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

Posted: Sun May 20, 2018 11:12 am 
Shortening the filenames made it work? :saston:
SLTSEDANBON is indeed too long (though it should work anyway (at least with Carma95)) but SLTSEDAN fits the 8.3 filename convention.
Weird :eek:

 Forum: General Discussion / Rant Forum   Topic: Screen Shots

 Post subject: Re: Screen Shots
Posted: Sun May 20, 2018 11:07 am 
Sadly haven't ben hurrying as much as I would have liked... months pass by quickly :ssad: I'll see to get it done.

Nice screenshots again! You removed the green skin for Stiletto XL though?

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

 Post subject: Re: C2 To C1 Car Release
Posted: Sat May 12, 2018 9:10 pm 
(...) but the tail of the plane keeps entering into building and the floor (...) This is just an issue with the bounding box. You have to tweak it according to the limits of the model as seen in PT2 when you import the DAT file (to have it positioned on the origin). The Ymin value should be higher ...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Straight C2 to C1 converting

Posted: Sat May 12, 2018 9:02 pm 
Sadly no, there is no convenient way to simplify a model's overal topology. While Carma1 doesn't really care about onscreen polycount (in software mode at least), I understand such geometry density often translates into visual noise when rendered in lower res + paletted textures. Depends on the mode...

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

Posted: Fri Apr 27, 2018 7:16 pm 
https://i.imgur.com/fZdB7xb.png Congrats on the first release :beer: Despite being a bit dark for C1 (I turned the lights on :grin:), it fits nicely in there. Great suspensions too. I think Mastro should be credited for porting the 3D data to the BRender format? Some details about the zip archive: ...

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

 Post subject: Re: C2 To C1 Car Release
Posted: Fri Apr 27, 2018 3:46 pm 
WadeSullivan wrote:
wheels fixed

Quick post to say Wade/Divatox also took the time to fix mislabeled wheel models within my addon cars (my first 17 C1 items) and I now updated the archives at RR2000.

Thanks man :beer:

 Forum: General Discussion / Rant Forum   Topic: Screen Shots

 Post subject: Re: Screen Shots
Posted: Fri Apr 27, 2018 12:28 pm 
Putting the SinCity palette to good use! Great screenshots!

Here's a (old) one from me:
Image

Still very WIP as the rear wheels should turn in the opposite direction, and the "steering stick" must lean a bit to the left.

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

Posted: Fri Apr 27, 2018 11:48 am 
@Links: Good that you keep on progressing :) Out of the blue: are you working from a system-protected folder? (within Program Files for example, as happens with Steam) Don't hesitate to upload nonworking files (like the copcar) so that we can tell you the issue directly. IMO the sedan and copcar bei...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Straight C2 to C1 converting

Posted: Fri Apr 27, 2018 11:16 am 
Just posting the videos again:

Whole process: https://www.youtube.com/watch?v=pmRiL8BBE-Y (should be remade)
Additional step (merging the main model): https://www.youtube.com/watch?v=OrHHGYmjykg
Making a bonnet out of the main model: https://www.youtube.com/watch?v=FkQf6RZTYuw

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

Posted: Thu Apr 26, 2018 4:53 pm 
I know the feeling... Just keep in mind this [modding] must stay an enjoyable hobby. You shouldn't have to force yourself (too much). I too skip stuff sometimes (when I just want the addon out of the way): the damage indicator, the cockpit, the driver portraits, sometimes even the simple model and b...

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

Posted: Wed Apr 25, 2018 5:18 pm 
Hey Links, Any progress on this project? :sbsmile: About the bonnet problem, I finally did a quick video to illustrate how I used to do it. Can you confirm that you run into the same issues even when following these steps? Basically, I make sure to have the whole model into the viewport to be able t...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Crush It - A crush data generator for Carmageddon

Posted: Mon Apr 23, 2018 5:11 pm 
Errol's trying to figure out how some crush datas make the game crash upon exiting the race (and how to circumvent the issue). It only happens with CARMA95 because it features a memory protection that was only intended for debugging. I guess Errol could explain it better. In the meantime, Errol poin...

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

Posted: Wed Apr 18, 2018 11:30 am 
I didn't check the scale, sorry about that. However I made sure to send you properly centered (in comparison to wheel coords along the Z axis) scenes (both actors and models), so I guess you must have moved them somehow. Maybe while scaling down? About the screeching problem, you could have simply r...

 Forum: General Discussion / Rant Forum   Topic: Screen Shots

 Post subject: Re: Screen Shots
Posted: Wed Apr 18, 2018 10:32 am 
Damn, that looks so awesome. I don't think we can make peds any thougher uh?

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Crush It - A crush data generator for Carmageddon

Posted: Wed Apr 18, 2018 10:30 am 
CrushIt generates crush datas in a fashion extremely similar to the original cars. Some original cars have near 1:1 identical crush datas if you run them through CrushIt. Errol worked out CrushIt settings until it was able to replicate almost exactly those original crush datas. It seems obvious to m...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: C1 Back of Beyond

 Post subject: Re: C1 Back of Beyond
Posted: Sat Apr 14, 2018 11:34 pm 
Crazy amount of peds!
I noticed too that you used the YON multiplier to maximise draw distance :eek:

Image
Image
Image

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Anvil Launcher for C2

 Post subject: Re: Anvil Launcher for C2
Posted: Sat Apr 14, 2018 10:24 pm 
Hello there, as you posted on youtube but here as well, I'll just reply here. Can you tell me which version of the game you're playing? Steam/GOG, Vanilla pack, your own CD, a copy from the net, ..? Does the game shout a specific error when it crashes? (I doubt it as this is C2 after all) You should...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Crush It - A crush data generator for Carmageddon

Posted: Fri Apr 13, 2018 4:48 pm 
Here we are! 20 years later, the last missing piece of C1 modding has been attained :crazy: Again, extreme thanks to you Errol. It means a lot to us and for C1 modding as a whole. Plus it's a nice and straightforward software, makes it all very easy. https://i.imgur.com/cL5soK4.png fig.1: "Beau...

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

 Post subject: Re: C2 To C1 Car Release
Posted: Fri Apr 13, 2018 4:24 pm 
Great work so far!
I feel like you're getting the hang of the tech side of C1 modding which is nice :sbsmile:

Very interesting for me to help you, as it shows me steps/details I overlook when explaining to others and how to present it through videos.

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

Posted: Fri Apr 13, 2018 4:16 pm 
Here we are: http://rr2000.toshiba-3.com/R6/SILENTCARS.zip These files should be C1-ready, just have to do the paperwork. https://i.imgur.com/AuP11YK.png I processed the wagon too and quickly reconstructed the jeep while I was at it. Up to you or anyone to port them ingame. The textures are too dark...

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

Posted: Sun Apr 08, 2018 8:33 pm 
Here are a couple of videos: Loading and applying the Carma palette in GIMP: https://www.youtube.com/watch?v=jpzBKpM4q0g (Carmagedit might should an error upon importing the BMP but the actual import seems to work Isolating and setting up a car from the Silent Hill level mesh: https://youtu.be/omimE...

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

Posted: Fri Apr 06, 2018 9:56 pm 
(Hello and welcome :swink: ) Ah the level is preprocessed so it's not easy to work on it with something like CarEd. The best way to go about this would be to import the level in 3dsMax with Harmalarm's CarmaTools. Or then load what you have in Plaything2 as it's possible (albeit tedious) to select a...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Save Sum

 Post subject: Re: Save Sum
Posted: Sat Mar 31, 2018 10:28 am 
:beer:

Pretty sure it'll come in handy!

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Straight C2 to C1 converting

Posted: Mon Mar 26, 2018 8:19 pm 
Ok I finally had a look at your files. First, the supplied .mat files for combine, 37ford and fatline didn't have the .pix added so that was annoying. Then I noticed that for some reason you based on (or tried to load?) other addon cars resources. Combine tries to load Coupe de Grace simple/bonnet m...

 Forum: News   Topic: nGlide 2.0 & dgVoodoo v2.55

Posted: Sun Mar 25, 2018 4:58 pm 
dgVoodoo 2.55 ! Changelog: ⋅ Special release of dgVoodoo with DebugLayer providing feedback information is now available ⋅ INFO, WARNING and ERROR type messages with severity levels, including breaking into debugger ⋅ API call tracing with detailed information ⋅&n...

 Forum: General Discussion / Rant Forum   Topic: Screen Shots

 Post subject: Re: Screen Shots
Posted: Fri Mar 23, 2018 5:25 pm 
Nobby shared Ohnhai's early industrial scene:
Image

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

Posted: Mon Mar 19, 2018 6:39 pm 
FunkyFr3sh just did an update to fix the mouse and Alt+Tab in Carma95!

https://github.com/CnCNet/cnc-ddraw/rel ... ag/1.1.6.0

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Straight C2 to C1 converting

Posted: Mon Mar 19, 2018 6:37 pm 
@Wade, when you have stuff not working like these corrupted txt files, just zip it up and share it here. This way we can report on what is the issue precisely :swink: Not sure I understand correctly what you're trying to achieve, but for the default hood just make the txt file load the resources (PI...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Straight C2 to C1 converting

Posted: Fri Mar 16, 2018 5:12 pm 
Wade, if the game moans about materials, then it's the MAT file(s) that hold too many entries. But chances are that you'll have to reduce pixies too after that. Using a hood that uses less materials/pixelmaps is a good idea yeah. QTZ, I had a look at the Swamp Rat and don't see anything wrong with i...

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

Posted: Fri Mar 16, 2018 1:36 pm 
QTZ, it is the other way around, IMG is not supported because of the lack of interest. I don't see what is blocking anyone from modding Android C1, besides the fact they can't help themselves to begin with. How hard was it really to reach out to Trent and Errol to simply ask what was possible? Andro...

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

Posted: Thu Mar 15, 2018 5:28 pm 
Expecting Errol to support IMG just to check if the textures are the same as the iOS counterpart isn't reasonable. The textures are the same, this is the very same game. I'd rather have him waste his time on C1 Crush Datas instead. Img support is necessary in general anyway Why? Unless you're sure t...

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

Posted: Thu Mar 15, 2018 10:38 am 
There's no reason at all for the Android textures to be different from the iOS ones. They used a different format to accommodate for the hardware capabilities and that's pretty much it. Same game entirely really.

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Straight C2 to C1 converting

Posted: Wed Mar 14, 2018 11:16 pm 
QTZ: Indeed, splitting actually doesn't help. I was a bit misled as it does help with tracks. It seems like the maximum pixelmap files possible to load in the 'resource area' is 40. SEMIBON=10 pixies, so SEMI2 must have 30 pixies max. It looks like the materials have the same limit of 40. Honestly i...

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

Posted: Wed Mar 14, 2018 6:38 pm 
Oh there's an easy way to go about this: simply download the template of one of the C2 cars from http://www.toxic-ragers.co.uk/files/carma2/templates/cars/ and swap one of the textures with the transparent one. Then you process it with Flummery, it should do the trick I think? I gave it a try myself...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Straight C2 to C1 converting

Posted: Tue Mar 13, 2018 10:59 pm 
Well I suppose starting your own release thread would be best. And yeah making ZIP/RAR files with the proper folder hierarchy makes it WAY easier for anyone to install the addon.

Don't forget though that you can still complete the project some more with a cockpit and bonnet model!
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