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

Posted: Fri Mar 31, 2017 2:08 pm 
Cruisemap was built entirely in max, yes. It's a shame c2 cannot handle larger tracks and files and that we are limited to the 1998 rendering standards. True, but now with the more recent knowledge of ours, it would be possible to at least improve the load times somewhat, by making use of modular pi...

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

Posted: Fri Mar 24, 2017 2:19 pm 
That's correct, it was supposed to be small island for a large airport (in the middle of nowhere). Though the shape also made me think that I could make it a combined airport / starport; there would have been some kind of large portal structure in the middle, with special visual effects and various ...

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

Posted: Thu Mar 23, 2017 6:11 pm 
Random post!

I found some old renders of Cruisemap, I think no one ever saw these expanded areas. :smile:

Large map image
Isometric view

I can try to explain some parts, if anyone is interested.

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Advanced C2 map/car tricks galore (physics, modeling, misc)

 Post subject: Re:
Posted: Tue Apr 12, 2016 6:34 pm 
I realized I never linked here the two modding videos I uploaded a while back:

Smoothly animated traffic lights:

Real-time digital clock:

 Forum: devWAM   Topic: Transparency test

 Post subject: Re: Transparency test
Posted: Wed Feb 10, 2016 4:39 pm 
Hmm, that's neat. I'll share the planes test scene file, if you want to give it a try:

http://c2s.toshiba-3.com/DLoads/PlaneTest.max

 Forum: devWAM   Topic: Transparency test

 Post subject: Re: Transparency test
Posted: Wed Feb 10, 2016 12:21 pm 
As you are posting actual numbers, I should clarify that when I said... " vertex count had increased due to breaking SGs " ...it was only an assumption based on both what I saw in game and what I had previously learned from the linked article (also assuming it applies to BRender engine in ...

 Forum: devWAM   Topic: Transparency test

 Post subject: Re: Transparency test
Posted: Wed Feb 10, 2016 9:13 am 
This is best explained in the link Tosh posted a good while back, in the part titled "Welcome to Splitsville": http://www.ericchadwick.com/examples/provost/byf2.html The vertex count will typically increase from the number you see in your modeling program, unless you're using one material ...

 Forum: devWAM   Topic: Transparency test

 Post subject: Re: Transparency test
Posted: Tue Feb 09, 2016 1:39 pm 
While I could be wrong, I'm thinking that we shouldn't look at the total faces count, but the total vertex count: 1400 x 1 triangle = 1400 x 3 vertices = 4200 vertices 1000 x 2 triangles = 1000 x 4 vertices = 4000 vertices 640 x 4 triangles = 640 x 6 vertices = 3840 vertices The numbers don't match ...

 Forum: devWAM   Topic: Transparency test

 Post subject: Re: Transparency test
Posted: Wed Jan 27, 2016 5:54 pm 
So can we do an exact count of the number of polygons that can be shown safely? Not sure what it should be exactly, as the max number seemed to change as I changed (simplified) the mesh complexity: - 640 trees of 4 triangles -> 2560 triangles - 1000 trees of 2 triangles -> 2000 triangles - 1400 tre...

 Forum: devWAM   Topic: Transparency test

 Post subject: Re: Transparency test
Posted: Wed Jan 27, 2016 4:02 pm 
After further testing: - Doubling the number of trees shown above was ok (640 trees), but - Tripling the number of trees was not (960 trees); one group out of three would remain invisible At this point, I simplified the model from two polys to single poly (two triangles). The result was that ~ 3.1 g...

 Forum: devWAM   Topic: Transparency test

 Post subject: Re: Transparency test
Posted: Tue Jan 26, 2016 11:42 am 
That's a pretty scene. :smile: I think the game is simply limited to a nuber of transparent faces in its virtual buffer. As soon as we exceed the limit, things start to disappear. I'm a bit sad that these artifacts won't let you make a massive forest in C2... but I guess if you wanted to attempt one...

 Forum: devWAM   Topic: Transparency test

 Post subject: Transparency test
Posted: Mon Jan 25, 2016 8:24 pm 
I would have posted in the map tricks galore, but it wouldn't let me. :crazy: Anyway, nothing too special here, I just thought I would share this little transparency test map I made quickly, for those interested. :smile: http://c2s.toshiba-3.com/DLoads/TreeTest.zip Contents: a working C2 map, the so...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: 1964 Chevy Pickup for Carmageddon 2

Posted: Mon Jan 19, 2015 3:22 am 
In addition, you could consider the shell model as an extra optimizing opportunity as well (though a bit limited in that); since the shell model completely replaces the vehicle itself (excluding all grooves) for as long as the vehicle hasn't received any damage, or the doors haven't been opened, you...

 Forum: devWAM   Topic: Animated sky in C1 and C2

Posted: Mon Dec 22, 2014 11:04 pm 
That's a nice find, and I like how Mastro used it :-)

Can you combine this eg. with a "roll" funk, to create both animated and moving background? Thinking of pure cloudscape horizons (with no static scenery in them, of course).

 Forum: devWAM   Topic: Anyone had luck adding multiple noncars to a map ?

Posted: Sun Mar 09, 2014 8:02 pm 
I'm sorry to hear about what happened and how it affected you, but I'm also glad you survived it. Also, fortunately you can now benefit from the great work Harm is (still!) doing. :-) I'm a bit rusty myself, not having worked on maps for some time, but I'll try to help with what I can and when I hav...

 Forum: devWAM   Topic: Blocksburg

 Post subject: Re: Blocksburg
Posted: Fri Apr 26, 2013 2:11 pm 
Yes, that's a good (and long!) article, thanks! It was interesting to recognize a number of familiar problems, but there were a few new things I learned too. In addition to Skyrim, another game using this approach is Diablo III, in which majority of the environments are randomly generated. Over time...

 Forum: devWAM   Topic: Blocksburg

 Post subject: Re: Blocksburg
Posted: Thu Apr 11, 2013 2:40 pm 
No, it really is quite similar to the quick fetcher. :) 1) Select an existing object 2) Click the menu item 3) The menu item is positioned where the selected object is, waiting to be moved (note that no object is deleted during all this) --------------------------------------------------------------...

 Forum: devWAM   Topic: Blocksburg

 Post subject: Re: Blocksburg
Posted: Sun Mar 24, 2013 5:10 pm 
Update time again. It is mainly a few new buildings, a few additional horizon images, and the usual random changes. I was actually doing quite good progress right after the last update, but then I got distracted by... Doom II. :) The white river fences look bugged at the moment. After remaking them,...

 Forum: devWAM   Topic: Blocksburg

 Post subject: Re: Blocksburg
Posted: Sun Feb 24, 2013 12:06 pm 
Ok, since I've been a bit busy with other things, there's so little progress this time that I should be ashamed... sorry! :) I've added a couple of new houses and storage sheds in the residential area, which I think look alright. There also two new fog styles in the "Horizon images" textfi...

 Forum: devWAM   Topic: Blocksburg

 Post subject: Re: Blocksburg
Posted: Wed Feb 06, 2013 12:24 pm 
Glad you like it. :) And sorry, preprocessing is something me and Harm have discussed just recently, and are having problems with on this map. I haven't tried with Plaything though, but I don't think I could get any better results. Funny thing about the elevated highway: I drove to the far end in th...

 Forum: devWAM   Topic: Blocksburg

 Post subject: Re: Blocksburg
Posted: Mon Feb 04, 2013 7:45 pm 
Beach-like areas? The swimming beach will cover the southern border of the map, and there will be open sea from there on. The western border will consist of a coastline, and I will probably put several active wind turbines along it. As for cruisemap, right now I'm not sure if I will continue it. At ...

 Forum: devWAM   Topic: Carmatools Maxscript Pack [WIP]

Posted: Fri Feb 01, 2013 10:53 am 
404: File not found. ;)

But it doesn't matter, since you say it doesn't work yet. Sorry to hear you're busy, but don't worry, and take your time.

 Forum: devWAM   Topic: Carmatools Maxscript Pack [WIP]

Posted: Thu Jan 31, 2013 5:10 pm 
Harm, I wanted to try your preprocessing script (preprocessingV1.ms) on blocksburg, but I can't seem to make it work. Here are the steps I took: 1) Delete the temporary objects not contributing to map geometry 2) Convert the rest to editable polygon type 3) Remove the "&" from the name...

 Forum: devWAM   Topic: Blocksburg

 Post subject: Re: Blocksburg
Posted: Tue Jan 29, 2013 11:05 am 
Yeah it's funny to watch. :) Too bad the noncar freezing has to start at some point. Overall I'm pleasantly surprised that all this is still working, and that I still haven't managed to hit any limits (model slots, mostly). Of course, now I've probably jinxed it... And I got to say again, that expor...

 Forum: devWAM   Topic: Blocksburg

 Post subject: Re: Blocksburg
Posted: Thu Jan 24, 2013 11:15 am 
I think I'll switch to monthly updates with this, that seems like a good interval. I've blocked most of the void in the central parts of the map with simple temporary geometry (grass plains). So if you haven't tried it yet, I think now is a good time to test this map with opponents. Especially if yo...

 Forum: News   Topic: dgVoodoo 2.0

 Post subject: Re: dgVoodoo 2.0
Posted: Sat Jan 19, 2013 12:18 am 
I've only tested on C2, and yes, the performance isn't very good. The visuals seemed fine, though, no problems there.

 Forum: devWAM   Topic: Blocksburg

Posted: Mon Dec 31, 2012 5:44 pm 
Yep, happy new year to all. :) Maybe I'll go and record a video of the fireworks at midnight.

 Forum: devWAM   Topic: Blocksburg

Posted: Mon Dec 31, 2012 12:16 pm 
Sorry, I didn't notice you were using the 2012 version. Mine is older: 2010 and 32 bit. Maybe that's the problem. The bug seems to occur even if Max is the only DX using program opened. I also have almost all enhancements in appearance options disabled, except the 'update window contents while dragg...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Making waves in C2

 Post subject: Re: Making waves in C2
Posted: Fri Dec 28, 2012 4:21 pm 
I agree with using a huge rotating model instead of drones, and having a rolling funk for the texture used in the waves. If the rotating model is sort of a huge gear, then each gear tooth should perhaps be shaped to look like a wide bell curve (to resemble a wave shape). You could also position the ...

 Forum: devWAM   Topic: Blocksburg

Posted: Thu Dec 27, 2012 12:04 pm 
Yep, it is using the Geforce. I've tried the other rendering modes too. They all suffer from this problem on my system, but there some other differences between them (unrelated to the problem above): Direct3D 9: works well, so this is the preferred choice Direct3D 10: seems buggy: a lot of polys are...

 Forum: devWAM   Topic: Blocksburg

Posted: Thu Dec 27, 2012 2:39 am 
What an annoying bug I'm having in max on this system, that just won't go away. Every time I close a quad menu, it leaves an inactive area that won't refresh at all until I exit the program. Not only that, but these areas stack as well! I recorded a video of it: http://www.youtube.com/watch?v=txbA7R...

 Forum: devWAM   Topic: Blocksburg

Posted: Mon Dec 24, 2012 10:51 am 
Ho ho ho, it's that time again - update time! As usual, it's been a while, but now it's because I bought a new desktop PC, and had to spend some time not only installing and setting up the programs, but also waiting for the SSD-disk the vendor forgot to include in the case! :) It's a bit faster to w...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Highway To Hell/Anarchie Road track WIP progress...

Posted: Thu Dec 13, 2012 3:38 pm 
I think I've seen texturing artifacts like that before. While I'm not 100% sure, it could be caused either by a texture being applied to really, really long polygons, or by a really long continuous UV map (think of a very long road).

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Smoothed Ski Track

 Post subject: Re: Smoothed Ski Track
Posted: Tue Dec 11, 2012 11:05 am 
Any luck with the fences yet? :) Have you yet tried removing the vertical subdivisions on the fences? In editable polygon mode, you can quickly select a complete edge loop based on a sample selection. I think the vertical subdivisions don't serve much purpose anyway, only causing smashing problems. ...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Smoothed Ski Track

 Post subject: Re: Smoothed Ski Track
Posted: Sun Dec 02, 2012 6:19 pm 
Amazing smoothness! It's a real joy to cruise around. :)

The loading time is a bit hefty, and there's some slowdown if you're looking towards the centre of the map (those on my outdated PC, at least). Still, I'd vote for this version, no doubt :)
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