Installing .txt   Instructions on installing the Move_Car package    Version 1.1  April 21, 2002
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  Quick start for experienced people who dont' need to read instructions:
                 **   Do paragraphs 6 and 7.  **
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WARNING!  Never open, read, or save a C-Script (.wdl) file with a word processing
program such as Word, or Wordpad.  Those programs will insert "hidden" word
processing control characters in the script file.  They may overwrite your original file 
as part of an "Auto Save" feature, without your knowing it.  
The script file will then be unusable.

Instead, use Notepad, or some other text editor.  You can also use GSTools (free) or
Brain Editor (shareware).  If you don't have one of those, or don't want to take the
time to download one  - be safe, and copy the file to a "Temp" folder, and read 
(or print) it from there.  That way, your original file will not become corrupt.

If you attempt to open a script (.wdl) file with Notepad, it may tell you the script file
is too large for Notepad to open.  Windows will then ask you if it is OK to open it 
with Wordpad.  Unless you are using a copy, (in your "Temp" folder) - answer "NO"!
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The Move_Car package is an "add on".  It is not a complete game or simulation, nor is
it a complete level.  Paragraph four explains how to download a very good, free 3D car model 
from the 3DGS web site.

The first step is to create a project folder, and then build the level.
1.  In your GStudio folder, create a new (project) folder.  (You can name it anything you
     want.)  Under the project folder, create two sub-folders, "images" and "sounds".  The
     two sub-folders are not absolutely required, but will make it much easier to keep track
     of your files.  The Move_Car script has PATH variables that expect those folders to
     be there.  (You can either create the sub-folders, or delete the PATH statements.)
     You may also wish to create a third sub-folder ("Docs") to hold the eleven 
     documentation files which are included with the Move_Car package.

2.  Create a large, outdoor level, with a sky box, bounding box (so you don't run off the 
     edge of the world!) and the ground.  If you aren't sure how to do this, open WED, 
     and follow the tutorials in there - skip creating the walls and buildings.  You can 
     also can get very detailed instructions for building a large, outdoor level, by 
     downloading the Flight Simulator Tutorial, written by Doug, of Conitec.  
     You can find it on the 3DGS/Conitec web site, under "Downloads".  
     It gives step by step instructions.  Stop following the instructions when you get 
     to the part about deleting the "Include" files, and the standard templates.
     The Flight Simulator tutorial has one other advantage:  the Move_Car package
     includes an "overhead" cam, or satellite view.  Make sure your sky box (and
     bounding box) extends to at least 3,000 quants above the ground, or this camera 
     view will not look very pretty!

3.  At this point, you should now have a large playing area, that looks fairly empty.  
     If you look in your Project folder, you should find a default script there, with the 
     name you have given it, and ending with ".wdl".  If not, now would be a good time 
     to add one. (Click "File"  "Map Properties" and the "New Script" icon.)

4.  Let's add a vehicle.  Again, on the 3DGS Download page, you will find a 10 pack
     model download file. (free)   The "Rally Car" 3D car model is included.  "Rally Car"
     is the model I used to test the script.  Just to make sure you have everything working
     properly, you might want to start with that model, since I'm sure it works just fine.
     Place the vehicle model in your Project folder.  Now open WED, and 
     click on "Object" and then "Add Model".  You should see a menu selection with
     "Rally Car.mdl" in it.  Click on it.   

5.  The Rally Car should be visible in the three views.  It will be red, if it is selected.
     In case you can't see it, click on the + magnifying glass and zoom in until you can 
     see the model.  At this point, you may also want to click on each of the four windows,
     and press the "+" key.  This controls the "View Depth", or how far you can see in each
     window.  Numbers at the bottom of the screen will increase.  For starters, increase the
     numbers, in each window, until they are about as big as your level.  

     Make sure you position your model slightly ABOVE the ground, with the wheels 
     just touching the top of the ground.

     Now let's add a starting point.  Click "Object" and "Add Position".  This will add
     a "camera", which gives you a starting view.

6.  Now copy the "Car_Move.wdl" and "Car_Cam.wdl" files to your Project folder.
     Copy the Car_Move image (graphics) (.pcx and .tga) files to your "images" sub-folder.
     Copy the Car_Move sound files (.wav) to your "sounds" sub-folder.
     You also may want to copy the documentation (.txt) files to a "Docs" sub-folder.

7.  Open your default script (.wdl) file that you created earlier. 
     (Make sure you use a text editor.)
** At the bottom of the default script, where it says, "// call further functions here...", 
     and before the ending brace "}", enter the following line:
     	screen_hold = 1;
     The purpose of this line, is to prevent the on-screen (HUD) displays from showing
     until the A5 logo splash screen has finished being diplayed.
     The Move_Car action will wait until this instruction is executed, before it will start.
      (If you don't add this line, the Action WILL NOT WORK!)

      NOTE:   If you are more experienced, you can also open the Car_Move.wdl script, 
      and delete, or comment out the following line (near the start of the Action):
             while (screen_hold = = 0) {wait (1);}  // Wait for splash screens to finish
      Now, the "Player_Car" action won't wait for the splash screens to finish being displayed.

**  Near the top of the default script, you should see a list of "Include" files.  Add the 
      following line to the end of that list:
               include <move_car.wdl>;   // remove when you are not using a vehicle
      
     Go ahead and "build" and "save" the level.  (Even though you click OK, can see things, 
     and move around in your level, you are still not "Running" any scripts, or Actions.)

8.  Almost done!  Open WED, and do one of the two following procedures:
     A.  Click (or double click) on your model to select it.  It should turn red.  RIGHT click on
           the model.  A pop-up menu should open.  LEFT click on "Properties".  You should see
           an "Object Properties" window.   =OR=
     B.  On the left side of WED, you should see a vertical window.  Click the tab that says 
           "Objects".  (You may have to use the "Left/Right" arrows to find it.)
           RIGHT click on your model.  Should be something like, "rallycar_mdl_035".  (The
           ending number is not important to us, right now.)   A pop-up menu should open.  
           LEFT click on "Properties".  You should see an "Object Properties" window.
            
     Left click on the "behaviour" tab.  Left click on the open folder icon.
     You should see a list of actions, including "Player_Car".  Left click on "Player_Car"
      to highlight it.  Then click OK.  Close the "Object Properties" window.
      
9.  Click the "Build" icon to build the level, with the model.  (Or click "File" "Build WMB")
     Click OK, and take a look around.  You should see your model, but you are not yet 
     running the script.  Close the build window, and click "Save".
     Now click "RUN".  If everything is working properly, you should see the Logo splash
     screen, and then your level, with the model and the on-screen displays.

(If you are having a problem getting this far, open the "Problems.txt" file and see 
if your problem is explained or answered there.)
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*** Testing has indicated the rear-view mirror consumes a lot of cpu power, and 
may also lower your frame rate.  You can disable the display of the rear view mirror 
by changing the value of "RV_Mirror_On" to zero.  (see line 55)   

Line before change:
       var RV_Mirror_On = 1;   // Rear_View Mirror  

Line after change:
       var RV_Mirror_On = 0;   // Rear_View Mirror  

(Remeber to use a "text editor" to make this change, and NOT "Wordpad", 
"Word for Windows", or any other Word Processing software.  
You can use "Notepad", "GSTools", or "Brain Editor".)
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You're done installing!  Later, you can add things to the level, such as "Object" 
"Add Primitive" "Misc" "Trapezoid", so you will have a ramp to drive up and down, 
jump over the top, and fly off of the sides.

Now it's time to close this file, and take a look at the "Using" file, which tells you how
all the buttons and controls work.
