Crashday Software Development Kit_Documentation

 
 
<- sections page

1. Introduction

  > Welcome!

2. Overview

  > Folders
  > File types
  > Tools
  > General hints

3. Creating Cars

  > Technical realization of cars
  > Tools required
  > Overview of car files
  > Modeling guidelines
  > Texturing guidelines
  > Setup of car specification file
  > Custom wheels
  > Shop and tuning parts

4. Creating Track Pieces

  > Technical realization of track p.
  > Tools required
  > Overview of track piece files
  > Modeling & texturing guidelines
  > Tile specification file
  > Vegetation setup
  > AI driver information
  > Track piece stunt definitions
  > Track editor integration

5. Tools Reference

  > MakeP3D (3D model tools)
  > ZModeler export (3D model tools)
  > ShowP3D (3D model tools)
  > Car Manager (car management)
  > ShowCFL (track piece tools)
  > VegetEdit (track piece tools)
  > StuntEdit (track piece tools)

6. Technical Reference

  > Textures & shaders
  > Existing materials overviews
  > Level Of Detail implementation
  > Crashday Car Certificate
  > P3D model file format

7. Examples

  > Track piece reference models



 
 

6. Technical Reference >

Official Crashday Car Certificate guidelines


 

The "Crashday Car Certificate" ("CCC") is a specification guideline on how to create official standarized vehicles for Crashday. If you create your vehicle according to these guidelines only, other players will know that this vehicle has the same standard, quality and performance requirements as the original cars.

Feel free to use the term "CCC" (or its logo) when presenting your vehicle online if it meets these requirements.

Good luck!


The Crashday Car Certificate

Modeling Guidelines

  • "main" mesh including interior

  • detachable meshes such as bumpers, skirts, wipers and mirrors (where applicable). Doors or hoods can remain part of the "main" mesh

  • breakable windows, headlights and taillights with correct glass damage texture mapping

  • "mainshad" raycasting mesh, designed according to guidelines

  • "maincoll" collision mesh, designed according to guidelines

  • "lod" low-detail mesh of full car, designed according to guidelines

  • "mgbody" minigun mounting mesh

  • overlay meshes for brakelights, headlights and taillights

  • associated light objects for each light overlay mesh to create flares

  • the smoothing of surfaces and edges in terms of detail looks close to that of the Crashday original cars (simple conversions of low-poly cars are not valid)

  • the number of simultaneously rendered triangles excluding wheels in-game is between 5,000 and 9,000 (it does play no role if much more triangles are contained in the model, as long as they are not rendered all at once)

Texturing Guidelines

  • one 1024x1024 or two 512x512 grey-scale main body texture(s) with painted door gaps to be colored in-game (if custom color not applicable to vehicle, colored texture can be used)

  • one 512x512 interior/miscellaneous parts texture including a simple dashboard

  • all vehicle textures are shadow-baked using Radiosity, created according to guidelines

  • one damage texture available for each "non-damaged" texture used. The grey-scale body texture damage map(s) contain(s) an alpha channel with masked scratch areas not to be colored

  • car shadow texture created using Radiosity

  • unique car logo bitmap

  • each texture introduced has a proper shader setup file (.tex)

Car Setup Features (.cca)

  • long and short form of car name available

  • appropriate choice of car class

  • roughly correct physical data and vehicle setup

  • full setup of cameras and others positioning information

  • color selection (if applicable)

  • definition of AI/multiplayer tuning kit presets

Distribution Features

  • all vehicle files distributed as a single .cpk package

  • version and author information available as included version.txt

  • preview picture available as included preview.bmp



 
   
 
 
© 2006 Moon Byte Studios. Our Discord channel. Steam page.