/overwrite mode" or similar and change all the .pix names.
DON'T mess with the hex editing side of the window unless you know what you're doing!
When you have done all of them, save the file as YourCarName.pix in Carma 1's PIXELMAP folder.
Open the .MAT file that matches the .PIX file you just edited and you'll see:
Change every .MAT and .PIX name to the ones named in your new .PIX file.
Don't change any other entries in this file.
Save it as YourCarName.MAT in C1's MATERIAL folder.
Step 9The Frigging Text file.
Open a car .txt in Carmagedit. Any 4 wheeled one'll do, preferably one that has only one or two references per section for .act, .dat, .mat, and .pix to keep it simple.
Name the file YourCarName.txt at the top of the file.
Open your new car in CarEd and find the Left Rear wheel position-Xcoord, Ycoord, Zcoord.
Write them down somewheres.
Do the same for the RRwheel, FLwheel, and FRwheel.
Scroll alla way down in Carmagedit almost to the bottom of the .txt file you've opened.
You'll see the wheel positions entries. Change them to you car's wheel coords that you wrote down.
Under those entries, you'll see the BBox entry, min x,y,z and max x,y,z.
Min is the negative numbers-left and front corners of the BBox, Max is the positive numbers-top and rear of the box. Simple, huh?
Next under those is the center of mass coords-get 'em pretty much centered-too far forward and your car spins out-too far back and your front wheels drag in turns like they've got greased tyres.
Scroll up to the "GROOVES" section-Change the third set of coords down each groove to the same wheel
Scroll up to where the .PIX, .ACT, DAT, and .MAT files are listed and change each name to YourCarName's.PIX, .ACT, .DAT, and .MAT (Except for the "Bonnet" entries unless you want to make new cockpit views as well.)
Step 10Skinning the finished car.
OK..Easy part now...
Open that frame in the paint prog and click on it-select "save palette" and call it Carma1.pal (You can also copy the .tif and paste it over the exported frame image to keep the palette correct, but this can be time-consuming...)
Change them to read I used my texturenames for an example)
Further down you'll see the wheels listed-
RRWHEEL.DAT and a bunch of gobbledygook and
again adding ".MAT" after each wheel texture name. Save the file
You should now be able to race your new car!