======================================================= Uploaded to NFA's "The Big Hard One" BBS - 01162 661610 ======================================================= HELLFIRE PRESENTS |Full Documentation to Super Skidmarks 2 Typed up by IGGY/HF Contents *introduction *new features *memory and system requirements *building a 4 player joystick adapter *Super Skidmarks 2 user interface *hard disk installation *racing with SS2 *Imagine 2 converter *Super Skidmarks Racer Magazine *credits and greetings Introduction This package was supposed to be an upgrade that was due to be released several months after the original Skidmarks was completed (December 93). It was originally intended that we would release a new track editor that would be friendly enough for users to create their own tracks. Sadly it was not to be and several months later, we decided to simply add another two track disks to the original package. These were completed some six 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 four months ago. It may be due to bad management, too many other projects to distract us, general laziness, or 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 for 3 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 user defined cars Memory and System requirements Super Skidmarks 2 should run on any Amiga with 1 megabyte 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 screen modes as well as racing 8 cars at once. Modem owners can enjoy SS2 improved comms support and race against others over the phone lines. SS2 also supports 4 joystick adapters. Thos device connects two extra joysticks to an Amiga via the parallel port.(The manaual then goes on to explain how to build one complete with drawings) The Super Skidmarks 2 User Interface. SS2 includes numerous new options which cann 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 Escape key 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 keyboard type in the text and hit return. With a joystick use up and down to change the character under the cursor and fire when finished. HD Installation Those with a hard disk system will want to install SS2 onto their hard disks. From WB simply drag the SS2 drawer on the program disk onto your hard disk, this will then copy all the files required to run SS2 from your hard disk. Then click on the HD Car 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 track 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 Instaed of a large section on what buttons to press and 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 spirit 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. *bouncing off other cars is an essential skill, practice it. *telling people to buy SS2 will make you friends for life. *subscribing to Skidmarks Racer is a totally wise thing. *writing Skidmarks poetry is good for the soul. *banging on big drums dancing naked is good for you too (what are they on??) *approaching corners at a wide angle is sensible. *pulling 360 degree turns in mid air is not. *racing the F1 series is for nutters. *winning the F1 series is insane. *building a 4 Joystick Adapter is a rewarding project. *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 Cars in Imagine Included on the SS2 program disk is a drawer containing the files you need to add your own cars to Skidmarks. You of course need access to Imagine2. Rendering in Imagine Some familiarity with Imagine is 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 hard 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 isometric 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 toward 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 cars colours to suit Skidmarks. Use only Reds, Blacks, Greys and whites. To render your own car, go to the ActionEditor 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 your 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 Skidmarks format. You may need to change the x and y offsets to centre your car in the frame, more than likely you should alter the objects axis position and size from within Imagine. The four variables 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 your car isbeing 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. *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 cars looks too good (better than any in the Acid garage) then please send us a file, we might even 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 small detail to cars is to attach objects in the form of 3D text or structured drawings. Subscribe to 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 to keep in touch with all 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 included 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 all over again. This time we will however be expecting the entries to be "race ready" using the Imagine-Skidmarks converter included on Skid2`s cover disk. Full HD Installation Utility Subscribers to Skidmarks Racer will at some time also receive a utility to install the 4 Skidmarks track disks on their hard disk. 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 greatly 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 ======================================================= Uploaded to NFA's "The Big Hard One" BBS - 01162 661610 =======================================================