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CarEdit3 - a DOS-based car editor

Started by dm_s1e6, June 21, 2014, 01:46:16 PM

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Cas

Earth is my country. Science is my religion.


Duplode

#17
As @ZdnBurns noticed last year, CarEdit 3.2 can't open RES files that are not in the "standard" order of resources (simd, edes, gsna, gnam). Thankfully, the sources of CarEdit are available, so I had a go at working around that issue. A zip with updated executable and source code is attached below. Some notes on the changes:

  • Saving converts RES files to the "standard" order. I'm not sure if that's actually a desirable feature. In any case, for the moment you can use it to, for instance, make RES files compatible with CarBlaster.
  • I have tried to change as little as possible to make things work. Partly because of that, I couldn't avoid keeping a few superfluous restrictions on the RES file layout so that my changes work predictably. I don't expect those restrictions to be a problem in practice; in any case, please tell me if this version fails to load any specific car.
  • To prepare the binary, I grabbed a compiler from here, some missing units from here, and built it in DOSBox. (I'm not really familiar with the DOS Pascal ecosystem, so please let me know if there are better sources  :))

Though I have changed the version strings to 3.3, I feel Zapper might want to check if I haven't done anything silly before we bless it as a new release.

Cas

CarWorks saves RES files with a correction relative to what Stunts does, but this does not affect compatibility with CarBlaster, so I expect it neither would with CarEdit. More specifically, the default Stunts RES files sort the chunks in one order, but the pointers in another. CarWorks sorts both in the order in which Stunts stores the chunks, so the absolute locations of the parameters remains the same.
Earth is my country. Science is my religion.

Zapper

#19
Hello, I'me here just to announce that there is a new release of CarEdit3 3.3.1 for download.

The reason for this update was because there was some bug in the Gfx Rev meter screen that caused the Y coordinates to not be edited.

Enjoy.

PS: I think that I forgot to mention here a BIG thank you for Duplode and his contributions on this software.

Duplode

The executable in my Stunts folder has now been updated, thanks @Zapper  :)

Cas

Thanks!  I've downloaded it and will be placing it with Stunts :)
Earth is my country. Science is my religion.

Zapper

#22
Hello,

After some spare time in last couple of weeks, I took the liberty to make some improvements on CarEdit3 and release a new version 3.4.

Here are the changes:

- New CONFIGURATION screen for changing program settings:
    Video driver (same 640x480 resolution in "SVGA 256 color" or previous "VGA 16 color").
    Car directory path (game's car files relative to Caredit3 execution path).
    Spare cars path (spare car root path relative to Caredit3);

- GARAGE screen improvements:
    Car list navigation, identification of game's 32 cars limit and validations on management operations.
    Spare car list with folders and subfolders navigation (<42 per level), subfolder creation only on spare car root path and spare cars listing up to 512 entries (FAT16 file per folder limit) with paging support showing subfolders always on top.

- GEARS screen reorganization and added real data approximation in order to help adjusting gear ratio values.

- MISC screen with added information and editable car data for:
    Real data approximation on car dimensions.
    Validation on wheel coordinates values.
    Edit of custom mod parameters for color needle values (SVGA 256 color video mode required see all game's 256 color palette), to use pared with "Stunts 1.1 Mod 1.0" (Download "SKIDMCGA.EXE" file from forum post here)



Erik Barros

thanks @Zapper, maybe this is the push I need to finish my car

Zapper

#24
You're welcome! Now it's capable to navigate on the recent Stunts Megapack (All cars included) that you release.  8)  (Also thanks for that one ;) )