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    NFM Track Making Tutorial

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    MostWanted2SucksDick
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    NFM Track Making Tutorial

    Post  MostWanted2SucksDick on Tue Nov 29, 2011 4:58 pm

    OK all you people who wish to learn how to hack/edit/mod your own NFM (Need For Madness) tracks, here is a guide to show you all how it is done; this is split up into Parts, and then into steps, please follow each step [if you need any further help, feel free to contact/PM me for any help]:

    ------------------------------------------------PART 1------------------------------------------------

    1) Download NFM from arcadetown; here: http://www.arcadetown.com/needformadness/download.asp

    2) Select your target file path (where you want to install it), and remember where you put it for the next step!!

    3) Download it, and go to this folder that contains all the files of it; if you have downloaded it on Windows XP, it would be in C:\Program Files\NeedforMadness_at

    4) Now since you should have opened this folder, go to the "Stages" inside the NeedforMadness_at folder.

    5) open any stage you would like to edit, but remember this: YOU CAN NOT ADD ANY NEW STAGES, THE MAXIMUM IS 11 STAGES.

    6) Happy Hacking, this was the basic instructions to getting NFM

    ------------------------------------------------PART 2------------------------------------------------

    Now since you have downloaded NFM, please continue reading on for more information;
    Lets take an example to show you how its done, shall we?

    1) Open the Text Document named "1" in the "stages" folder, and you will see that each line is made up of something like this, for example: set(10,0,5600,180)p

    Explanation of this line is as follows:
    - the word "set" means that it is a feature of the track that does not effect the statistics of the game; as for example a checkpoint would start with "chk" not "set", and a repair-loop would have to by force starting with "fix" to mean that it would fix your car.
    - the first number in the brackets represents which track feature to place in; track feature #10 represents the long gray road in this case, 26 a normal ramp for example.
    - the 2nd number in the bracket represents the x co-ordinate of where to place the track feature; 0 means that it is in line with the y-axis.
    - the 3rd number represents the y co-ordinate, 5600 means 5600 steps upward.
    - the 4th number represents the angle at which it is to be placed at; 180° in this case means straight.
    - and finally, the letter 'p' in the end of the line means that; when before you play a track, like a small summary of the track comes up, the camera would follow it; and apart from this, the computer-controlled cars will even follow them when in-play and the arrow at the top will also follow it.

    2) Now, since you know what each line represents; open the text document "1", and find in all that text, a line of coding reading this:

    set(26,0,9000,0)pr

    Once you found this, edit the number "26" to "31", and save your text document as "1" [NOTE: DO NOT RENAME IT AS SOMETHING ELSE OTHER THAN A NUMBER 1-11, OR ELSE YOU WILL HAVE A BIG ERROR]. Once you have saved it, load up NFM from your folder by double-clicking the image tha'ts like a red flower; like this: http://azurewraith.webs.com/runfs%20icon.JPG

    Now, go to stage 1, named "The Introductory Stage" and you should have seen the famous Long Ramp of "Panninaro | Canninaro | Lets Fly!" replacing the small ramp of before.

    Another example;

    set(10,0,12200,0)p

    replace the "10" to a "11", save your track and start another game loading up the track again, and you should now see the blank gray road have walls like in the "When in Danger just Chill out" stage.

    3) So now you should have figured out, that the first number in each line represents what type of track feature may be added in. But now, lets try and move them around. Go back to the line you edited;

    And edit the: number "9000" to "14000", without removing any comma's, re-load track 1, and you should now see that your ramp has been moved more forward;

    4) and now, for some other small track features; the colour, laps, track-name and line of sight;

    go to the top of the text document that is still open and read the top lines reading this;

    name(The Introductory Stage)

    snap(-5,-5,20)

    sky(200,227,255)
    fog(215,245,220)
    ground(195,210,210)

    fadefrom(5000)

    nlaps(4)

    Explanation of each line:
    - "nlaps" states how many laps does it take for a track to be won by racing it through checkpoints.
    - "name(The Introductory Stage)" represents the track name when selecting the track just after selecting your car.
    - "fadefrom" represents the line of sight which a player can see; and also will affect the length of the "fog" colour height; the bigger the number the smaller the height of the "fog" and the longer the sight.
    - "sky" represents the colour of the sky (upper colour patch); the numbers represent the value of (red,green,blue) [obviously if you place letters in there, you will only cause an error). The colour of the sky will also make the colour of the glass of each car in play the colour of the current sky colour.
    - "fog" represents the colour of the fog (the middle colour); the numbers represent the value of (red,green,blue); this is also affected by the "fadefrom".
    - "ground" represents the colour of the ground (lower colour); the numbers represent the value of (red,green,blue); entering letters will always cause an error.
    - "snap" represents the lighting percentage of the track; for example, if i do each colour "-100" then track shall all be black, regardless the colours of the sky, fog and ground. The snap will also affect the colour of the track features and wheels of each car in play. If i do for example, the blue percentage "70" then for example, each gray road will be turned to a a sort of blue mixed with gray.

    5) And last but not least, the last number located in each bracket will represent the angle of each feature. [NOTE: ANY TRACK FEATURE WITH AN ANGLE OF 270° OR A DIAGONAL NUMBER WILL PROBABLY MAKE THE TRACK FEATURE FAKE, MEANING THAT IF U ATTEMPT TO USE FOR EXAMPLE A RAMP, YOU WILL GO THROUGH IT AND NOT BE USABLE].

    First example: Go to the bottom of the text document that you should still have open if you want to continue editting it; and find this line of code:

    set(33,-4550,18000,0)

    In this case, change the last number from "0" to a "90" degree angle and see what you have done to that bump in the road on the dirt road. [DON'T FORGET TO SAVE CHANGES AND RE-LOAD TRACK 1]

    6) There is only 1 other factor that plays an important role in making a track, and that is the track walls; those kind of brown-ish yellow walls at each end of the track. Go to the bottom of the document of Track 1 and read it:

    maxr(10,4000,-6000)
    maxb(4,-8400,-12800)
    maxt(4,39600,-12800)
    maxl(10,-15200,-6000)

    Each of these numbers represent the length of the walls;
    - maxl represents the wall to the left side of the track, in fact, the number following it is negative, meaning its a negative number of the x-axis. [2nd number is negative]
    - maxt represents the wall to the right of the track; its got a positive number. [2nd number is positive]
    - maxb represents the wall at the bottom of the track; negative number of the y-axis. [2nd number is negative]
    - maxr represents the wall to the right of the track; positive number. [2nd number is positive]

    the 3rd numbers in the brackets all represent length of the walls, the less the number, the longer the wall.
    the 1st numbers in the brackets represent something i have no idea what its about.... [sorry i just max out the first number to 25... never cared what it was about]

    -----------------------------------------------------------END-OF-PART 2--------------------------------------------

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