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The Carset Builder

This was released in September 2008, and should help, well, everything really.

The general idea is that you give the developers all the information they need about a carset to make it. With it, you know everything that needs to be done at the start, and also can see how much more you still need to do. Then, it'll all checked through by Jules or Spooks, and they tell you what you need to change. Eventually, you have a carset.

Largely it's all self explanatory, but there are a few things that you might find helpful.

Getting Permssion

To get into it, as it says, you need to post in the carset building forum. This is just so everybody can see what you've done, and that you're serious about it all.

Some General Tips

1. Read everything carefully. There are lots of notes on what you should and shouldn't include, so make sure that you follow these.

2. Be ambitous. If you're coming up with a new, unique feature, do not worry about coding. Just take the plunge, and enter it as you would like it, as you think it would work best. If that can't be coded but you've entered it in the builder, you don't lose anything. But if it can be coded, well, that's something you wouldn't have got otherwise.

3. If in doubt, ask. There is a thread in the carset building forum, use it if you have to. Or ask me. Just don't go on doubting things, and then ending up with something substandard.

What images you need

Templates

Simple enough really, for a historically accurate carset, you do not need the templates. For a generic carset, you do.

Highlights and Shading

Again, pretty simple. For any livery that will be fixed, as in a historically accurate carset, you need to upload the shading and highlights already on the liveries. For a paintable template, upload them separatly.

Liveries

You need the fixed liveries for a fixed paint scheme, and a choice of several liveries for a paintable template. Some of these should be RGYB liveries, in which case, make sure all colours on there are completely red, green, yellow or blue if they should be. You can include unpaintable parts as well. Just make sure that it's all clean, including the borders.
When uploading the liveries for a paintable template, remember to upload raw liveries, particually true of the RGYB liveries. For fixed paint schemes, include shading.

Signup Images

You need one for each team or car in the carset. 100 pixels wide. Can either be a photo or a little picture of the template, whatever you thinks best.

Logos

Only upload logos if they are not available from previous carsets. And only upload one at a time. Ensure that they have a transparent background, otherwise, when used in the game, the logo will be surrounded by a cloud of white pixels. And that doesn't look good. Also make sure that there are no transparent pixels in the middle of the logo, again for similar (or oppersite) reasons.

Safety Car Image

Optional. Just find a suitable image, and scale it. Simple really.

Series Image

100 by 75. And just a plain image. No border, no text. Jules does that. So don't do it for him.

Background Image

Again, optional. Not all carsets need one. If you want one, sort it out.

Fundermentals

I'll now go through anything that may not be entriely obvious.

Upgrade Percentages

These are for each individual tyre, engine and chassis per race. Just remeber that, and set it to how high you want it.

Tyre sets

For starters, this is across all the different types of tyres, and each tyre must have the same number of sets availabke as all the others. Just enter one number, for the highest number available at any event. This can later be brought down for individual events at each track.

Everything else here is self explanatory, or there are sufficent explanations on the form.

Events

There are four types of data here:

Simple Data - Things that you can research about each track, like the length, the corners, the number of laps, fastest laps.

Complex Data - Thigns that are not so easy to find, and that you have to work out. Most often percentages, like overtaking chance. Also things like field spreads, easy passes and fuel penalties.

Engineer's Advice - The central section, where you define how high or low each parameter should be set. Can either be a word, high, low, medium, or a number, which the spot on value will always be close to, but rarely right on.

Universal Data - Stuff that's the same for either all races, or most, like the formats, stalling, grid order and qualifying information.

The toughest stuff here is the complex data, and if you need help with that, ask me, I'll always be willing to do it.

Cars

The car comparision

This is set through the uyse of the three boxes: Lap time modifyer; Wet weather lap time modifyer and Fast lap time modifyer. You can also show differences between the cars with use of reliablity and upgrade chances.

You need to set how good each car is in each senario:

1. On the slowest track, in dry conditions.
2. On the fastest track, in dry conditions.
3. On the slowest track, in wet conditions.

Each of these is expressed using numbers, in seconds. 0 is the fastest, then all others relative to this. So, you'd get three sets of numbers, one for each.

Then, the number you enter in the lap time modifyer box is just the number from the first list there. The wet lap time modifyer is the second there, take the first. And the fast lap time modifyer is the third take the first.

Quantity of cars available

This is worded badly. Where it says cars, read teams. So for historically accurate championships, enter 1. For others, enter any number you like.it can very from car to car.

Engines

Exactly the same with the modifyers as with the chassis.

Quantity

Again, this is worded badly. It should be how many teams may use that engine. Like with the chassis.

Tyres

Firstly, you need one of these filled in for every tyre available, not every tyre maker available.

You also need to fill in every box for every tyre, no matter if that's for the wrong weather conditions.


Document created by Philip Chandler. Last updated 18 Jan 2009.

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