Edit mode in Carmageddon
Press F4 (or SHIFT-F4) to cycle through the modes.
Disclaimer: This information has been copied from the very helpful Carmageddon site of Wally Waffles.
The shortcut keys for powerups are listed on the Power Ups in Carmageddon, as the third option.
- F5: Instant Repair
- F6: Invulnerability Toggle
- F7: +30 Seconds
- F10: Increment Lap counter
- F11: +5000 Credits
- F12: Cycle through external views of all cars
- SHIFT-F7: +300 Seconds (5 Minutes)
- SHIFT-F8: Shadows Toggle
- SHIFT-F10: Increment Checkpoint counter
- SHIFT-F11: Lose 5000 Credits
- CTRL-F8: Shadow Translucence Toggle
- CTRL-KEYPAD1: Fly Mode Toggle (Carma2 only, IWISHICOULDFLYRIGHTUPTOTHESKY as alternative) - Use normal movement keys.
- KEYPAD5 places you on the ground (still flying).
- KEYPAD9 and KEYPAD6 change the car's pitch.
- 0: Credits Bonus
- 1: Mega Credits Bonus
- SHIFT-2: Time Bonus
- SHIFT-4: Mine
- ALT-8: Random Power-up #1
- ALT-9: Random Power-up #2
- SHIFT-ALT-0: Random Power-up #3
- SHIFT-ALT-1: Random Power-up #4
- CTRL-6: Mine (Splat Pack only)
- SHIFT-CTRL-0: 20,000-Credit Bollocks Bonus
Each race file has a specifically defined list of accessories (under “Non CarObjects”) that can appear in that levels, such as crash barriers, lamp posts etc. This is the mode to change or reposition them.
- F5: Rotate mode: X/Y/Z
- SHIFT-F5: Scale Mode: X/Y/Z/ALL
- F6: Lock onto nearest accessory
- F7: Rotate by 90°
- F8: Delete accessory
- F10: Move X-wise (North/South)
- F11: Move Y-wise (Vertically)
- F12: Move Z-wise (West/East)
- CTRL-F6: Expand / Compress
- CTRL-F7: Rotate by 15°
- ALT-F7: Rotate by 5°
- CTRL-ALT-F7: Rotate by 1°
- ALT-F6 / -F7 / -F10 / -F11 / -F12: Compress/move/rotate by smaller increments
- CTRL-ALT-F6 / -F7 / -F10 / -F11 / -F12: Compress/move/rotate by 1
- SHIFT: Combine to reverse rotataion/movement/compression
- 0 thru 9: Spawn an accessory.
- Can also be combined with SHIFT, ALT, CTRL
Special (Effects) Volumes
Special volume types are cubic regions were sound playback car physics are altered. They are predefined in DATA\SPECVOL.TXT, and in-game editing creates DATA\SPECSAVE.TXT. Rotation/scale controls are the same as in Accessory Edit Mode. Volumes appear as red and yellow enclosures.
- F5: Rotate mode X/Y/Z
- SHIFT-F5: Scale mode X/Y/Z/ALL
- F6: Lock onto nearest Volume
- F8: Delete selected Special Volume
- 1: Spawn underwater effect
- 2: Spawn cavern effect
- 3: Unknown (possibly default effect)
- F4 / SHIFT-F4: Cycle through edit modes
- F5: Pedestrian Invulnerability Toggle
- F6: Show Pedestrian Paths, Toggle
- F10: Drop Pedestrian Path Point (red lines)
- F11: Drop Initial Pedestrian Path Point
- F12: Scrub Pedestrian (cancel new selection)
- SHIFT-F6: Identify nearest point
- SHIFT-F10: Drag nearest Ped point to current position (crashes the game if used while line-drawing)
- CTRL-F10: Drop Auto-Y point (light blue lines)
- CTRL-F11: Drop Initial Auto-Y point
- 0 thru 9: # = index of pedestrian to spawn
- ALT-#: # + 10 = index of pedestrian to spawn
- CTRL-#: # + 20 = index of pedestrian to spawn
- SHIFT-#: # + 100 = index of powerup to spawn
First of all, show the pedestrian paths (F5) to discourage the game from crashing while editing pedestrians. To add pedestrians to the map, first select a pedestrian index number. (You'll notice the total pedestrian count go up.) Drive around and drop some points to define the pedestrian's movement path. When you're done, select a new pedestrian number. (Power-ups are also pedestrians, but since they don't move, they require only one point.)
The difference between Auto-Y and regular points: A pedestrian must travel the direct path between regular points, even if it means defying gravity or walking through walls. Auto-Y points allow a pedestrian to deviate vertically from its path, so that it can walk properly over hills and dips, or plummet to its death.
Only paths immediately between Auto-Y points function as Auto-Y paths. If you find yourself needing to change a normal point into an Auto-Y point, add 1000.4 to the Y-coordinate (or subtract 1000.4 if you want a normal point).
CTRL, SHIFT, and ALT can be combined when selecting a pedestrian index (just do the math). See DATA\PEDESTRN.TXT for the pedestrian reference numbers.
When you're done, quit the game and look in the DATA directory for PEDPATHS.TXT. This file will contain all the pedestrian information from the level you were just editing. (You might also find PEDINFO.TXT, but I'm not quite sure what creates it or what it's for; it's always been an empty file.) This information can be pasted directly into a (decrypted) race file (look in the DATA\RACES directory); search for “START OF PEDESTRIAN STUFF” to find the pedestrian section. Be sure to update the “Number of pedestrians”.
When editing pedestrians, It's recommend you freeze the timer, neutralize opponents (Opponent Mode: SHIFT-8), and make the pedestrians invulnerable. If the peds get in your way, turn on Light and Fluffy Mode (KEYPAD_MINUS).
When you're done editing the opponents' race paths, you'll find OPATH000.TXT in the DATA directory. Paste the new path info into a race text file under “START OF OPPONENT PATHS”.
- F4 / SHIFT-F4: Cycle through edit modes
- F5: Show paths
- F6: Toggle direction of nearest paths
- F7: New path section
- F8: Attach section to node (after F7)
- F10: Get info of nearest path
- F12: Cycle through cars' external views
- SHIFT-F5: Get info
- SHIFT-F6: Toggle section use:
- Green = General
- Red = Race
- Blue = Cheat only
- SHIFT-F7: Path Drawing
- SHIFT-F8: Drag point to current position
- SHIFT-F10: Info
- SHIFT-F11: Delete section
- CTRL-F6: Info
- CTRL-F7: 1-/2-way Toggle
- CTRL-F10: Increase min speed by 11
- ALT-F7: Drag points
- ALT-F10: Display min-max speed
- 0: Cycle through cars' external views
- 1: Opponents on/off
- 2: Identify nearest cop start point
- 3: Opponent aggression toggle
- 8: Downforce speed +50 (range: 50-2000)
- SHIFT-8: Opponent Neutrality toggle
- SHIFT-9: Car Collisions toggle
- CTRL-2: Delete nearest cop start point
- CTRL-9: Mechanics (car movement) toggle
- 1: Move bonnet Forward (X-wise)
- 2: Move bonnet Left (Y-wise)
- 3: Move bonnet Down (Z-wise)
- 4: Pitch bonnet Forward (X-wise)
- 5: Rotate bonnet Clockwise (Y-wise)
- 6: Pitch bonnet Right (Z-wise)
- 7: Compress bonnet Sideways (left-to-right, X-wise)
- 8: Compress bonnet Vertically (top-to-bottom, Y-wise)
- 9: Compress bonnet Depthwise (front-to-back, Z-wise)
- SHIFT-#: Combine SHIFT with 1 thru 9 for reverse actions
- F12: Save changes to bonnet as an .ACT file in the DATA directory.
The bonnet is the polygon you see in front of your car from the cockpit camera. This mode edits the size and positioning of this object.
After you're through editing your bonnet, press F12 to save your work, and you'll find an .ACT file in the DATA directory with the same name as the .ACT file your car used (as defined in the car's .TXT file). To use your new bonnet, move it to the DATA\ACTORS directory (thus copying it over the original .ACT file).
Note that some bonnets are used by more than one car, for example, most of the cheat cars use EBONNET.ACT, which belongs to the red Eagle. If you want to rename your bonnet, you'll need to use a hex-editor, such as UltraEdit, to change the internal name. (Regular ASCII text editors will corrupt your bonnet file.)
Files for the bonnet are defined under “Number of pixelmap/material/model files for this car” in the car's .TXT file. There should be three sets of .PIX and .MAT declarations, each, then a set of .DAT declarations and a set of .ACT declarations. Each set contains a file relevant to the bonnet. (This information is useful if you want to swap a car's bonnet.)
This is mostly stuff that can be done from the details menu. Menu options that cannot be altered during a race also cannot be altered in Edit Mode.
- 1: Car simplification level (0-4)
- 2: Shadows
- 3: Wall Textures: None, Linear, Best
- 4: Sky Texture on/off
- 5: Track drawing distance (4 modes)
- 6: Yon decrease by 5
- 7: Sound detail (3 modes)
- SHIFT-1: Car Texture detail (3 modes)
- SHIFT-2: Smoke toggle
- SHIFT-3: Road textures on/off
- SHIFT-4: Depth cueing toggle (visibility)
- SHIFT-5: Accessories on/off
- SHIFT-6: Yon increase by 5
- 0 thru 9: Test prat-cam animations 0-9
- SHIFT-0 thru -9: Test prat-cam animations 10-19
- ALT-0 thru -9: Test prat-cam animations 20-29
- SHIFT-ALT-0 thru -9: Test prat-cam animations 30-39
- CTRL-0 thru -4: Test prat-cam animations 40-44
- CTRL-5 thru -9: Undefined (crashes game)
NOTE: Sounds from the prat-cams can play even if the Prat-cam itself is disabled.
If you're dissatisfied with the limited drawing distance (can't see as far as you'd like), you can kick it up seemingly as high as you want - the default is 35, but 2175 has been reached. If you increase the camera angle too much, it's like driving with a fish-eye lens.
- F5: Environmental effect toggle: Darkness, Fog, None
- F6: Sky texture toggle (on/off)
- F7: Reduce depth start (minimum = 3)
- F8: Increase depth start (maximum = 13
- F10: Increase YON by 5 (drawing distance)
- F11: Increase camera angle
- SHIFT-F7: Reduce end depth ('minimum' = 13)
- SHIFT-F8: Increase end depth ('maximum' = 0)
- SHIFT-F10: Reduce YON by 5 (minimum = 5)
- SHIFT-F11: Decrease camera angle
- 0: Shadows toggle
- 1: Shadow translucence toggle
- 9: Rotate dust color
It only takes four presses of a command to start a part on fire. The duplicate functions may be for specialized cars.
- 0: Engine
- 1: Drive shaft
- 2: Steering
- 3: Front Left Wheel
- 4: Back Left Wheel
- 5: Front Right Wheel
- 6: Back Right Wheel
- SHIFT-0: Engine
- SHIFT-1: Drive shaft
- SHIFT-2: Steering
- SHIFT-3: Front Left Break
- SHIFT-4: Back Left Break
- SHIFT-5: Front Right Break
- SHIFT-6: Back Right Break