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 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Tosh's car releases

 Post subject: Re: Tosh's car releases
Posted: Tue Nov 21, 2017 10:18 am 
What an awesome monster truck. Guess it has been riping these 10 years for someone to finally digest it. Love the texture work too. Tires look awesome and the van itself looks very crispy. Nice coop guys :thumbsup: @tosh: I have had issues with the cam-turn-off materials too. Never got them to fully...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Restored hires Eagle MK1 skin

Posted: Tue Nov 14, 2017 1:51 pm 
Hah that's pretty darn cool. Too bad they had to rescale all of these. I bet all cars had pretty neat original resolutions and proportions.

 Forum: General Discussion / Rant Forum   Topic: Screen Shots

 Post subject: Re: Screen Shots
Posted: Mon Oct 30, 2017 8:55 am 
It's surprising how well these two games fit together. Nothing looks out of the ordinary. Those dev-tool shots look cool too. I never knew we had access to those.
And how refreshing to see a new post on this forum... :thumbsup:

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Tosh's car releases

 Post subject: Re: Tosh's car releases
Posted: Mon Sep 25, 2017 7:31 am 
Hey, finally another carma release, nice work Tosh. Does it come with extra features? Water in the bowl is a flipped mesh? Glass of the bowl looks convincing too, as if it has thickness. How did you do that? Offtopic: It feels like I haven't spoken to you guys in ages! I'll be sure to check into ICR...

 Forum: News   Topic: Carmageddon: Crashers

 Post subject: Re: Carmageddon: Crashers
Posted: Mon Aug 07, 2017 1:11 pm 
Device not compatible... :sad:

 Forum: Technical Assistance & Help Forum   Topic: Can somebody tell me...

 Post subject: Re: Can somebody tell me...
Posted: Sun Jul 09, 2017 12:42 pm 
Oh sorry DB, I misread your question.

You can of course use the cockpit or bumpercam to set it up behind the car, but then it will not rotate along when steering. Best do as Tosh suggested

 Forum: Technical Assistance & Help Forum   Topic: Can somebody tell me...

 Post subject: Re: Can somebody tell me...
Posted: Fri Jul 07, 2017 11:31 am 
all the way at the bottom:
Code:
// start of keyword stuff
CAMERA_POSITIONS
0, 0.24, -0.37         // bumper position
0, 0.24478, -0.05768      // cockpit position

// End of keyword stuff
END

 Forum: General Discussion / Rant Forum   Topic: Take 2 V OpenIV

 Post subject: Re: Take 2 V OpenIV
Posted: Thu Jun 15, 2017 12:36 pm 
Well Take2 and Rockstar are afraid of losing money from people not having to buy the online shark cards etc for the online part of the game because certain aspects can be modded. They are just protecting their precious moneymaking online community. Too bad they cannot realise that it will not make a...

 Forum: News   Topic: Carmageddon 1 turning 20

Posted: Wed Jun 14, 2017 3:45 pm 
Congratulations everybody! :banana:

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Needing model file conversion help.

Posted: Tue May 30, 2017 7:41 am 
Sure, if you can send a dl link via pm then I'm happy to do it for you.

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Tosh's car releases

 Post subject: Re: Tosh's car releases
Posted: Tue May 16, 2017 7:36 am 
Hey I couldn't remember that SUV but it is shown at the end of Blue Shift? It really shows how texturing has improved over the years. These textures are so toon-ish looking, heh.

Nice little addon though. It must have been fun placing those scientists ;)

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Cruise Map (unfinished) by C2_Scientist

Posted: Tue Mar 28, 2017 7:36 pm 
Boy that track was/is huge. I remember being extremely impressed by it when I first drove it back in the day. Did you build all of it in 3ds max? It's a shame c2 cannot handle larger tracks and files and that we are limited to the 1998 rendering standards. I would love to expand the game with so muc...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Beaver Mountains skin: Grasslands Of Gore

Posted: Tue Mar 14, 2017 10:41 am 
I just played a while in this track. It's funny how the texture switch workes quite well in certain areas but doesn't work at all in others. For example, there is grass on top of the walls, roads are interupted by patches of grass etc. :) Nice idea though, and I see you replaced more than just textu...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Beaver Mountains skin: Grasslands Of Gore

Posted: Thu Mar 09, 2017 4:30 pm 
Hah, never thought of that! Now do the reverse! :cool:

 Forum: General Discussion / Rant Forum   Topic: Going forward with the CWA

Posted: Mon Mar 06, 2017 11:15 am 
Well first I don't follow many other old gaming communities. I do see some news/feed setups like Func_Msgboard. Goldeneye Vault for example. I guess that's the main theme across the board (pun intended) I'm glad that you are giving CWA another overhaul! My thoughts: - Separating C1 and C2 subforums ...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: CTT #2: Testing modular level design for C2

Posted: Fri Mar 03, 2017 9:14 pm 
Hah you did many cool things there tosh! I like the exploding pile of peds man. And even though it is a small testmap, I tells a short story :scool:

The texturechange on lastlap is impressive. Why did you use the lastlap trick for this? Couldn't you have used a smashable to trigger a funk?

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: CTT #2: Testing modular level design for C2

Posted: Fri Mar 03, 2017 8:39 am 
:cool: Harm's script also makes it very easy and fast to get stuff ingame and test little changes, though I must confess I still use PT2 to compile the map as I noticed differences in beheaviour (3ds Max sources are included with the track zip file by the way), and still do the text setup by hand (t...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: CTT #2: Testing modular level design for C2

Posted: Sun Feb 26, 2017 7:09 pm 
awwww, that sucks! Shit like this just happens to the best of us as it seems. ;)

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: CTT #2: Testing modular level design for C2

Posted: Tue Feb 21, 2017 12:57 pm 
Hmm, that's odd. Have you checked the original maps as a reference? These use the same trigger system as I believe (Silo and Carrier?)

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: CTT #2: Testing modular level design for C2

 Post subject: Re: Screen Shots
Posted: Mon Feb 20, 2017 9:29 am 
Hah nice screenshots. I like the max-screenshot in particular. It's easy to recognise some of the building blocks from the different levels. (quarry and the silo) Also, you are using max2012. That is a very good and stable version. :thumbsup: 2015 is what we use at work and is also very stable, but ...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: CTT #2: Testing modular level design for C2

 Post subject: Re: Screen Shots
Posted: Thu Feb 09, 2017 4:36 pm 
:saston:

Why do your c2 screenshots always look so nice and crispy. What is your c2 setup? I want it! :)

 Forum: General Discussion / Rant Forum   Topic: Obsessed with Carmageddon (PC Zone #78, July 1999)

Posted: Tue Feb 07, 2017 2:17 pm 
Look at some of you guys being mentioned in the article's screenshots :). I never knew the carmageddon fandom was featured in an actual article. I didn't know that was a thing in general to be honest. But this is really cool. Where did you find it? edit: damnit, now you got me browsing old carma sit...

 Forum: General Discussion / Rant Forum   Topic: Is this thing on?

 Post subject: Re: Is this thing on?
Posted: Mon Jan 16, 2017 8:41 am 
*TRIGGERED*

 Forum: News   Topic: Merry xmas, Happy new year, Tez eagle for c2

Posted: Fri Dec 30, 2016 7:17 pm 
Wow 79k huh? Impressive. Thanks for the car bud and a happy newyear to you all! :cool:

 Forum: devWAM   Topic: Carmatools Maxscript Pack [WIP]

Posted: Wed Dec 21, 2016 11:54 am 
Ho Ho Ho, hello there Pip. I understand you are already exporting models from max. I know I claim that Plaything2 is not needed anymore, and in theory this is true. However, PT2 can still be a good tool for checking your model in a fast way. So can you send me the files so I can check them here in P...

 Forum: Files, Tutorials & Infos   Topic: Quick C1/C2 finds & facts

Posted: Tue Dec 20, 2016 5:20 pm 
Wow, where did you find all that motivation? :thumbsup: Never expected the crushing to be instanced too. And when instancing on detachables is also not really working it makes it a bit useless on cars if you ask me. Unless you have super highly detailed wheels and start using the parenting system if...

 Forum: Files, Tutorials & Infos   Topic: Quick C1/C2 finds & facts

Posted: Fri Dec 16, 2016 8:44 am 
damn, that's a pity :sad:

 Forum: General Discussion / Rant Forum   Topic: Screen Shots

 Post subject: Re: Screen Shots
Posted: Tue Dec 13, 2016 11:01 am 
dl link here

Looks like it must have been a fun little project. :thumbsup:

 Forum: General Discussion / Rant Forum   Topic: Trucking Hell! (a silly sprite game concept)

Posted: Mon Nov 28, 2016 9:46 am 
Jezus what a post! I will read it when I'm at home and have the time to focus. But hats off to the artwork/spritework. :supercrazy: :thumbsup:

 Forum: General Discussion / Rant Forum   Topic: Happy Halloween 2016! (eerie silence)

Posted: Thu Nov 03, 2016 5:07 pm 
I'd say Mechanic!

Don't worry, we are still here. I check the board every single day still, as I have been doing for the past 10 years. :wink:

 Forum: General Discussion / Rant Forum   Topic: ReShade in Carmageddon 2

Posted: Thu Nov 03, 2016 5:01 pm 
Never heard of ReShade. This is by far the best post processing effect I have seen on Carmageddon. It does a much better job than the ENB tools. But I still can't say I'm a big fan of the effects in general. The ambient occlusion, besides the obvious nasty effects in the bottom of the screen, is too...

 Forum: devWAM   Topic: New C2 tricks + C1 crush data (Eagle MK4)

Posted: Tue Sep 13, 2016 9:49 am 
Yeah, I'm afraid so. I will go and study one of the original cars again. Hopefully I can find a solution for the crashes that way.

 Forum: devWAM   Topic: New C2 tricks + C1 crush data (Eagle MK4)

Posted: Sun Sep 11, 2016 3:21 pm 
Found a little motivation to work on this today, and got the first (though not very sexy) results out of max! crushdata_1st_attempt.jpg This works by selecting a vertex in max and then generating a crush data based on that selection. It should work on a multi-selection, however, it doesn't' :ssad: I...

 Forum: News   Topic: Carmageddon: Crashers

 Post subject: Re: Carmageddon: Crashers
Posted: Wed Sep 07, 2016 1:56 pm 
Heh! I kinda thought this would generate some discussion at least :sgn: Well yeah! I was on holiday for the past three weeks so I missed it. Sounds very interesting. Free to play, hmm... Well, that is starting to be the norm anyway, so why not. And indeed, where are all the reactions guys? :eek: Ho...

 Forum: devWAM   Topic: Carmatools Maxscript Pack [WIP]

Posted: Sun Aug 14, 2016 8:29 pm 
That part about the helper objects makes perfect sense now, thanks. Also, importing many tracks instead of just one will definitely be the cause of the slowdown. It might be because I use 'getnodebyname' calls and those only get slower with a bigger node pool. But in general Max just gets slower and...
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