Mac Carpocalypse: Carmageddon 1 Tutorials
Note: these tutorials demonstrate some basic editing techniques in Carmageddon. Most of the files on the download page demonstrate these techniques also. Download a file or two and you'll see how things work. For basic editing purposes, we recommend using Adobe Photoshop, a text editor, and you're going to need Carmagedit.

Once you've edited your ped and saved it, surely you'll want to include it in a race or two. If you simply reuse a file in the game (say CW1.PIX as we changed the construction worker into a striking auto worker) then things are easy and you'll simply need to drop the modified PIX file into the carma\data\pixelmap directory. But, there's more you can do than simply changing graphics.

For example, you can add customized sounds. Now, keep in mind that most sounds and screams are generic, so the easiest one to so this with is the old lady with the walker. She uses the ZIM.PIX file for her images and uses the INWAR.WAV file for her sound. Simply make your ped replacement then using appropriate software make a custom WAV file to go with it. The Bill Clinton Ped is an example.

Another way to have fun is changing paths for peds or actually adding more to a track. To begin with, look at the following information snipped from a typical race text file:

CITYC1.TXT// ****** START OF PEDESTRIAN STUFF ******

749
-------------
3
6
3
point -4.233,-3.269,-36.048
point -4.181,-3.269,-36.609
point-8.523,-3.269,-38.232
point24.663,-3.269,-42.206
point 24.694,-3.269,-42.531
reverse
 
6
4
2
 
point -23.767,-3.269,-46.177
point -8.785,-3.269,-38.653
point -8.306,-3.269,-36.549
reverse
//Number of pedestrians
// Pedestrian number 1
// Ref num
// Number of instructions
// Initial instruction
 
 
 
 
 
 
//Pedestrian number 2
// Ref num
// Number of instructions
// Initial instruction

Continuation of Pedestrian Section

To make sense of all this, here is a brief explanation of each section.

CITYC1.TXT// ****** START OF PEDESTRIAN STUFF ******

749

//Number of pedestrians

Total number of peds, land mines, and barrels found in the race

-------------

// Pedestrian number 1

Relative ped number, not important

3

// Ref num

A reference to the PEDESTRN.TXT file that tells Carma which PIX file to load and how the ped animate

6

// Number of instructions

Tells how many paths the ped follows....add number of points and add 1 for "reverse" to get the total

3

// Initial instruction

Initial starting point for ped...home, so to speak, or default location...see below

point -4.233,-3.269,-36.048
point -4.181,-3.269,-36.609
point-8.523,-3.269,-38.232
point24.663,-3.269,-42.206
point 24.694,-3.269,-42.531
reverse
Coordinates in (x,y,z) that give the location of points peds move to...think of them as like bases in baseball.
Reverse changes direction.


Continuation of Pedestrian Section
After looking at the points above, you might wonder where in the world those strange coordinates come from. Well, if you have a number one ranking, you can find out by starting a race, then pressing "I" which if it works will display some numbers on the screen, giving frames per second, a set of three numbers that is the relative location of the car in (x,y,z),and total "miles" driven. The set of numbers in the parenthesis is what you want. Copy them down, then move to another location, keeping in mind that peds cannot go through buildings (actually they will if you don't make their paths from one corner to another....) and that the paths must change course just as your car did to go from the starting point to the finish point. Now, quit and open the same race text file in your favorite text editor. Scroll down to the last section of the pedestrians and copy and paste another ped section in. Replace the coordinates in the pasted section with the points you jotted down, choose which point will be your starting point, and make that reference where it say "initial starting point." Change the number of instructions to match the number of points you jotted down, remembering to add +1 when you figure in "reverse." Finally, choose a predestrian to be found in that spot by looking at the PEDESTRN.TXT file in your text editor. Keep in mind that pedestrians 100-145 are actually barrels, and pedestrian 146 is a land mine, so those are fair game also, except that if you plan to add those things, you'll only need one point of reference instead of several.


Make'em go left....

...or make'm go right.
Making cows fly?
Yep. Typically the center coordinate will likely be the same in the set you jot down, unless you're going up a hill. If you're on flat land though, try adding 0.500 to the center coordinate for each point you wrote down as you edit the new pedestrian path. If you're successful, you'll see your ped defy gravity as they escape your wrath.

Ready for action!

A final fun thing that take lot's of patience is making a large crowd. This is done by choosing a starting point and ending point, then adding pedestrians one at a time and either adding 0.500 to the x or z coordinates. Download the Strike Buster patch on the main page to see this in action. Note: adding less than 0.500 to each x or z coordinate results in peds that aren't spaced properly and tends to crash Carmageddon, so be careful.

This concludes the basic section on ped editing. If we come across more information, we'll be sure to post it.

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