This is a toy project to import assets of the original Stunts into Unity, and possibly turning it into a functional demo.
The first step after loading the project is to open the import tool via the Window menu:
A dockable window opens that will immediately tell you to get the original game (Stunts version 1.1):
You can get a copy that’s known to work well from the following location: http://downloads.pigsgrame.de/STUNTS11.ZIP
Unpack the contents of this archive into the GameData
directory.
Afterwards, you can extract various look-up tables needed for importing the meshes. Just press the Import All Defaults
button. You can verify the success of this operation by choosing Edit Import Settings
and checking e.g. that the palette and material definitions are filled in.
Now comes the fun part! You’ll see a new button called Import All Models
. Pressing it will start the slightly lengthy import process. You have to redo this step if you changed the palette in the import settings, for instance, because everything is baked into the models at this time.
With the models loaded, you can finally load a track file. If you’re not there yet, open the CarTest
scene:
This scene is not strictly necessary, but it provides the green base that’s part of every track in the original game. Also, the base quad has its own material that gives it a positive polygon offset so there’s no Z fighting with the flat elements.
So if you choose Load Track
from the import tool, you can just navigate to GameData
and choose one of the TRK
files. If all went well, you should be seeing something like this:
There’s no real support for getting the cars in the scene, but you can add the models manually with relative ease. For instance, to get the detailed showroom models into the scene, you should do the following:
- Go to
Resources/Cars/ShowRoomMeshes
and drag the car of your liking onto the scene. - Place it in the hierarchy right under the root of the TRK node that holds the level. This makes it easy to scale the model.
- Because the showroom models are 20 bigger than the in-game ones, set the scale of the object to
0.05
. - Finally, add the appropriate materials by hand. Set the size of the
Materials
array to 2, addStuntsSurface-ZBiasOff
as the first element, andStuntsSurface-ZBiasOn
as the second. These shaders are needed to be able to see vertex colours and the Stunts-specific bitmask patterns.
If everything went well, you should see something like this: