Crashday Redline Edition

Crashday Redline Edition

Custom tracks, mods, skins & tilesets
Discover and download custom tracks, track pieces, cars, skins, ambiences and much more.
"Oldschool"-Editing the gamefiles?
I remember that i modified the gamefiles of the old non-steam version a few years ago. I could change the behavior of particle effects and stuff like that with just the texteditior. is there any way to do it now? the files are in a wired pack format.. but i want to fiddle withe the effects again D:
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Showing 1-12 of 12 comments
Leverage Lily✪ 14 Aug, 2017 @ 3:44am 
ss
the new game files are packed and likely encrypted, so try editing the files from the old game, then see if the sdk uploader reads them under the ''misc'' tag.
Last edited by dev of HOVERZONE 2107; 14 Aug, 2017 @ 5:35am
M O N O L I T H 1 14 Aug, 2017 @ 5:45am 
you can open the packs with winrar and edit all the files BUT the game wont start. it will say whatever pack you modded ist corrupted. i am trying the sdk and a few old files. thanks!

EDIT: i got it working, but it is a lot of trial an error. i have to change and restart the game a lot. this would mean that i have to reupload the over and over again within a few minutes. wont steam ban me for spamming the workshop ?
Last edited by M O N O L I T H; 14 Aug, 2017 @ 5:52am
you can update mods as often as you want, can also make mods private during testing until ready for public release.

what files are you uploading and how? i can't figure out .amb ambient files myself, there are 2 amb mods on here that work so it must be do-able.
Last edited by dev of HOVERZONE 2107; 14 Aug, 2017 @ 10:28am
M O N O L I T H 1 14 Aug, 2017 @ 11:29am 
i am working on the particles ATM, modding them more to my liking. i am amping them up, so more particles, changing size, duration, etc. its more of a personal thing and not really for public use (might release it anyways lol). i have downloaded some ambience mods frome here: http://crashday.boards.net/board/4/mods and threw them in aswell just to see if they still work.

here is what i did:
i noticed that the mods need to be .cpk format to work using the SDK uploader provided. so i copied a standard .cpk file from the game itself (since the workshop ones are saved as .bin in the steamfolders for some reason) and deleted all its content, renamed it and threw my stuff in it. you can open the .cpk files (and the .bin files of downloaded workshop mods) with winrar and most of the files like .sys or .amb with the text editor and change the values. after changing the values of the particle-files i took a look at old mods from the link i provided to see how to name the folders and where to put them. then i smacked them all into the empty .cpk file as i said and used the uploading tool from the sdk aaand thats it
i hope its somewhat helpful

the .amb files i have contain a lof of seperate numbers, probably values for colour, fog, hue and such. they dont have a description (unlike particle files) so i dont know what values will change what. i havent tried yet, but i suggest that you download a few, compare them ingame and their values to find out what does what and the fiddle around a bit. i noticed that all of them come with texture files, but i thinks the are not a must.
Last edited by M O N O L I T H; 14 Aug, 2017 @ 11:49am
cheers for that, very helpful as the workshop guides are currently only for .trk mods.

lucky i have the old game so can check folder structure and skip the repack/upload steps during testing until it's ready for release.
M O N O L I T H 1 15 Aug, 2017 @ 3:45am 
good. :)

i do have the old game too, i didnt even think of testig it there! istead of udating my workshop 1000 times a day xD thanks :P
Smeggy87 8 15 Aug, 2017 @ 9:19am 
Originally posted by AAH NUUU 魔:
good. :)

i do have the old game too, i didnt even think of testig it there! istead of udating my workshop 1000 times a day xD thanks :P

I was doing this, constantly updating the workshop, until somone pointed out there is a mod testing feature inbuilt in CdRE, go to ..\Steam\steamapps\common\Crashday\user\mod_testing\ and put the "\modname\content\" folder and enable mod testing from the game launch mod menu. Saves continually uploading.
Last edited by Smeggy87; 15 Aug, 2017 @ 9:52am
do tell - i tried putting .cpk in the mod_testing folder, but no dice
Smeggy87 8 15 Aug, 2017 @ 9:36am 
Originally posted by HOVERZONE 2107 (dev):
do tell - i tried putting .cpk in the mod_testing folder, but no dice

add the folder called "\mod_testing\modname\content\", not the cpk.
Last edited by Smeggy87; 15 Aug, 2017 @ 9:51am
moonbyte  [developer] 1 15 Aug, 2017 @ 1:14pm 
Hello,

First of all in the launcher click on mods and enable mod testing checkbox.

Now the game loads all .cpk archives inside "user" folder and all folders inside "user/mod_testing".

To make some examples:

user/my awesome car.cpk
user/mod_testing/desertmod/content/*.*
user/mod_testing/bugatti/content/*.*

Basically in mod_testing folder you are able to load the cpk uncompressed.

Savino
Moonbyte Games
M O N O L I T H 1 16 Aug, 2017 @ 6:26am 
Thank you all for the tipps and info! <3
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