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Submitted: Sun, 02/08/2015 - 16:08

Level 2 - Advanced Car Features

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Preface/About:

Welcome to Level 2! This a guide will build on what was covered in Level 1, including the setup of considerably more car parts for your car in Carmageddon Max Damage (CMD) using Trents Maxscript Tools. This is not a guide on how to model or texture a car, this guide will cover:

  1. Detachable (Crushable) Parts
  2. Detachable (Non-Crushable) Parts
  3. Flappable Parts
  4. Jointed Parts
  5. Breakable Parts (Windows & Lights)
  6. Functional Lights
  7. Part Animations (Engine Vibration, Fan & Pulleys Rotations, etc)
  8. Advanced UI assets (damage indicator)

On the official cars, the car body is divided up into many separate parts, components such as: Bumpers, Air-Dams/Splitters, Wings, Windshield Wipers, Bumpers, Grilles, Hood, Trunk, Fenders, Front-Clip, Quarter Panels, Skirts, Trunk, Tail-Gate & Rocker Panels are among many possibilities for detachable parts. Additionally some parts may be setup as ‘Breakable’ Parts, such as the windows & lights – these parts will substitute their respective materials & textures for one of up to to five damaged versions as they deform, replicating the cracking & shattering of glass & plastic in the real world.

Before We continue, I will be importing the more complex Level 2 version of the Tutorial car. As opposed to the two model parts that made up the Level 1 Model, this new version has Forty-Six Parts all in all. We are going to replace the simple Level 1 ‘c_Body’ with the new version (that is ready to have detachable parts added), and then gradually add in all the extra parts. To replace the old ‘c_Body’ with the new one, follow these steps:

Getting ready for the new car parts

  • Load the MaxScript & open the car you rigged following the Level 1 Tutorial
  • Save it as a new version
  • Rename the ‘c_Body’ as ‘c_Body_old’, and unlink the Hubs, Engine, Driver Node and Exhaust Node using the schematic view
    Make sure that the Brake Nodes & Wheel Nodes are still linked to the hubs
  • Hide your ‘c_Body_Old’

Importing/Merging in the new car

  • Import/merge in your new version of the car (If importing the car from another format, make sure to match-up the material names)
  • Make sure the position of the new ‘c_Body’ and detachable parts is correct
  • Remember the ‘c_Body’ pivot point should be set to 0,0,0

Setting up the new car body to replace the old one

  • Select the new c_Body, and run the following tools: •‘Tools’ -> ‘Common’ -> ‘Setup Hierarchy’
  • ‘Tools’ -> ‘Cars’ -> ‘Configure Car Structure’
    As the new ‘c_Body’ doesn’t have any child parts yet, this should not take long
  • Setup the basic structure data for the new ‘c_Body’ in the same way we did for the ‘c_Body’ in the level 1 Tutorial •Setup the car characteristics (General Defence, Car Defence, Offence, Value Factor, Deform Factor)
  • Setup basic settings (Crushability, Stiffness)
  • Add the Driver Box (remember to set the vertex colour for the 8 vertices that form the driver box)
  • Add ‘Named Render Level’ for the Driver Node

Linking the Hubs and other parts to the new ‘c_Body’

  • Use the Schematic view to link the Hubs, Engine, Driver Node & Exhaust Node to the new ‘c_Body’
  • Change the ‘Weld Partner’ in the Hubs & Engine to the new ‘c_Body’

With these steps complete, to add new parts to the car, we will use the ‘Tools’ -> ‘Car’ -> ‘Add Structure Part’ to add ‘CNT Hierarchy’ and ‘Car Structure Part’ Modifiers. Then the new parts just have to be linked into the hierarchy.

NOTE: This tutorial will not cover setup of every single new part on the Level 2 car. Instead I will cover the different types of parts that can be setup, and in some instances - demonstrate setup on one or two parts. I will leave it up to you to decide which criteria to apply to the parts on your own car. If you have followed the Level 1 tutorial and have a basic car setup & working, then this tutorial should be easy to follow. If you have not completed the Level 1 Tutorial to setup a basic car, then please do so before continuing with this tutorial.
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Edited by: Mad Mike on Thu, 20/04/2017 - 10:49

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Submitted: Thu, 13/08/2015 - 12:01

Level 2 - Chapter 1

Detachable (Crushable) Parts

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Most Body parts in Carmageddon Max Damage are detachable and crushable. The key difference between crushable and non-crushable parts is:

  • crushable parts have a ‘Crushability’ value greater than 0
  • non-crushable parts have a crushability value of 0

Detachable (Crushable) parts will be parts such as bumpers, fenders, quarter panels, hood, trunk, wings, side-steps, running boards, sun-roofs. We will cover setup on the Tutorial car of a Bumper under this method.
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1-A] The weld vertices

As briefly mentioned in Level 1. When crushable parts are welded to crushable parts, the weld vertices MUST meet vertices on the weld partner. In this case, the weld vertices on the bumper will have to meet vertices on the body. If you want, you can only use a single vertex for the weld, it is your choice as long as that vertex matches a vertex on the weld partner. Below you can see the vertices being selected to be used as for the weld. The colour for these vertices, and weld vertices on all other parts that are not jointed should be green (RGB 000,255,000).

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1-B] Car Structure Part Setup

With the weld vertices set. Link the part to the body using the ‘link’ tool. Then press the ‘Add Structure Part’ under ‘Tools’ -> ‘Car’ to add basic structure data. As this is a basic crushable part:

  • Enable Crushability & Stiffness
  • Leave Render Level at 1 (this is a large exterior part, so it needs to be visible)

Then Add the weld:

  • Set Weld Partner as ‘c_Body’
  • Set weakness as -4, or a value of your choosing depending on the type of vehicle you’re building

This is optional but it is worth centring the pivot point for regular detachable parts using ‘Affect Pivot Only’ -> ‘Center To Object’ under the hierarchy modifier.
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Edited by: Mad Mike on Wed, 02/08/2017 - 09:24

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Submitted: Sun, 02/08/2015 - 15:21

Level 2 - Chapter 2

Detachable (Non-Crushable) Parts

The setup process for Non-Crushable Detachable parts (when welding to crushable parts) is very similar to Crushable parts. The major differences are:

  • You can only have a single vertex being used by the weld
  • The weld vertex doesn’t have to meet a vertex on the weld partner
  • Crushability has to be set to 0.0
  • No Stiffness value is set

The example here is the new exhaust pipes, which are separate from the car body. Below you can see the single vertex that will be used for the weld selected.

With the weld Vertex set, press the ‘Add Structure Part’ under ‘Tools’ -> ‘Car’ to add basic structure data. As this is a basic non-crushable part:

  • Enable Crushability & Set it to 0.0
  • Set Render Level at 2 (this is a small exterior part, so it won’t be as easy to see)

Then Add the weld:

  • Set Weld Partner as ‘c_Body’
  • Set weakness as -4, or a value of your choosing depending on the type of vehicle you’re building

NOTE: As this is the exhaust pipe, the Exhaust FX Node will be linked to this part instead of the car body.

Edited by: Mad Mike on Wed, 02/08/2017 - 09:25

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Submitted: Thu, 13/08/2015 - 12:03

Level 2 - Chapter 3

Flappable Parts

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3-A] Flappable Parts Overview

Flappable parts can open and close when the ‘Flaps’ Key is pressed, as-well as opening after sustaining damage. the joint will originate at each parts local axis/pivot point. Setup for flappable parts is similar to a regular detachable part, but there are a few extra elements to setup. Flappable parts are usually Doors, Hood & Trunk.
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3-B] Pivot Points

For a ‘Flap’ to work correctly, the objects pivot point will need to be set where you want the part to ‘pivot’ about. Make sure to set the pivot point using ‘Affect Pivot Only’ under the ‘hierarchy’ Tab.

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3-C] Weld Vertices

As flappable parts are crushable, remember the weld vertices have to meet vertices on the weld partner. Compared to a regular detachable part, Flappable parts need two different welds, each referencing a different vertex colour:

  • Hinge – Vertex Colour is Red (RGB 255,000,000)
  • Latch – Vertex Colour is Blue (RGB 000,000,255)

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3-D] Structure data & welds

Primary Structure part setup is otherwise identical to any other crushable part, afterwards you will need to add two welds to the part

Hinge

  • Make sure to change vertex colour from Green (default weld colour) to Red
  • Needs a ‘Weakness’ Value (typically -4)
  • Needs a ‘Break’ Value (typically 30) – This is needed to get the part to flap when the ‘flaps’ key is pressed

Latch

  • Make sure to change vertex colour from Green (default weld colour) to Blue
  • No other values set!

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3-E] Creating the Joint

With the welds in place, the next step is to create a joint. With the ‘Flap’ selected, Go to ‘Tools’ -> ‘Car’ -> Create Joint’. This will create the joint at the origin of this part (where the pivot point is) Next We have to configure the joint, and then attach it to the ‘latch’ weld. Generally Flaps use hinges, which is the default joint type when you create a joint in the MaxScript. The values that typically need to be set are:

  • Weakness – Sets how easy the joint is to break
    Usually set to 200-300 (tweak to your liking after testing)
  • Limit – Enables to set the angles that the part can rotate
    First number is the minimum angle (in degrees), usually set to zero as you don’t want your flap to open inwards
    Second number is maximum angle (in degrees), usually set to 70 or higher
  • Flap Springs – sets the force with which the flap will open
    First value is usually 20-30
    Second value is usually 30-40

With the values set, next you need to rotate the joint so that the visual representation of the joint (see below) matches the direction you want the joint to open. The pointed end of the joint illustration represents the max limit of rotation.

NOTE: If you alter any variables of the joint – the rotation of the joint will automatically default to what it was when you created it, so you may need to rotate it back.
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3-F] Adding the joint

The last step is to select the part we want to use this joint, then:

  • Navigate to the ‘Latch’ weld
  • Open the ‘Joints’ drop-down
  • Press ‘Add Joint’, and select this joint
  • Press ‘Add Joint’

This part is now jointed and flappable!

Note: it will be worth double checking the joint axis for each part after exporting the car structure.
The Joint axis method in the structure.xml will look like this CWeldJointParameters:Set_JointAxis( 1, 0, 0 )

  • 1 for the first value (like above) will get the joint to rotate forward (X axis), like normal trunks, or a conventional Semi Truck Hood
  • -1 for the first value will get the joint to rotate back (X axis), like a regular hood or tail-gate
  • 1 for the second value will get the joint to rotate (Y Axis) like a regular left side door, or a right side suicide door
  • -1 for the second value will get the joint to rotate (Y Axis) like a regular right side door, or a left side suicide door
  • 1 for the third value will get the joint to rotate (Z axis) like an older style split hood (right side) or right side gull-wing door
  • -1 for the third value will get the joint to rotate (Z axis) like an older style split hood (left side) or left side gull-wing door

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Edited by: Mad Mike on Wed, 02/08/2017 - 09:26

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Submitted: Mon, 03/08/2015 - 12:19

Level 2 - Chapter 4

Jointed Parts

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Jointed parts are regular parts, that can dangle or open before falling off, but the joint is not activated by pressing the ‘Flaps’ Key. Jointed parts typically use a Ball joint to allow rotation in more than one axis, enabling parts to dangle and drag along the ground.
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4-A] Weld vertices

Similar to a flappable part, jointed parts have to have 2 welds, with 2 different colours for the weld vertices:

  • Regular Weld – Green (RGB: 255,000,000)
  • Jointed Weld – Cyan/Turquoise (RGB: 000,255,255)

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4-B] Structure data & welds

Primary Structure part setup is otherwise identical to any other crushable part or a flappable part. With the Structure data set you will need to add two welds to the part.

Regular Weld:

  • Needs a ‘Weakness’ Value (typically -4)

Jointed Weld

  • Make sure to change vertex colour from Green (default weld colour) to Yellow(RGB: 255,255,000), Yup, that's right - the weld colour is set to Yellow despite the vertices being Cyan/Turquoise. This is how it is set up on the official cars.
  • No other values set!

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4-C] Creating the Joint

With the welds in place, the next step is to create one or two joints. With the Part selected, Go to ‘Tools’ -> ‘Car’ -> Create Joint’. This will create the joint at the origin of this part (where the pivot point is) Next We have to configure the joint, and then attach it to the ‘latch’ weld. Generally Jointed parts use ball joints, so select ‘Ball’ as the ‘Joint Type’. The values that typically need to be set are:

  • Weakness – Sets how easy the joint is to break
    Usually set to 200-300 (tweak to your liking after testing)
  • Limit – Enables to set the angles that the part can rotate in the X axis **
    First number is the minimum angle (in degrees) the part can rotate from where it is normally
    Second number is maximum angle (in degrees) the part can rotate from where it is normally
  • Limit 2 – Enables to set the angles that the part can rotate in the Z axis **
    First number is the minimum angle (in degrees) the part can rotate from where it is normally
    Second number is maximum angle (in degrees) the part can rotate from where it is normally
  • Twist – Enables to set the angles that the part can rotate in the Y axis **
    First number is the minimum angle (in degrees) the part can rotate from where it is normally
    Second number is maximum angle (in degrees) the part can rotate from where it is normally
  • ‘Use Joint Location’ needs to be ticked, and the joint must then be positioned in car-space where you want the part to pivot about
  • ‘Use Joint Normal’ also needs to be ticked

** These axis are local to the joint, if you rotate the joint, then these axis will rotate with it, so once your values are set – rotate the joint so the axis are where you want them to be.

NOTE: If you alter any variables of the joint – the rotation of the joint will automatically default to what it was when you created it, so you may need to rotate it back.
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4-D] Adding the joint

The last step is to select the part we want to use this joint, then:

  • Navigate to the ‘Latch’ weld
  • Open the ‘Joints’ drop-down
  • Press ‘Add Joint’, and select this joint
  • Press ‘Add Joint’

NOTE: Most jointed parts have a joint defined at both ends (E.G. Each end of a bumper), allowing the part to dangle from either end.
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Edited by: Mad Mike on Mon, 03/08/2015 - 12:19

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Submitted: Sun, 02/08/2015 - 15:40

Level 2 - Chapter 5

Breakable Parts (Windows & Lights)

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Breakable parts, such as lights & windows, are setup like a crushable detachable part, but are usually not set as being detachable (so don't set a weakness in the weld), unless you want these parts to detach, it’s your choice. With these parts, the Pivot point should be set to the center of the object, as it makes setting the position of ‘Crush Damage Emitters’ easier.

After completing the basic settings like any other crushable part (including the colour of vertices for the weld), you need to look at the ‘Advanced Crush Damage’ Dropdown under the ‘Car Structure Part’ modifier.
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5-A] Crush Damage Substitution

You can have up to five different crush damage materials.

  • Press ‘-1′ to start configuring the first stage
  • Enter the name of the material you want to change in the ‘Original Material Name’
  • Enter the name of the desired damaged material you want in the ‘Damaged Material Name’
  • Press ‘Set’
  • Repeat the process for ‘-2′, ‘-3′, ‘-4′ & ‘-5′ if you have more damage materials

NOTE: If this part is the windshield, you will want it to break when the driver is ejected, so tick ‘Driver Ejection Smash’
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5-B] Crush Damage Emitter

You can have the same amount of crush damage emitters as crush materials (up to 5)

  • Press ‘-1- to start configuring the first stage
  • Enter the name of the particle effect you want in the ‘Emitter Name’ Box (Official cars usually use F_glasssmall or F_glasslarge) **
  • Press ‘Pick Point’ to select the spawn point, and then click on this part
  • Press ‘Set’

NOTE: An error message may then after pressing ‘set’, disregard it and immediately select a different part, then go pack to the part you’re configuring.
** – for a list of all available particle effects, look in effects.zad
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5-C] Sound Configuration

This sets a Sound effect (SFX) for when the part is damaged. Simply type the name of the effects into the ‘Crush Damage Sound Sub’, official cars usually use GlassLens or PlasticLens.
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5-D] Weld

After setting up the crush damage, don't forget to weld the window/light/breakable part to its parent.

Edited by: Mad Mike on Sun, 02/08/2015 - 15:40

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Submitted: Wed, 02/08/2017 - 09:27

Level 2 - Chapter 6

Functional Lights

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To setup working lights, you will need an overlay illuminated version of the desired light models, which needs to be offset by a tiny distance (to avoid clipping issues) from the actual light model.
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6-A] Hierarchy:

On the official cars, the hierarchy for ‘Functional Lights’ are usually organised like this:

Regular Light Model
-> Null Node as child object (this is to keep lights organised)
-> -> Illuminated light Model as child object of Null Node
-> -> Light Generator Node (This is optional, only usually applies to Head lights, brake lights, reverse lights & police lights)

Visual representation of hierarchy:

  • “c_HL_L2″ is the regular light model (2nd Headlight on left side of vehicle)
  • “Headlight_L2″ is the Null Node (needs to be rotated so it will be pointing out of the vehicle)
  • “c_HL_L2_On” is the illuminated light model (2nd Headlight on left side of vehicle)
  • “Head_Light” is the Light Generator Node (Optional, also needs to be rotated so it will be pointing out of the vehicle)


All of these parts that are child objects of the regular light model will not have structure data. These parts only need ‘CNT Hierarchy’ data, which can be set through ‘Tools’ -> ‘Common’ -> ‘Setup Hierarchy’.
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6-B] The Light Generator (optional):

The Light Generator Node (including its ‘Content Filename’) must be called one of the following, depending on what type of light you’re setting up:

  • head_light
  • brake_light
  • reverse_light
  • cop_blue
  • cop_red
  • cop_head
  • cop_strobe

Additionally, set the Node type from ‘Null’ to ‘LITg’ in the ‘CNT Hierarhcy’ modifier. LITg nodes reference pre-set ‘.LIGHT’ files to generate light in-game. Lastly you will need to rotate the Light Generator (‘LITg’) Nodes, so that they are pointing down towards the ground (or in whatever direction you want them to). Below is an example of the ‘Head_Light’ light generators rotated down.

The last step is to set up the lights under the ‘Functional Lights’ Dropdown for the regular light models ‘Car Structure Part’ Modifier.
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6-C] Functional Light Setup:

Select the regular light model, and navigate to the ‘Functional Lights’ Dropdown under the ‘Car Structure Part’ Modifier. You will see several options:

  • Select the relevant light type for the car light (this will trigger the appropriate actions in-game, such as reverse lights only coming on when vehicle is in reverse gear)
  • Press ‘Pick Object’
  • Select the Illuminated light model, and press ‘Add’
  • Repeat the process for the light generator (If applicable)

Here is an example of completed ‘Functional light’ for a car Headlight.

NOTE: the ‘Light Type’ Dropdown will automatically default back to ‘HEAD_LIGHT’ after you ‘Add’ a light.
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6-D] Required .light files:

Once you have exported your vehicle, you will need to get matching ‘.LIGHT’ files from one of the default cars, and place them in the folder with your exported car.
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Edited by: Mad Mike on Wed, 02/08/2017 - 09:27

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Submitted: Thu, 13/08/2015 - 11:43

Level 2 - Chapter 7

Part Animations

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In Carmageddon Max Damage, there are lots of different animations that can be applied to parts to improve the appearance of parts on the cars. In this tutorial, we will only be looking at the Animations grouped under ‘Standard Animation’ in the MaxScript. The ‘Point to Point Animations’ are usually only used in the setup of vehicle suspension, steering & driveshafts. It is vitally important that the pivot point/local axis for these parts is appropriately positioned & rotated, such as the pivot point for a fan being at the centre of its shaft.

Animation Types:

  • Rotate – Part will rotate ‘A’ degrees in either local X, Y or Z axis
  • Slide – Part will slide ‘A’ units in either local X, Y or Z axis
  • Oscillate – Part will oscillate a minimum of ‘A’ units and a maximum of ‘B’ units in either local X, Y or Z axis
  • Rock – Part will rock back and forth at a speed of ‘A’ units up to a maximum of ‘B’ Degrees in either local X, Y or Z axis, relative to a set position
  • Vibrate – Part will vibrate based of set variables in either local X, Y or Z axis, relative to a set position

With each animation, there are various controllers that can be used to either set a constant animation, or an animation based of a variable relative to the cars state.
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7-A] Rotate:

Usually used for parts like fans, pulleys & driveshaft's, this will set a rotation in a local axis.

  • Fans & Pulleys are usually linked to ‘ENGINE_CRANK_ANGLE’
  • Driveshafts are usually linked to ‘GEARBOX_OUTPUT_ANGLE’, or the relevant ‘WHEEL_ROTATION_…’ for that corner

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7-B] Slide:

The best example of Sliding Animations are those used by the Eagle R & Hawk R to animate their respective Aerofoil spoilers. The Slide will get a part to move in its local X Y or Z axis, using the following variables to define the motion:

  • Desired animation controller
  • Distance to move, usually the part will move this distance per unit of the animation controller (controller dependant)

Aerofoil Spoilers are usually controlled by “SPEED_DEPENDANT_AEROFOIL” or “SPEED_DEPENDANT_AEROFOIL_2″. When these animation controllers are used – the Animation will NOT Trigger until a certain speed has been reached, and will then retract when the vehicle drops below a certain speed. You can set custom speeds for both animation controllers under the ‘Car Characteristics’ Modifier

  • default value for deploying “SPEED_DEPENDANT_AEROFOIL” – 60 Miles per hour (approx. 100 KMH)
  • default value for retracting “SPEED_DEPENDANT_AEROFOIL” – 30 Miles per hour (approx.. 50 KMH)

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7-C] Oscillate:

The best example of an Oscillation is that used on Twisters Drill (in Conjunction with a rotation) The Oscillation will get a part to Move back and forth in a local axis. Variables to be set are:

  • Desired animation controller
  • Minimum amount of movement
  • Maximum amount of movement

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7-D] Rock:

The best example of a Rocking animation is that used by Towmeisters Jaws. The rocking animation will get a part to rotate (in the direction of it’s local X, Y or Z axis) back and forth about a point in part-space. Variables to set include:

  • Desired animation controller
  • Base speed of rocking
  • Max Amplitude (angle) of rocking motion
  • Position of Pivot for rocking motion (defined in part space)

Once the part reaches the Max Amplitude, it will begin rocking back.
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7-E] Vibrate:

Used mainly by engines, takes in various settings to define:

  • Minimum & Maximum frequency (speed) of vibration
  • Minimum & Maximum amplitude (distance/displacement) of vibration
  • Origin of Vibration
  • Desired animation controller, usually ‘ENGINE_NORMALISED_RPM’

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7-F] Animation Controllers:

These are the currently available Animation Controllers. Comments are in Red on line below
Thanks to Trent for collating this list

  • NONE
    // Not tested
  • STEERING_OVER_TIME
    // Not tested
  • STEERING
    // Triggers X units of animation per 1 degree of steering angle,
    Usually used for steering wheel - animation value will need to be negative (-1, -2, -3) for this
    Also used for Subpressors Water Cannon, Tropikills Canoes, APC Camera
  • ENGINE_RPM
    // Triggers X units of animation per 1 RPM
  • ENGINE_CRANK_ANGLE
    // Triggers X units of animation relative to engine crankshaft angle
    Usually used for engine pulleys & radiator fan
  • WHEEL_ROTATION_FR
    // Triggers X units of animation relative to rotation of Front Left Wheel
    Usually used for driveshaft's from diff to Front Right wheel
  • WHEEL_ROTATION_FL
    // Triggers X units of animation relative to rotation of Front Left Wheel
    Usually used for driveshaft's from diff to Front Left wheel
  • WHEEL_ROTATION_RR
    // Triggers X units of animation relative to rotation of Rear Right Wheel
    Usually used for driveshaft's from diff to Rear Right wheel
  • WHEEL_ROTATION_RL
    // Triggers X units of animation relative to rotation of Rear Left Wheel
    Usually used for driveshaft's from diff to Rear Left wheel
  • GEARBOX_OUTPUT_ANGLE
    // Triggers X units of animation per 1 degree of gearbox output angle,
    Usually used for Transmission to Differential animation
  • ENGINE_NORMALISED_RPM_OVER_TIME
    // Not tested yet
  • ENGINE_NORMALISED_RPM
    // Usually used when animating engine (Vibration)
  • ENGINE_RPM_OVER_TIME
    // Not tested
  • CONSTANT_OVER_TIME
    // Not tested
  • CONSTANT
    // Constant Animation
  • WHEEL_SPEED_OVER_TIME
    // Not tested
  • WHEEL_SPEED
    // Not tested
  • SPEED_DEPENDENT_AEROFOIL
    // Triggered when certain speed reached. Custom values can be set for
    - Deploy speed,
    - Retract speed,
    - Time taken to deploy
    - Time taken to retract
    Default Deploy Speed: 60 Miles per hour,
    Default Retract Speed: 30 Miles per hour
  • AIR_BRAKE
    // Triggered when brakes applied, Custom values can be set for
    - Min speed that air brake deploys at
    - Max Speed that air brake deploys at
    - Deploy Speed
    - Retract Speed
  • SPEED_OVER_TIME
    // Not tested
  • SPEED
    // Triggers X units of animation relative to vehicle speed (Metres/Second).
  • SPEED_DEPENDENT_AEROFOIL_2
    // Triggered when certain speed reached. Custom values can be set for
    - Deploy speed,
    - Retract speed,
    - Time taken to deploy
    - Time taken to retract

________________________________________________________________________________________________

Edited by: Mad Mike on Thu, 20/04/2017 - 10:52

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Submitted: Wed, 02/08/2017 - 18:28

Level 2 - Chapter 8

Advanced UI Assets (Damage Indicator)

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The advanced UI asset is the damage indicator. To set this up, you will need two images at 240×480 Pixels in resolution – ‘HUD_Damage_Backing’ & ‘HUD_Damage_Outline’. Additionally, you will need several Binary files & a configuration file.
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8-A] Required assets

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HUD_Damage_Backing
This is a render of the top of your vehicle

  • Usually greyscale with no decals (numbers, stripes, flames) applied
  • Alpha channel/Transparency is usually set to solid (255,255,255) around outline, and 60% opaque in centre (153,153,153)
  • An additional faded black outline is usually applied around the edges

Spoiler: Some Examples: Caddy Fat Cat, ’72 Moth Truck, The Plow


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HUD_Damage_Outline

  • This is an outline of the Backing that will be flashed as the car body takes damage
  • The image is just white, with an alpha channel/Transparency of the outline of the car body
Spoiler: Some Examples: Caddy Fat Cat, ’72 Moth Truck, The Plow


NOTE: Try to match the scale of your vehicle in the images to the closest official car (Extract the UI assets from that car). It will make the next step easier. Once your UI assets are completed, convert them to .TDX using ‘GibbedTools’ & place them inside the ‘ui_assets’ folder in your car folder.
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8-B] .BIN Files & Layout.lol

To get the damage indicator working, you will need to copy the .BIN files from one of the default cars ‘ui_assets’ folder:

  • HUD_DAMAGE_ANIM.BIN
  • HUD_DAMAGE_IMAGE.BIN
  • HUD_DAMAGE_IMAGE_CONTAINER.BIN

Additionally, you will need to copy the ‘XXX_layout.lol’, where ‘XXX’ is the car name. The layout file will need to be renamed to ‘YourCarFolderNameGoesHere_layout.lol’. Once renamed, decode it will LolDecoder. The ‘_layout.lol’ file defines where (relative to the HUD damage images), the indicators for: Engine, Transmission, Steering and each wheel goes. If the wheel indicators are too big or small in-game, they can be changed.

Here is a list of the available wheels:
_08x14

_12x18

_14x24

_14x12

_10x20

_24x12

_08x86

_track

_tank

Suspension Link? Haven't seen any car using this yet

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Edited by: Mad Mike on Wed, 02/08/2017 - 18:28

One man... Alone... Wrecking opponents in the Automobile he loves
Twitter Manifestation, Mods for Max Damage

Mad Mike's picture
Velociraptor Fister
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Posts: 1135
Submitted: Wed, 02/08/2017 - 09:32

All Done

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With a selection of the above setup, the tutorial car certainly looks better and falls apart better in-game.



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Edited by: Mad Mike on Wed, 02/08/2017 - 09:32

One man... Alone... Wrecking opponents in the Automobile he loves
Twitter Manifestation, Mods for Max Damage

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