While making mods for Crashday you may encounter a lot of different crashes and bugs. Problem is, the error messages were meant for developers so they don’t usually give enough info about how you would fix the given bug. But usually it is possible to pinpoint the problematic file and fix the error. For this purpose here is the list of well-known errors and their possible causes.
If you found any error which is not on that list, please report it to the modding channel in Crashday Discord.
Generally these errors appear when the game got a value it did not expect to. If the game expects a mass as integer on line 3 in some file but finds a great meme this error will appear. Even then, we still can differ between different assertion fails.
All distance units in Crashday are measured in meters, i.e. 1 unit is representing 1 meter.
The Crashday coordinate system is defined as follows: when looking “into your screen” the X axis goes from left to right (increasing rightwards). The Y axis defines the vertical direction from bottom to top (increasing upwards). The Z axis is the depth extension and points into the screen.
Car models should be aligned as follows: the car’s front points towards the positive Z direction, i.e. “into the screen”.
Even when working with .dds textures, you should reference to .tga (e.g. if you specify glass2.dds in your car info file, define it as glass2.tga). Crashday internally only works with uncompressed .tga textures. Whenever it is asked to look for a certain .tga, it first checks whether a .dds alternative is available. You can for example work with .tga files only in your modeling application and even if the in-game textures are only available as .dds, this is no problem.
Every new texture you add requires a shader .tex file with the same name.
In files that are based on user-readable text, the hash character “#” defines the beginning of a comment that ends at the end of the same line. Everything in the comment is ignored by the game.
All files auto-generated for the mods by the game will be put into crashday/user/__tmp00.cpk. You can put those files into your mod later, so it will load faster.
Do NOT use spaces or capital letters in any file names. CD will mostly likely break with those.
CD:RE tools are distributes through Steam. To download the tools head to Steam, right click LIBRARY and select tools. From there locate Crashday Redline SDK and download it. The SDK will be downloaded to your Crashday installation folder and put into the tools folder.
Using this tool you can extract and insert .dbs settings into tracks!
Using this tool you can extract the heightmap of the track.
Using this tool you can add and remove track’s embedded picture.
This tools converts Crashday’s .p3d model files into Autodesk 3D Studio .3ds files.
This tools converts .3ds models into .p3d models.
This tools is made to view Crashday’s track piece .cfl files with the in-game engine. Its purpose is to show the track piece in final in-game look, including vegetation and Level Of Detail. Moreover, the tool allows to render AI nodes and link information.
This is an utility designed to view any Crashday .p3d model file using the in-game engine.
This tools is used to upload and update mods to the Steam Workshop.