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 Forum: TDR2000 Discussion Forum   Topic: A hypothetical Carmageddon III mod?

Posted: Tue Oct 16, 2018 10:56 pm 
Bumping this topic with a little something. This is a simple mod to the files cop_desc.txt and difficulty.txt from within CARMA.PAK. It's done by Lila Feuer aka Cyan0sis and changes the difficulty to something closer to C1 but enables fairer time rewards. Here's the diff for difficulty.txt: --- D:\t...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: 1920s: from TDR2000 to Carmageddon 2

Posted: Tue Oct 16, 2018 8:51 pm 
Thanks Mastro, great pic too :sbsmile:

You know me, Harm. Everything in 3DSMAX!
I'd like to work it out step by step when I have a bit of time. Confirmed the 17% scaling yesterday. Haven't had time to work on it today sadly.

 Forum: Technical Assistance & Help Forum   Topic: Hey People! Carmageddon 1 Android .IMG related question here

Posted: Tue Oct 16, 2018 8:48 pm 
Something's amiss with the CNT file. Seems like node scales are read wrong or something. I doubt Errol will fix that anytime soon though, plus it's been like 5 months since we last saw him around.

 Forum: Technical Assistance & Help Forum   Topic: Hey People! Carmageddon 1 Android .IMG related question here

Posted: Mon Oct 15, 2018 10:26 pm 
Hello there Dropoff! I suppose you used QuickBMS with the script to extract the content of the WAD. What are you trying to extract? CNT/MDL can be extracted and converted IIRC but yeah the IMG format is annoying. It seems like Errol's lib can go further with the IMG format (https://github.com/MaxxWy...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: 1920s: from TDR2000 to Carmageddon 2

Posted: Sun Oct 14, 2018 9:53 pm 
https://i.imgur.com/NBXUaDa.jpg Hello, this must be the fourth time I try to get started with this port. Never went this far though, thanks to Errol's Flummery. It's far from complete though. Here's the current work in progress: https://rr2000.toshiba-3.com/R6/1920sWIP.zip This is only the main tex...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: C2 To C1 Car Release

 Post subject: Re: C2 To C1 Car Release
Posted: Sat Oct 13, 2018 3:45 pm 
You must place the coordinates defining the bounding box toward the end of the TXT file, within the MECHANICS STUFF section: START OF MECHANICS STUFF version 4 [VERSION MUST BE 3 OR 4 AT LEAST] -0.146075, 0, 0.243755 // left rear wheel position 0.146075, 0, 0.243755 // right rear -0.146075, 0, -0.24...

 Forum: General Discussion / Rant Forum   Topic: Screen Shots

 Post subject: Re: Screen Shots
Posted: Mon Oct 08, 2018 7:56 pm 
CARMAGEDDON '98

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 Forum: News   Topic: Some stuff in case you missed them

Posted: Mon Oct 08, 2018 1:18 pm 
Mastro's Carmageddon Special Edition updated to v1.3.5.0: https://carmageddon.forumfree.it/?t=49158792&st=990#entry625291249 New map: Cyburbia. New cars: 64Mustang, Caddy, Fortress, Lambo, Mr. Slam, SemiGod, Pusssy and an exclusive car to the pack: Fucklift. New powerup: Max Coin. Triples offens...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Operation Silent Sedans: A Carma 1 Non-Car Modding Adventure

Posted: Sat Oct 06, 2018 6:28 pm 
Hey Links, sadly I don't even have that file on my harddrive anymore. So yeah it's gone.
If you tell me which car you'd like to tackle next, I might quickly prepare it again for you to put ingame.
In the meantime I released the Wrangler: viewtopic.php?p=105798#p105798

 Forum: News   Topic: cnc-ddraw still in development and more

Posted: Sat Oct 06, 2018 6:21 pm 
FunkyFr3sh is still working on cnc-ddraw and it's getting better and better. He released version 1.2 some days ago: https://github.com/CnCNet/cnc-ddraw/releases Be sure to use the ddraw.ini file specifically made for Carmageddon as the additional line in there (sleep=33) makes all the difference. In...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: C2 To C1 Car Release

 Post subject: Re: C2 To C1 Car Release
Posted: Sat Oct 06, 2018 6:03 pm 
Only tested your cars now and they didn't crash for me. Just some missing textures (like the Su Borgis's windshield) but I guess you're aware of them. About the bounding box, it's really just like the Joker said. You load your car in PT2 (as it works on your comp), and you check the -X,-Y,-Z and +X,...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Carma gets Hard boiled

 Post subject: Re: Carma gets Hard boiled
Posted: Sat Oct 06, 2018 5:43 pm 
EASTWOOD still uses BUGATTIX.ACT for simple model, and BIGHOK uses SLEDX.ACT. This means that an unmodded Carma1 might crash upon loading the cars as vanilla Carma1 doesn't have these files. You asked me to look after several cars over the last weeks but I couldn't find the time nor the motivation t...

 Forum: Technical Assistance & Help Forum   Topic: Hey People! Carmageddon 1 Android .IMG related question here

Posted: Sat Oct 06, 2018 5:11 pm 
Trent managed to get a car into mobile C1 some years ago: http://www.carmageddon.com/comment/72102#comment-72102 From what he says, the whole process isn't easy and requires a bit of hexediting for materials. Seems like FOBB is needed to append/remove the OBB header from the WAD. The WAD unpacker to...

 Forum: Technical Assistance & Help Forum   Topic: Maxed Out map problem

 Post subject: Re: Maxed Out map problem
Posted: Mon Sep 24, 2018 2:08 pm 
"White out"? Are these issues similar to the ones reported in the original thread there: http://www.cwaboard.co.uk/viewtopic.php?f=3&t=6529&start=315 ? If so do you still use the same laptop? Maybe it's hardware related, have you tried using different glidewrappers (nGlide, dgVoodo...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Carma gets Hard boiled

 Post subject: Re: Carma gets Hard boiled
Posted: Sun Sep 23, 2018 1:53 pm 
Congrats on the first release on your own :ssmile: You just forgot to replace the BUGATTIX and EABONT simple/bonnet models with the EAGLE's default (and thus it crashed on my computer as it couldn't find these files). That part of code should look like that: 1 // Number of pixelmap files for this ca...

 Forum: Technical Assistance & Help Forum   Topic: Maxed Out map problem

 Post subject: Re: Maxed Out map problem
Posted: Sun Sep 23, 2018 8:22 am 
Hello D_B, You probably forgot to increase the following line (in PEDS\SETTINGS.TXT) by 2: 70 // Number of groups However, while testing my game still wouldn't run with the track and moaned about the noncar '79OILDRUM_01.TXT' having too many points (34!) in its bounding box. I don't understand why i...

 Forum: General Discussion / Rant Forum   Topic: Screen Shots

 Post subject: Re: Screen Shots
Posted: Mon Sep 10, 2018 10:08 am 
Nice screenshots once again :) Your cars look good in that palette too! I'm playing with the fog settings. (this is what happens when you set a negative value the second fog parameter) I don't understand what's going on at all. I think the second value was meant to be some kind of repetition. https:...

 Forum: devWAM   Topic: BRender fog, shade and blend tables in Carmageddon

Posted: Mon Sep 10, 2018 9:52 am 
The 1E type was easy to get as I was sure PT1 would keep the info while converting the material script into the binary format. However the fog table seemed like a novelty thing somehow. PT1 doesn't want to hear about it. PT2 can't load material scripts. To be frank I have doubts that the game would ...

 Forum: News   Topic: Some stuff in case you missed them

Posted: Mon Sep 10, 2018 8:51 am 
More stuff from Mastro :scool:
https://carmageddon.forumfree.it/?t=49158792&st=990

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Image :swheel:
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 Forum: devWAM   Topic: BRender fog, shade and blend tables in Carmageddon

Posted: Wed Aug 29, 2018 4:25 pm 
Yes, this is a very interesting subject and I'm not done with it yet :sbsmile: Harm: you read the article while I wasn't done yet, you ninja. I've edited some stuff and added excerpts from the BRender tech ref manual as well as pictures. It would be nice to figure that 1D byte type entry in the mate...

 Forum: devWAM   Topic: BRender fog, shade and blend tables in Carmageddon

Posted: Tue Aug 28, 2018 12:36 pm 
br_pixelmap * index_blend Blending is a way of making the destination pixel depend upon the existing contents of the output buffer. The blend table like the shade table tabulates the output pixel given a particular texel and the pixel already in the output buffer. The texel indexes the column and t...

 Forum: devWAM   Topic: BRender fog, shade and blend tables in Carmageddon

Posted: Tue Aug 28, 2018 12:33 pm 
br_pixelmap * index_shade Materials with indexed colour texture maps can only be lit if they are accompanied by an appropriate shade table. The shade table is simply a way of tabulating the output pixel given a particular texel and a particular lighting level. The texel generally indexes the column...

 Forum: devWAM   Topic: BRender fog, shade and blend tables in Carmageddon

Posted: Tue Aug 28, 2018 12:33 pm 
1. FOG TABLES While one that would have been very interesting to customize, a race's fog table can't be changed easily. The race TXT file only allows you to set it to dark (black fog), fog (white fog), or none (disabled). 'dark' uses DEPTHCUE.TAB, 'fog' uses FOG.TAB, and unless you directly change ...

 Forum: devWAM   Topic: BRender fog, shade and blend tables in Carmageddon

Posted: Tue Aug 28, 2018 12:32 pm 
The Shade Table For performance reasons (with the added benefit of lower memory requirements) textures, rendering or both can be performed using colour indices instead of colour values. Each colour index is converted into a colour value using a colour look up table (CLUT), often called a palette. W...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: C1 Grid problem

 Post subject: Re: C1 Grid problem
Posted: Mon Aug 13, 2018 11:28 pm 
What are the dimensions of the grid image?

Quote:
Do grid images have to be in the 32x20x8 or 64 PIXELMAP in order to work properly then?

32X20X8

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

 Post subject: Re: Tosh's car releases
Posted: Sun Aug 12, 2018 12:38 am 
Forgot to release last month the driveable dronecar I setup for this tweet: https://twitter.com/toshiba_3/status/1021150049584271360 http://rr2000.toshiba-3.com/R4/37DC2_C1_160.PNG It's at RR2000. Really nothing special. I'm just glad I've been able to set it up without altering the original DAT MAT...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: C1 Grid problem

 Post subject: Re: C1 Grid problem
Posted: Sat Aug 11, 2018 7:18 pm 
Disappearing grid images happen when said grid image is too long, especially if displayed in last grid position. BTW, grid icons only need to go in 32x20x8\PIXELMAP. The game can load them from both 32x20x8\PIXELMAP and 64x48x8\PIXELMAP if it's run in hires mode, but I'm not sure the lowres mode wil...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Sound effect problem

 Post subject: Re: Sound effect problem
Posted: Sat Aug 11, 2018 7:12 pm 
I guess there's a specific format to stick to when you create the WAV file. They all seem to be in mono, unsigned 8bit PCM Wave format. Most are 16000Hz and 128kbps, some have different sampling rate. I doubt the distortion could come from the text chunk as there's usualy no reason to fiddle with th...

 Forum: News   Topic: Some stuff in case you missed them

Posted: Wed Jul 25, 2018 10:34 am 
Mastro is still going at it: Caddy from Vice City https://carmageddon.forumfree.it/?t=49158792&st=960#entry621604138 https://i.imgur.com/cMxXLId.png A nice alternate horizon for Bleak City https://carmageddon.forumfree.it/?t=49158792&st=960#entry622002157 https://i.imgur.com/8ueW0W7.png And ...

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

 Post subject: Re: Tosh's car releases
Posted: Mon Jul 23, 2018 9:24 pm 
Razor pointed me to some programs to extract then view the content directly from the GT2 disks. Very impressive models and textures! Also I figured out how to enable the use of a blendtable for a given car material, but some conflict against the level materials seems to occur (don't mind the redish ...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Some questions

 Post subject: Re: Some questions
Posted: Fri Jul 20, 2018 4:31 pm 
Hello and welcome! Here's what I wrote about shrapnel colours: Shrapnel colors. Near the end of the text file. These define the colors of the shrapnels coming out of your car when you hit another car or walls, etc. You can define several colors. They are in the RGB format like so: 210,56,45 (this wo...

 Forum: General Discussion / Rant Forum   Topic: Screen Shots

 Post subject: Re: Screen Shots
Posted: Wed Jul 18, 2018 11:48 pm 
Replaced DEPTHCUE.TAB with a red variant to create a red fog: https://i.imgur.com/dEEu91G.png Too bad this isn't something we can simply specify in a race's text file... The game loads BLUEGIT.TAB (blue fog) and ACIDFOG.TAB (yellow) but doesn't seem to make use of them (they're not used in the water...

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

 Post subject: Re: Tosh's car releases
Posted: Wed Jul 18, 2018 7:14 pm 
https://i.imgur.com/dnrfXUs.png Subaru Cusco Subaru Impreza GT (JGTC) '99 from Gran Turismo 2 for Carmageddon 1 yay For once I spent more time on the physics side than anything else. This convinced me the game engine could have powered realistic racing sims back then. The model and texture are supe...

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

 Post subject: Re: Tosh's car releases
Posted: Sun Jun 24, 2018 5:41 pm 
Almost deleted the folder with these then finally decided against it and finished them. Took way more time than I thought... Most of the menu pics are screwed thanks to C1's awesome menu palette :sdead: https://i.imgur.com/fZLzD8J.png FYI, these models were made by DelkoDuck for the Turbo Run alpha....

 Forum: General Discussion / Rant Forum   Topic: Your Ride?

 Post subject: Re: Your Ride?
Posted: Thu Jun 21, 2018 11:15 am 
Damn, nice progress Alex :sbsmile: She's looking like a fighter who took a beating but still gets up :grin: Some months ago I bought another beatup car to go further in the moutain roads, a 2002 Citroen Saxo. https://i.imgur.com/ySvm0MZ.jpg I'll get a Renault Clio from the same era next month.
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