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 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Plastic Army Men Peds

 Post subject: Re: Plastic Army Men Peds
Posted: Sun Apr 19, 2015 3:37 pm 
Gee there is suddely a lot of stuff being release lately. These are fun peds coffey! Too bad we cant easilly make custom animations. Would have been fun to see them running around with the foot-plates still attached to the shoes. :smile:

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: The Freezer - Powerslide conversion

Posted: Sun Apr 19, 2015 3:33 pm 
There we go, a release, after a long long time. :cool: http://polygonengineer.com/wp-content/uploads/manual/carmageddon/tracks/pwsdAlpine.jpg You are looking at the Alpine map 'The Freezer' from the 1998 game Powerslide. The track is pretty big and long. Fun fact is that the track has been entirely ...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: C2 Map: Toys in the Hood

Posted: Thu Apr 09, 2015 6:51 pm 
Wahaha, I have this map half converted on my hard drive. Never got to finishing it and now you beat me to it :D

You know you could give colors to those white roof tiles. I did the same with my model using the diffuse color in pt2. ;)

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: C2 map: Empire City

 Post subject: Re: C2 map: Empire City
Posted: Mon Mar 30, 2015 12:16 pm 
This brings back so many memories man. Probably one of the first games I downloaded custom content for. Nice work Mastro, great looking conversion. Razor is right about the skybox, it's quite dramatic. Is is from NFSIII as well?

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Hammered CartoonCar *modded C2 car*

Posted: Thu Mar 26, 2015 12:48 pm 
That looks hilarious M.A. So the hammer actually gets a good weight because of its size?

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

 Post subject: Re: dgVoodoo v2.41
Posted: Sat Feb 28, 2015 12:16 pm 
Wow the d3d windowed mode works surprisingly well. I didn't get the regular error message on shutting down the game. I wonder if it will give us proper error messages now when we add modded content that has flaws.

Anyway, thanks for the find tosh

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Lost again ...

 Post subject: Re: Lost again ...
Posted: Wed Feb 25, 2015 9:34 pm 
I am a big 3dsmax fan. I have been using it for all my carmageddon creations. Before we had the tool ASE2ASC. With it we could convert the ASE files we exported from 3dsmax to ASC format that Plaything 2 could import. The process was slow however, especially if you made minor changes. Another downsi...

 Forum: devWAM   Topic: Carma Key Binder

 Post subject: Re: Carma Key Binder
Posted: Thu Feb 19, 2015 12:55 pm 
Cool. I will give it a try once I get home tonight

 Forum: devWAM   Topic: Carma Key Binder

 Post subject: Re: Carma Key Binder
Posted: Sun Feb 15, 2015 9:24 pm 
Yes I am trying this in C2. My bad. :lol:

 Forum: devWAM   Topic: Carma Key Binder

 Post subject: Re: Carma Key Binder
Posted: Sun Feb 15, 2015 7:56 pm 
Nice tool. I tried it but ran into a problem. I am on a laptop without numpad, so this is really helpfull for me. I just noticed that now that I have set the arrow keys for the accelerate, brake and steering part, that the car steers to the right when I accelerate. These are my settings: 2015-02-15_...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Carma2: Sheldon custom ped

Posted: Thu Feb 12, 2015 9:52 am 
I got the current build of the tools from polygonengineer.com That's the one you want :thumbsup: Yes, those image links are dead as they are 2/3 years old and link back to my old site which has been changed to the polygonengineer.com There isn't much help to be found to be honest. The tools are sti...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Carma2: Sheldon custom ped

Posted: Tue Feb 10, 2015 8:41 pm 
Haha sweet!

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

 Post subject: Re: dgVoodoo v2.41
Posted: Mon Feb 09, 2015 9:01 am 
Nice news find there tosh! I was wondering though, c2 d3d has pretty much always worked for me. Is it commonly known it doesn't for many others?

 Forum: devWAM   Topic: PT2's optimize function

 Post subject: Re: PT2's optimize function
Posted: Thu Jan 29, 2015 9:00 am 
C1 at least requires pixelmap in the .mat file to have the .pix extension attached. Could be a simple box to thick in the exporter and it would automagically add the extension while writing the .mat file. Or if you're courageous, it'd directly write a proper C1 .MAT file (04 type instead of 3C). Ye...

 Forum: devWAM   Topic: The deformable airport railings

Posted: Wed Jan 28, 2015 9:45 am 
Hm, I don't really see the need to do this as we can already have different meshes per smashable using the 'replacemodel' smash type right? about the carmatools and keeping the texture uv's; There is a big chance it doesn't. Actually I am quite sure it doesn't. Recent changes with the optimize funct...

 Forum: devWAM   Topic: PT2's optimize function

 Post subject: Re: PT2's optimize function
Posted: Tue Jan 27, 2015 8:50 am 
Ah! :sad: I see what you mean and I will add it to the list. I remember having some issues with this myself, but thought I had it figured out in the end.

We might as well turn this topic in a Carmatools feature request topic :wink:

 Forum: devWAM   Topic: PT2's optimize function

 Post subject: Re: PT2's optimize function
Posted: Tue Jan 20, 2015 4:58 pm 
Ah so there was still some optimizing done by PT2?

I think PT2 then still uses a threshold or rounding for the vertices, because I remove all exact duplicates. There probably are still some almost-duplicates left that can be removed.

 Forum: devWAM   Topic: PT2's optimize function

 Post subject: Re: PT2's optimize function
Posted: Mon Jan 19, 2015 10:07 pm 
Could some of you guys test my new version of the exporter? I made a complete pack, but only the exporter has changed. It now exports optimized models directly! :rockon: Carmatools_20150119 (just extract it into your main 3dsmax directory, and run the carma_tools.mcr file from the main scripts direc...

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

Posted: Mon Jan 19, 2015 10:04 pm 
Great model ADR. Indeed it crumbles real nicely, especially the front part. Interior is also a great addition! :thumbsup:

 Forum: devWAM   Topic: PT2's optimize function

 Post subject: Re: PT2's optimize function
Posted: Mon Jan 19, 2015 6:02 pm 
Quote:
edit: just noticed I had a very inefficiently coded version of Optimise in my c2Mesh helper class


Thanks Errol! I already made a similar start with my code. :)

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

Posted: Mon Jan 19, 2015 1:28 pm 
Yes, Tosh is right. 3ds max sometimes has issues with UV vertices. If a model vertex has no mapping, which for some reason can exist in 3ds max, then the vertices will not be exported. Unfortunately there is nothing I can do about this at this moment. Try Tosh's solution. That should work. Can you s...

 Forum: devWAM   Topic: PT2's optimize function

 Post subject: PT2's optimize function
Posted: Sun Jan 18, 2015 10:18 am 
I thought it would be better to turn this into a separate thread, so let's keep the optimize function of PT2 in here shall we? :) Well I'm afraid using PT2 for its optimize function can still be critical in some cases. And applying this function can also change the vertices IDs... True. I will take ...

 Forum: Files, Tutorials & Infos   Topic: Final steps when making a C2 car

Posted: Sun Jan 18, 2015 9:40 am 
Quote:
Well I'm afraid using PT2 for its optimise function can still be critical in some cases. And applying this function can also change the vertice IDs...

Maybe we should start a new THREAD about this.

 Forum: Files, Tutorials & Infos   Topic: Final steps when making a C2 car

Posted: Sat Jan 17, 2015 8:31 pm 
Yes this is known ADR. C2 has a different vertex and texture vertex order. Luckilly I have a little script for this that will help you do this in 3ds max: What you need to do is: 1. select you car part, probably the main car as this holds all the rotation vertices for the WAM file. 2. Select the ver...

 Forum: devWAM   Topic: Trying to get a bit of a rain effect in C1...

Posted: Thu Jan 15, 2015 8:17 pm 
I see what you did there! Clever idea. All you need now is a proper animated texture and you are done right? Do you remember you can always set the draw distance in the tracks txt file, at the bottom right below the splash pixelmap entry? 1 // number of splash files CASPLASH.PIX // name of pixelmapf...

 Forum: General Discussion / Rant Forum   Topic: Screen Shots

 Post subject: Re: Screen Shots
Posted: Tue Jan 13, 2015 1:52 pm 
Hell yeah! But the textures are a bit off no?

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: C2 map: Hometown

 Post subject: Re: C2 map: Hometown
Posted: Mon Jan 05, 2015 10:46 am 
Oh wow. At first I thought, where do I remember that name from. Then it hit me when I saw the little town and flags. Man I played this game over and over and over! how did you get your hands on these models? I was always a big fan of the forest/mountain track. I think it was called "Rocky Pass&...

 Forum: General Discussion / Rant Forum   Topic: Nice trip down memory lane!

Posted: Wed Dec 31, 2014 11:49 am 
Yeah great to see you back in the game ADR! I've always been a fan of you models. Such high detail, even back in the old days. :) You shop looks impressive. I read that some cars come with a turbo-smooth modifier for easy LOD access. Can you give an estimate of the polycount of the lowest levels? Or...

 Forum: News   Topic: Ultimate Car Pack released

Posted: Sat Dec 13, 2014 8:37 pm 
Wow this is epic! :eek: :cool:

 Forum: Technical Assistance & Help Forum   Topic: ASE2ASC problem

 Post subject: Re: ASE2ASC problem
Posted: Wed Dec 10, 2014 8:39 am 
Uh, that stinks... Then there isn't much else to do than just revert back to ase2asc. The carmatools really don't work on any installment lower than 2010... :(

What resources are you lacking specifically? Or doesn't the installer tell you?

 Forum: devWAM   Topic: Animated sky in C1 and C2

 Post subject: Re: Animated sky in C1
Posted: Fri Nov 21, 2014 4:11 pm 
Quote:
It's the thread in /wsg/ (this one if it's still up, more here) that gave me the idea.

Wow these are great. The rainy ones especially!

 Forum: devWAM   Topic: Animated sky in C1 and C2

 Post subject: Re: Animated sky in C1
Posted: Fri Nov 21, 2014 1:19 pm 
:sgn: This is amazing Tosh! What made you think of trying this? This will be a great a addition to C2. I can think of all sorts of applications, moving clouts, flying comets, raging tornado's, etc...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Carmageddon, doing stupid things since 1998

Posted: Mon Nov 10, 2014 10:28 am 
Ah, I vaguely remember having issues with this on my destruction derby mod. In the end I decided that all cars were better off having the same strength rating. Finally, I made it so all the cars are in every race as well... Perhaps this is the best way to go for you too, just giving all cars the sam...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Derby Experiment

 Post subject: Re: Derby Experiment
Posted: Tue Oct 21, 2014 6:42 pm 
Can't you set the race to be started as a network gametype race somewhere?

Perhapsf you can set the 'default number of opponents' value to 0 in the general RACES.TXT file, just like it is set in the NETRACES.TXT file? I have no maps to test this quickly, otherwise I would'v myself.

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Derby Experiment

 Post subject: Re: Derby Experiment
Posted: Sun Oct 19, 2014 2:55 pm 
Maxine this is FUCKING AWESOME. You system sure works great though. I was thinking, are you suing specific opponent points for the caravans and random grid placement for the cars? Can this fix the having to restart over and over issue? Also that car looks great by the way. Can't wait to see what you...
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