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 Forum: devWAM   Topic: BRender features I hope are implemented in Carma and ...

Posted: Mon Nov 12, 2018 6:55 pm 
... and we will be able to reach someday. 1. Vertex colours. They definitely are BRender features and should be defined per vertex in the DAT file. They are used if the material applied on the model is set to pre-lit. in MODEL.H: typedef struct br_vertex { br_vector3 p; /* Point in model space */ b...

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

Posted: Mon Nov 12, 2018 2:38 pm 
In Carmageddon 1 (software mode), there's an inconsistency between the sky rendered by the external camera and the one rendered by the internal cam (cockpit). If I'm not mistaken, it's the same difference as between the skies of the C1 software external cam and the external cam while in Glide mode. ...

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

Posted: Mon Nov 12, 2018 2:16 pm 
In Carmageddon1 (maybe C2 software too), applying a blend table on a material (either via the \50 switch in the identifier or by loading the table directly within the material file) will disable the depthcue/fog shading on it. This basicaly renders these materials full bright and can be used for neo...

 Forum: devWAM   Topic: prefixes/flags/switches in actor and material identifiers

Posted: Mon Nov 12, 2018 2:10 pm 
Screenshots to illustrate that new-fangled &% sprite effect thing: the GASSO sign the first C1 race actually makes use of it, no one ever noticed I suppose? https://i.imgur.com/S3wvr6q.png Investigating further, I found very early C1 levels were using &% sprites for lamp posts and traffic li...

 Forum: devWAM   Topic: prefixes/flags/switches in actor and material identifiers

Posted: Mon Nov 12, 2018 2:06 pm 
A post to sum up what we know (and don't) so far. for the actors & prevents an element from being preprocessed within the mesh of the level. The element is thus available for grooves, smashables, etc. Its model can be instanced. example: &moveablecrane.act &% is the same as above but the...

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

 Post subject: Re: Tosh's car releases
Posted: Fri Nov 09, 2018 2:46 pm 
https://i.imgur.com/BMbefw0.png EDWARD CARNBY from Alone in the Dark 1 -> https://rr2000.toshiba-3.com/carmageddon-1#cars When I remembered the intro had a vehicle, I had to put it in C1 with Edward behind the wheel. I used AITD Room viewer to display the models and Intel GPA to capture them. The m...

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

Posted: Wed Nov 07, 2018 8:40 pm 
More progress from FunkyFr3sh, especially making cnc-ddraw work again with Carmageddon 2 software!
However IIRC, direct3d might not like Carma95+multithreading too much. So stay in OpenGL.
https://github.com/CnCNet/cnc-ddraw/releases

 Forum: General Discussion / Rant Forum   Topic: Screen Shots

 Post subject: Re: Screen Shots
Posted: Wed Nov 07, 2018 8:36 pm 
I simply ported the Eagle MK1 and Maim Street to Carmageddon which I run in software mode (patched to 640x480) :grin: Your last pics don't show atm btw. I tend to use imgur.com to host pics, never failed so far (still salty about imageshack taking everything down many years ago). https://i.imgur.com...

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

 Post subject: Re: Carma gets Hard boiled
Posted: Wed Nov 07, 2018 8:30 pm 
Nice work, the mod for LeadPumper is a cool idea. I noticed you stretched the bounding box to the extend of the front tubes. I would have left the original bounding box untouched but added extra collision points along the tubes (two per tube). And maybe one per side armor plate thing. For the truck,...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: A little pack around Chevy2's physics mod

Posted: Sun Oct 21, 2018 2:24 pm 
https://i.imgur.com/d2sQAmC.jpg Hello there. While sorting my Carma archives, I decided to make something with the stuff ChevyII (small_block on CWA) had sent me over ten years ago: he had tweaked C2 to have more realistic physics, especially the gravity. Then had adapted a dozen cars to the increa...

 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

Image
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Image :swheel:
Image

 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
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