Crashday Redline Edition

Crashday Redline Edition

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General notes about CDRE modding
By Savino and 4 collaborators
This guide describe how modding works in CDRE and contains some examples on how to upgrade previously made mods for original Crashday.

This guide is currently WORK IN PROGRESS

Enjoy!
   
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File Hierarchy Structure
Crashday Redline Edition works with archives, making the process of sharing mods easier and more compact.

Crashday have two folders to store its assets: data and user.

DATA

Inside data folder there are various .cpk and .cdx files:



Every .cpk is a renamed .zip file and can be extracted with any archive tool (e.g. WinRar, 7zip, etc..) while.cdx files are protected and cannot be extracted.
  • data000.cpk - Common files
  • data001.cpk - Music files
  • data002.cpk - Ambience files
  • data003.cpk - Cars files
  • data004.cpk - Vegetation files
  • data005.cpk - Dynamic files
  • data006.cpk - Tile files
  • data007a.cpk - English localization files
  • data007b.cpk - German localization files
  • data007c.cpk - Italian localization files
  • data007d.cpk - Russian localization files
  • sdat001.cdx - Internal files
  • sdat002.cdx - Internal files

NOTE: Usually you will see just one localization archive

On a lower level here is the complete (internal) CDRE file tree structure obtained by "extracting here" all .cpk files:



ambience
All ambience definition files (.amb). They are plain text files and can be opened with any text editors (e.g. Notepad++, SublimeText, etc...)

NOTE: *.amb files are different from original Crashday

career
All career definition files (.txt and .lst). They are plain text files

cars/<carname>
  • <carname>.crv - Torque curve
  • <carname>.cca - Car definition file
  • <1>.tun, <2>.tun, ..., <n>.tun - Tuning file definition. Multiple tuning files per car allow different mods to co-exists without overlapping (e.g. User1 and User2 makes two different decals for Apachee)
  • engsound.txt - Engine sound definition
NOTE: *.cca files are different from original Crashday

dbs
game.dbs - Advanced game parameters. Multiple game.dbs can co-exists together as long they don't tweak each other. (e.g. User1's game.dbs tweaks "Missile.Ammo"; User2's game.dbs tweaks "Minigun.Ammo")

dynamics
<dynamic>.cdo - Dynamic definition file. Plain text file.

editor
<1>.cat, <2>.cat, ..., <n>.cat - Editor category files. Multiple editor category files allow different mods to co-exists without overlapping

fonts
  • ctable.cnv - Font conversion table
  • fontinfo.dbs - Font definition file
  • <fontname>.wid - Binary file containing the width for each character in the font texture
loc
  • credits.crd - Credits file.
  • <lang>.plain - Localization table file encoded as UTF8.
models
<model>.p3d - Binary model file

music
<track>.ogg - Ingame sound-track

particles
<particle>.sys - Particle definition file

NOTE: *.sys files are different from original Crashday

shop
<shopfile>.lst - Shop definition file

slides
<slide>.sld - Slide definition file

sounds
<sound>.wav - Sound file

textures
  • <texture>.dds, .tga - Texture file
  • <texture>.tex - Texture shader definition
tiles
  • <tile>.cai - Tile AI definition
  • <tile>.cfl - Tile definition
  • <tile>.cst - Tile stunt definition
vegetat
<veget>.veg - Vegetation definition (used in .cfl files)

wheels
<wheel>.whl - Wheel definition file

USER

In user folder there are mainly tracks and heightmaps but its possible to store also local mods (will be explained more in deep in the next chapter):


Mod Testing
Mod testing a.k.a. "Mod Development Mode" allow modders to test their mod before submitting it to Steam Workshop.

First of all it must be enabled in the launcher:



When you run the game with that flag enabled it loads all .cpk files inside user and all folders inside mod_testing.





The game will load:
  • Mod1
  • Mod2
  • Pipe
  • THPS

NOTE: Mod structure must follow the hierarchy described in the first chapter

Here is a complete example on how to use mod_testing folder:



When your mod is ready for the Workshop, zip the content folder as following:



Rename content.zip to <yourmodname>.cpk and you are ready to submit your mod to Workshop using Crashday Redline Mod Uploader Tool.
Notes about game.dbs
The game database has a list of CVars which can be edited through mods (content/dbs/game.dbs) and user file database (<AppData>\Local\Crashday\game.dbs). The game loads the default values of the game and then, if any mod is active, it overwrites these values by the ones inside every game.dbs it finds as well as the user game.dbs. These values affect only the singleplayer and the multiplayer experience, career missions and minigame missions have their own values and can NOT be modified.

The list of available CVars
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Note: some were removed or edited, we will update the list from time to time.
Upgrade a tile mod originally created for Crashday
WIP...
Upgrade a car mod originally created for Crashday
WIP...
10 Comments
JON AITHER 20 Dec, 2024 @ 11:22am 
Hello, can you help me with an achievement that is related to you?
MilesFox92 9 Dec, 2023 @ 11:42pm 
Stil WIP...
bioshockmaxa 17 Sep, 2023 @ 2:29pm 
Hi all. Can i create mod for paly with developer ?
io_ivan 20 Jan, 2022 @ 11:52am 
no entendí muy bien, como hago un mod de coche?
de🅱️ression 16 Nov, 2017 @ 12:09pm 
182 Unique Visitors
EM. 22 Aug, 2017 @ 11:36pm 
mission
Držme se bratři 22 Aug, 2017 @ 1:27pm 
Thats all awesome, i like it! But it will be great to know, how to make custom car models. :)
Elephantkilla 20 Aug, 2017 @ 9:41am 
How to add several tracks to the mod?
xdshot 18 Aug, 2017 @ 11:15am 
What about creating custom models for cars? Is there any importer/exporter for blender?
Google61 18 Aug, 2017 @ 7:40am 
Good for newbies which didn't know about modding at all. But for me was new mod testing thing.