home *** CD-ROM | disk | FTP | other *** search
-
-
-
- HELLFIRE PRESENTS FULL DOCUMENTATION TO SUPER SKIDMARKS 2
-
-
-
- Typed up by IGGY/HF
-
- Contents
-
- *introduction
- *new features
- *memory and system requirements
- *building a 4 player joystick adapter
- *Super Skidmarks 2 user interface
- *hard disk installation
- *racing with SS2
- *Imagine 2 converter
- *Super Skidmarks Racer Magazine
- *credits and greetings
-
- Introduction
-
- This package was supposed to be an upgrade that was due to be released
- several months after the original Skidmarks was completed (December 93). It
- was originally intended that we would release a new track editor that would
- be friendly enough for users to create their own tracks.
-
- Sadly it was not to be and several months later, we decided to simply add
- another two track disks to the original package. These were completed some
- six months ago.
-
- We then found by using a different sprite system we could have 8 cars with
- AGA machines and set about redesigning the sprite converter which we are
- proud to announce has been included in this release for users to add their
- own cars
- With new cars and new tracks we then thought a quick rewrite of the front end
- was in order. That was four months ago.
-
- It may be due to bad management, too many other projects to distract us,
- general laziness, or bloody mindedness but Super Skidmarks 2 is finally
- finished, we hope it was worth the wait...
-
- NEW FEATURES
-
- *New 8 car mode for AGA machines
- *Shared screen mode for up to 4 player team racing
- *Triple split screen mode for 3 players on one Amiga
- *Caravan towing, wo! what a holiday!
- *12 new tracks as well as compatibility with original 12
- *New cars including Mini, VW, F1, Cow and Midget
- *New Acid Intelligence technology for computer drivers
- *Super view mode for locally linked AGA machines
- *Improved comms support for local and remote linking
- *Competition play with a multitude of challenging series
- *Imagine->Skidmarks car converter for user defined cars
-
- Memory and System requirements
-
- Super Skidmarks 2 should run on any Amiga with 1 megabyte of memory.
-
- Those with more memory will be able to have more than one type of car racing at once
- and may even have some music to listen to while selecting options.
-
- Those with AGA Amigas can enjoy the new hi-res screen modes as well as racing
- 8 cars at once.
-
- Modem owners can enjoy SS2 improved comms support and race against others
- over the phone lines.
-
- SS2 also supports 4 joystick adapters. Thos device connects two extra
- joysticks to an Amiga via the parallel port.(The manaual then goes on to
- explain how to build one complete with drawings)
-
- The Super Skidmarks 2 User Interface.
-
- SS2 includes numerous new options which cann all be accessed via the user
- interface. Using the mouse, joystick or arrow keys select an option by
- highlighting the gadget and pressing the button or Return Key.
-
- Often the Escape key can be used to exit from one options page back to a
- previous one
-
- Certain gadgets allow the user (you) to enter some text. After clicking on
- such a gadget a cursor appears. From the keyboard type in the text and hit
- return. With a joystick use up and down to change the character under the
- cursor and fire when finished.
-
- HD Installation
-
- Those with a hard disk system will want to install SS2 onto their hard disks.
- From WB simply drag the SS2 drawer on the program disk onto your hard disk,
- this will then copy all the files required to run SS2 from your hard disk.
- Then click on the HD Car install utility. This will unpack the cars from the
- data disks onto your hard disk. Unfortunately we are unable to offer the
- opportunity to do the same with the track disks at this time, we are sadly
- not in the position to risk sales because of the nature of piracy still
- rampant in the Amiga community. However we promise to include a TrackDisk
- install utility in the first issue of the "Skidmarks Racer" magazine (see
- later in this manual for details).
-
- Racing with Super Skidmarks 2
-
- Instaed of a large section on what buttons to press and where, along with a
- detailed description of when and where to slow down and speed up, the
- following is a quick list of helpful hints and tips to get you in the spirit
- of things...
-
- *stay cool, a frustrated driver is a bad driver
- * taking your finger off the button is uncool (see above).
- *use the horn to vent frustration 9pull down on the joystick).
- *drunk driving is for idiots, crash for the night or call a cab.
- *bouncing off other cars is an essential skill, practice it.
- *telling people to buy SS2 will make you friends for life.
- *subscribing to Skidmarks Racer is a totally wise thing.
- *writing Skidmarks poetry is good for the soul.
- *banging on big drums dancing naked is good for you too (what are they on??)
- *approaching corners at a wide angle is sensible.
- *pulling 360 degree turns in mid air is not.
- *racing the F1 series is for nutters.
- *winning the F1 series is insane.
- *building a 4 Joystick Adapter is a rewarding project.
- *racing backwards with caravans attached can be tricky.
- *replacing audio samples in the sfx drawer with your own is possible.
- *sending email to acid@iconz.co.nz may get results.
- *adding memory to your Amiga allows greater variety of cars in races.
- *driving two cars at once is an interesting possibility.
- *high speed mid air collisions are to be encouraged.
-
- Creating Your Own Skidmarks Cars in Imagine
-
- Included on the SS2 program disk is a drawer containing the files you need to
- add your own cars to Skidmarks. You of course need access to Imagine2.
-
- Rendering in Imagine
-
- Some familiarity with Imagine is required for those wanting to add their own
- cars to Skid2. A sample object has been included.
-
- 1. Copy the Kart drawer from the program disk onto your hard disk.
- 2. Run Imagine 2.
- 3. Open the Skidmarks project which can be found in the Kart drawer.
- 4. Open the Kart subproject.
- 5. Select all frames and then select Render.
-
- Note:
-
- Select Preferences in Imagine and check that the EDLE variable is set to 255
- resulting in the best anti-aliasing Imagine has to offer.
-
- The latest version of Imagine 3 we have is still unable to treat a genlock
- background properly and hence produces poor results when rendering Skidmarks
- cars (anti-aliases the car to the background colour..yuck!).
-
- Rendering Your own Car.
-
- To render your own car you must still use the Skidmarks project file included
- on the disk. This contains among other things:
- *correct angles for the 800 rotations
- *best isometric lens setting
- *bright green genlock background colour required by converter
- *correct file format (ILBM 24 bit)
- *correct light sources and angles
-
- First up, from the detail editor load the Kart and your own car. Scale your
- own car to that of the Kart. Then orient it`s global axis to that of the
- karts:
-
- *select your car
- *press Shift R rotate global axis)
- *point x-axis forward
- *point z-axis straight up
- *point y-axis toward left side of car
- *press Shift M (move global axis)
- *position axis in centre of car 3 units above ground level.
- *save your car
-
- You may also need to change your cars colours to suit Skidmarks. Use only
- Reds, Blacks, Greys and whites.
-
- To render your own car, go to the ActionEditor and select the red bar in the
- "TYRES" field. Replace the kart.iob filename with that of your own car. Save
- changes and render the first 32 frames of your car.
-
- Then run the converter program supplied on the program disk. Click on select-
- file and find the first frame of your car you just rendered. skidmarks.imp/
- kart.pix/pic.001 or some such.
-
- Then click on show-AGA to view the first 32 frames in Skidmarks format. You
- may need to change the x and y offsets to centre your car in the frame, more
- than likely you should alter the objects axis position and size from within
- Imagine. The four variables on the right of the screen adjust the dithering
- limits used by the converter. By changing these variables and then clicking
- on a frame of the car below you can fine tune how different shades are
- reproduced by the converter.
-
- Problem solving...
- *if your car isbeing clipped it is either too large or it`s axis is not
- correctly centred, the x offset variable in the converter may also require
- adjustment.
-
- *if your car points the wrong direction when driven the orientation of the
- axis needs adjusting.
-
- *if your car looks like crap the chances are you need to change the colour
- attributes in the detail editor. We only use red(255,0,0) black(0,0,0), grey
- (160,160,160) and white(255,255,255) colour settings.
-
- *Turn off phong shading for all attributes as it simply slows down rendering,
- increase specularity for panels you want to reflect light (body and windows
- but not tyres), don`t bother trying to use textures.
-
- *Make sure for tyres that reflection and specularity are off, nothing looks
- worse than shiny tyres.
-
- *if your cars looks too good (better than any in the Acid garage) then please
- send us a file, we might even offer you some money or even a job.
-
- *if you are having problems adding textures to faces then don`t bother, the
- best method of adding small detail to cars is to attach objects in the form
- of 3D text or structured drawings.
-
- Subscribe to Skidmarks Racer Magazine
-
- Publishing our own magazine will enable us to release new tracks and beta
- versions of upgrades, run competitions and most of all to keep in touch with
- all you Skidmarks racers. Send the enclosed registration card today!
-
- All being well the First issue of Skidmarks Racer will be mailed first week
- of April and we plan to include the following:
-
- Colouring Competition
-
- Two new tracks will be included in issue one of Skidmarks racer. Your job
- will be to add the trackside detail using your favourite Amiga paint program.
- Car modelling competition
-
- After the success of the "Imagine Build my Hot Rod Competition" in Amiga
- Format last year we want to do it all over again. This time we will however
- be expecting the entries to be "race ready" using the Imagine-Skidmarks
- converter included on Skid2`s cover disk.
-
- Full HD Installation Utility
-
- Subscribers to Skidmarks Racer will at some time also receive a utility to
- install the 4 Skidmarks track disks on their hard disk.
-
- GrandPrix License
-
- All those who fill in the GrandPrix registration section will be listed in
- the magazine. We`ll encourage everyone to contact others in their area to
- organise race meetings at a local venue and/or run tournaments using a BBS to
- schedule playoffs.
-
- If you can get enough people interested why not set up a venue, charge an
- entry fee and give away some prizes. Don`t forget to take some photos so we
- can feature the event in the Skidmarks Racer magazine.
-
- Articles Wanted
-
- If you have a story to tell be it about driving your own car or a party you
- had where everyone ended up playing Skidmarks till the sun came up we want to
- hear about it. Any hints and tips regarding driving, setting up your modem
- etc. would also be greatly appreciated.
-
- Credits
- Andrew Blackbourn -Programmer
- Simon Armstrong -Mechanic
- Rodney Smith -Artist 1
- Hans Butler -Artist 2
- Anthony Milas -Musician
- Mark Sibly -Blitz Guru
- Kurt Butler -Buildings
- Sonic -Novice
- Ted Bailey -Moo Man
- Giles Hunter -Long Distance Nag Man
- Greetings Blitz Users -what a bunch
- Marcus Dyson -what a dude
- Net Surfers -what a waste
-
- GREETS TO FLY OUT TO sHy!/HF
-