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- Astro Rally 1.0
- published by Aggressive Game Designs
-
- Racing Ship editing/creation information
-
- Do you want to make new ships for Astro Rally, or just fiddle with the ships
- that come with the game? Well, you've come to the right place. This document
- is designed to help you.
-
- First, let's talk about the four data files that compose an Astro Rally
- racing ship.
-
- The first is a file that ends in ".SHP". This file is readable by any text
- editor, such as NotePad, and contains all of the information about the ship.
-
- The second and third files are picture files, and thier names end in ".BMP".
- BMP files are picture files that any paint program (such as Microsoft Paint)
- will recognize. You can use Paint to change a picture, and save it into a
- file that ends in ".BMP".
-
- One of the two BMP files will be used as the "big" picture of the ship,
- which shows up in the game when you select which ship you will race with.
- The other BMP will be the "small" picture of the ship, and is used to
- represent the actual ship on the race track. These BMPs can be any size you
- want, BUT you should examine the BMPs of the ships that come with the game,
- to make sure your pictures are of a similar size.
-
- Both ship BMPs should point straight up. In both pictures, the area around
- the ship should be pure black, because the game makes pure black invisible,
- so you can see through it.
-
- The fourth file is a sound file, which is used for the motor sound of the
- ship. This file ends in ".WAV", which is a standard Windows sound format.
- Windows doesn't come with a good sound editor, but there are many sound
- editors available on the WWW. The one we recommend is "GoldWave", which
- can be found at http://www.goldwave.com. Different ships can use the same
- motor sound file, so don't be afraid to use the motor sounds that come with
- the game for your new ship.
-
- Now, lets get back to the .SHP file.
-
- This file has several bits of information in it. Each bit is on its own line,
- and there are no blank lines between the information.
-
- The text between the asterisks is the information in the .SHP file for the
- slowest ship in the game.
-
- *
- Freespace
- Frog
- A1F.bmp
- A1S.bmp
- 1
- 1
- 1
- cheap-high-motor.wav
- 10
- *
-
- The first line is the Make of the ship, and the second line is the Model
- of the ship.
-
- The third line is the file name of the "big" BMP file we talked about earlier,
- and the fourth line is the file name of the "small" BMP file.
-
- Line 5 is the acceleration of the ship. The higher the number, the faster
- the ship will accelerate.
- Line 6 is the turning rate of the ship. The higher the number, the faster
- the ship will turn left or right.
- Line 7 is the damping rate of the ship. This determines how much the ship
- will slide sideways while turning. The higher the number, the better the
- ship will handle.
-
- When Astro Rally wants to know what class a ship belongs to, it adds up the
- acceleration, turning rate, and damping rate, subtracts 2, divides by 3, and
- adds 1. So, a ship is Class 1 as long as the acceleration, turning rate,
- and damping rate, added together, equal 4 or less. When a ships numbers total
- 5, it is Class 2, and when they total 8, the ship is Class 3.
-
- Line 8 is the file name of the motor sound your ship will use. Line 9 is the
- basic pitch of the motor sound. As a ship accelerates, its motor sound "revs
- up", from a bottom level. This number determines that level. A ship with a
- lower motor sound will have a low number, like 1 or 2. A ship that should have
- a high-pitched motor should have a higher number, like 7 or even 10.
-
- That's it! Those 9 pieces of information define a racing ship. You might want
- to start by adjusting some of the information in the ships that come with the
- game, but in any case have fun, and remember to share any cool ships or tracks
- you make with us at http://www.aggressive.to.
-
-
-