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-
- SUPER SKIDMARKS 2 MANUAL
-
- Supplyed by BULLDOGS
-
- Typed by Pixie di\/ine/Pgn
-
- SUPER SKIDMARKS 2 MANUAL
-
- CONTENTS
-
- * Introduction
- * New Features
- * Memory and System requirements
- * Building a 4 player joystick adaptor
- * Super Skidmarks2 User Interface
- * HD Installation
- * Racing with Super Skidmarks 2
- * Imagine 2 Converter
- * Super Skidmarks Racer Magazine
- * Credits and Greetings
-
- INTRODUCTION
-
- This package was suppose to be an upgrade that was due to be released
- several months after the original SkidMarks was completed (Dec 93).
- It was originally intended that we would release a new track editor that
- would be friendly enough for users to create there own tracks.
-
- Sadly it was not to beand several months later,we decided to simply
- add another two track disks to the original package.These were
- completed some 6 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 4 months ago.
-
- It may be due to bad management,too many other projects to distract us,
- general laziness,or just 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 forthree 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 the defined cars
-
-
- MEMORY AND SYSTEM REQUIREMENTS
-
- Super SkidMarks 2 should be run on any Amiga with 1 meg 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 modes as well as racing
- 8 cars at once.
-
- Modem owners can enjoy Super SkidMarks 2 improved comms support and race
- against others over the phone lines.
-
- Super SkidMarks 2 also supports 4 joystick adaptors. This devce connects
- two extra joysticks to an Amiga via the paralle port.
-
-
- BUILDING A 4 PLAYER JOYSTICK ADAPTER
-
- The simplest and possibly cheapest method is to start with a standard
- printer cable.remove the casing on the DB25 end (computer end) so you
- can see what colour wires are connected to which pins then cut off
- the connector at the other end of the cable (printer end) and strip of
- an inch of shielding.
-
- As both joystick connectors require GND(pin 17) and 5v(pin 14) unsolder
- the wires connected to pin 18 and 15 on the DB25 connector and solder
- them on top of pins 17 and 14 respectively.This will give you two wires
- at the other end for the extra GND and 5V required by the second
- joystick connector.The best thing to do then is write down the colours
- of each of the wires you will be connecting to JOY3 and JOY4. Then
- tint the wires (add solder to them before soldering to connectors) and
- solder them to the joystick connectors.Good luck!
-
-
- THE SUPER SKIDMARKS 2 USER INTERFACE.
-
- Super SkidMarks 2 includes numerous new options which can 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 ESC key on the keyboard 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 the keyboard type in the text
- and hit return.With a joystick use up and down to change the character
- under the cursor,left and right to move the cursor and fire when finished.
-
-
- HD INSTALLATION
-
- Those with a hard disk system will want to install Super SkidMarks 2 onto
- their hard disks.From workbench simply drag the Super SkidMarks 2 drawer
- on the program disk onto your hard disk,this will copy all the files
- required to run Super SkidMarks 2 from your hard disk.Then click on the
- HDCar 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 tracks 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
-
- Instead of a large section on what buttons to pressand 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
- spirt 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 (pull down on the joystick).
- * Drunk driving is for idiots,crash for the night or call a cab.
- * Bounching off other cars is an essential skill,practice it.
- * Telling people to buy Super SkidMarks2 will make you friends for life.
- * Subscribing to SkidMarks Racer is a totlly wise thing.
- * Writing SkidMarks poetry is good for the soul.
- * Banging on big drums dancing naked is good for you too.
- * Approaching corners at a wide angle is sensible.
- * Pulling 360 degree turns in mid air is not.
- * Racing the formula one series is for nutters.
- * Winning the formula one series is insane.
- * Building a 4 joystick adapter is a rewarding projact.
- * 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 CAR IN IMAGINE
-
- Included on the Super SkidMarks2 program disk is a drawer containing
- the files you need to add your cars to Skidmakrs.You will of course
- need access to Imagine 2.
-
- RENDERING IN IMAGINE
-
- Some familiarity with Imagine ie 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 herd 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 iso-metric 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 towards 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 car's colour to suit SkidMarks.
- Use only reds,blacks,greysand whites.
-
- To render your own car,go to the Action Editor 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 the 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 the SkidMarks
- format.You may need to change the x and y offsets to centre your car
- in the frame,more than likely you dhould alter the objects axis position
- and size from within Imagine.
- The four varibles 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 the car is being 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 (see the rotate global axis description
- above).
-
- * 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 car looks too good (better than any in the Acid garage) then
- please send us the file,we might 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 amall detail to cars is to attach objects
- in the form of 3D text or structured drawings.
-
-
- SUBSCRIBE TO THE 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 keep in
- touch with all of 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 incuded 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 again.This time we will be
- expecting the entries to be "race ready" using the Imagine-Skidmarks
- converter included on Skids2's cover disk.
-
- FULL HD INSTALLATION UTILITY
-
- Subscribers to SkidMarks Racer will at some time also recieve a
- utility to install the 4 SkidMarks track disks on their hard disks.
-
- 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 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
-
- END OF DOC..........
-
- This manual was typed on the 31/3/95 by Pixie-Di\/ine/PGN,
- because I had nothing better to do.
-
- Greetings go to... REBEL,KRONE,DEMONS,PINK FLOYD,SCOUSER,BIGGLES,TMAN,
- REZ N8,GODFATHER,FATRAT,BUDDY,THE WELDER,LIBRARIAN,
- SARGE,DARK ANGEL,KGB,CYBORG.
-
- Pixie-Di\/ine/Pgn
-