How to costomize NFM
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How to costomize NFM
As you may know,you can download NFM.Once downloaded you can costomize the thing you want.(You must download then INSTALL!)
Go to where you have installed it.
You should now be inside the Need for Madness folder. To change music, go to step 6. To change stage laps, go to step 8.
Click on the music folder.
There will be several files called ZIPO files. These are the compresed files for each stage(you can obviously see that). To change music files use WinZip or something like that could open zip files to open it. now, you should see music files inside them in mod format. So if you wanted to make stage 4 music be stage 5 music, you would copy the file in it and paste it in stage 5 folder and rename it to "stage5.mod". Be sure to delete the original file. If you want to change it by a music that is not existing there then you can use a mod converter to convert it to mod and then rename it to stage#.mod and add it to the zipo file. If it asks to replace the file then do so.
Click on the stages folder. Each stage is saved in a text file written in a special script. To edit a stage, open that stage's text file. Here is a list of the commands (note: the letters a, b, c, etc. are what you change):
name(n)- n is the name of the track. It appears near the beginning of each file.
nlaps(l)- l is the number of laps in the track.
set(a,b,c,d)e -creates a track piece. a is the piece type, b is the x-coordinate (from your starting point), c is the y-coordinate (from your starting point), d is the rotation (in degrees), and e tells the computer controlled cars what type of piece it is (type p for a straight piece, pr for a jump, pt for a turn, ph for a quarterpipe, etc.) The types are
Here are the pieces.
0 = Tornado Shark statue
1 = Formula 7 statue
2 = Wow Caninaro statue
3 = Lá Vité Crab statue
4 = Nimi statue
5 = MAX Revenge statue
6 = Lead Oxide statue
7 = EL KING statue
8 = Radical One statue
9 = DR Monstaa statue
10 = Long, paved track
11 = Long, paved track with walls
12 = Long, paved track at an angle to the right
13 = Long, paved track at an angle to the left
14 = Paved track with a right curve
15 = Long, dirt track
16 = Long, grass track
17 = Dirt track with a right curve
18 = Long, dusty paved track
19 = Dusty paved track with a right curve
20 = Long, track going from dirt to paved
21 = Medium length track going from dirt to paved
22 = Short, track going from paved to dusty paved
23 = Short, paved track with an end facing back
24 = Short, dirt track with an end facing front
25 = Paved, track segment
26 = Medium sized, paved ramp
27 = Medium sized, paved ramp with walls
28 = Full, paved bump
29 = Half bump: low and high
30 = Paved bump; half
31 = Large, paved ramp
32 = Small, paved ramp
33 = Dirt "speed bump"
34 = Medium dirt ramp
35 = Small dirt ramp
36 = Paved Quarter-pipe
37 = Spikes
38 = Fake Checkpoint(Hurdle)
39 = Fake track border segment
40 = Blue Checkpoint
41 = Fixing Loop
42 = Purple Checkpoint
chk(a,b,c,d)x- creates a checkpoint. Works the same way as set.
fix(a,b,c,d,e)x- creates an electrified hoop. Same as for set and chk, except that d is the height(it has to be negative) and e is the rotation.
Hope it works for you! If you have a question or your confused then please post on that!
Go to where you have installed it.
You should now be inside the Need for Madness folder. To change music, go to step 6. To change stage laps, go to step 8.
Click on the music folder.
There will be several files called ZIPO files. These are the compresed files for each stage(you can obviously see that). To change music files use WinZip or something like that could open zip files to open it. now, you should see music files inside them in mod format. So if you wanted to make stage 4 music be stage 5 music, you would copy the file in it and paste it in stage 5 folder and rename it to "stage5.mod". Be sure to delete the original file. If you want to change it by a music that is not existing there then you can use a mod converter to convert it to mod and then rename it to stage#.mod and add it to the zipo file. If it asks to replace the file then do so.
Click on the stages folder. Each stage is saved in a text file written in a special script. To edit a stage, open that stage's text file. Here is a list of the commands (note: the letters a, b, c, etc. are what you change):
name(n)- n is the name of the track. It appears near the beginning of each file.
nlaps(l)- l is the number of laps in the track.
set(a,b,c,d)e -creates a track piece. a is the piece type, b is the x-coordinate (from your starting point), c is the y-coordinate (from your starting point), d is the rotation (in degrees), and e tells the computer controlled cars what type of piece it is (type p for a straight piece, pr for a jump, pt for a turn, ph for a quarterpipe, etc.) The types are
Here are the pieces.
0 = Tornado Shark statue
1 = Formula 7 statue
2 = Wow Caninaro statue
3 = Lá Vité Crab statue
4 = Nimi statue
5 = MAX Revenge statue
6 = Lead Oxide statue
7 = EL KING statue
8 = Radical One statue
9 = DR Monstaa statue
10 = Long, paved track
11 = Long, paved track with walls
12 = Long, paved track at an angle to the right
13 = Long, paved track at an angle to the left
14 = Paved track with a right curve
15 = Long, dirt track
16 = Long, grass track
17 = Dirt track with a right curve
18 = Long, dusty paved track
19 = Dusty paved track with a right curve
20 = Long, track going from dirt to paved
21 = Medium length track going from dirt to paved
22 = Short, track going from paved to dusty paved
23 = Short, paved track with an end facing back
24 = Short, dirt track with an end facing front
25 = Paved, track segment
26 = Medium sized, paved ramp
27 = Medium sized, paved ramp with walls
28 = Full, paved bump
29 = Half bump: low and high
30 = Paved bump; half
31 = Large, paved ramp
32 = Small, paved ramp
33 = Dirt "speed bump"
34 = Medium dirt ramp
35 = Small dirt ramp
36 = Paved Quarter-pipe
37 = Spikes
38 = Fake Checkpoint(Hurdle)
39 = Fake track border segment
40 = Blue Checkpoint
41 = Fixing Loop
42 = Purple Checkpoint
chk(a,b,c,d)x- creates a checkpoint. Works the same way as set.
fix(a,b,c,d,e)x- creates an electrified hoop. Same as for set and chk, except that d is the height(it has to be negative) and e is the rotation.
Hope it works for you! If you have a question or your confused then please post on that!
Re: How to costomize NFM
I made this code in stage 1 and it wont be played.
plz help
plz help
jinohyui- Newbie
- Posts : 1
Join date : 2009-09-01
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