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 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Items!

 Post subject: Re: Items!
Posted: Tue May 12, 2015 8:46 pm 
That rebuilt drone car looks fun maxine. Looking at that screenshot it just hit me how old this game and it's graphics are. Not bad, but old. We sure are playing with it a long time. :lol:

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Nutopia - Powerslide Conversion

Posted: Tue May 12, 2015 7:19 pm 
Another conversion bites the dust. This track features an underground enclave called Nutopia, a city that hasn't banned racing from its streets but instead made it legal to show of their automotive products. It's a pretty big track with lots of powerups. download it here http://polygonengineer.com/w...

 Forum: General Discussion / Rant Forum   Topic: Screen Shots

 Post subject: Re: Screen Shots
Posted: Tue May 05, 2015 9:09 am 
@maxine: those re-skins of the stock tracks are such a mood-changer for the tracks. I like the beaver woods snow skin very much.

@tosh: nice work man. Clever thinking of just replacing the needed track part. :)

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Kid Room - new map

 Post subject: Re: Kid Room - new map
Posted: Sun May 03, 2015 2:52 pm 
That's better. :wink:

What a fun track coffey. We need more of these, just free-roam, fun to explore maps. It was quite hard to make some of jumps, but I ended up reaching the top of the drawer. ;)

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Kid Room - new map

 Post subject: Re: Kid Room - new map
Posted: Sun May 03, 2015 9:48 am 
It seems I cannot open the archive. I downloaded it 2 times. Are you sure the archive isn't damaged?

 Forum: devWAM   Topic: Unofficial Max Pack 95 Restoration Project Pack

Posted: Thu Apr 30, 2015 6:23 pm 
Well done QTZ. This will make lot's of people happy, including me :smile:

 Forum: General Discussion / Rant Forum   Topic: Screen Shots

 Post subject: Re: Screen Shots
Posted: Wed Apr 29, 2015 9:19 pm 
That looks amazing coffey. That map must be huge! When can we expect to play it :grin: :grin: :grin:

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Devil's Elbow - Powerslide Track Conversion

Posted: Tue Apr 28, 2015 9:05 pm 
I have updated the zip file with: - correct powerup texture brightness. - extra fog. I made it orange instead of purple because I think it suits the horizon texture a bit better. - edited horizon texture. The bottom and top pixels should always be 1 color, otherwise the game will render these pixels...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Devil's Elbow - Powerslide Track Conversion

Posted: Fri Apr 24, 2015 1:01 pm 
Thanks guys. @tosh: yeah, I think you are right about the powerups. I wanted them to stand out and boosted the ambient color to the max only to find out it didn't work this way in un-pre-processed tracks. Once I ran it through pre-processing the track full lit trick started working, and so they were...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Devil's Elbow - Powerslide Track Conversion

Posted: Wed Apr 22, 2015 9:03 pm 
What's this now, another one? :supercrazy: Yup! http://polygonengineer.com/wp-content/uploads/manual/carmageddon/tracks/pwsdMF.jpg This is the Milling Facility track from Powerslide. Post Apocalyptic style that is, so there is little left of the trees except for their rotten carcasses I made good us...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: C2 Map: Doom City

 Post subject: Re: C2 Map: Doom City
Posted: Sun Apr 19, 2015 8:04 pm 
Damn those sidewalks are deadly! :supercrazy:

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

Posted: Sun Apr 19, 2015 8:02 pm 
Image
Ok, this seriously freaked me out. WTF man. :lol: Great fun to see all the extra stuff you put into the map. Real nice addition. This track makes the carmageddon cars look so cute doesn't it?

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

Posted: Sun Apr 19, 2015 7:36 pm 
Thanks for the heads-up Coffey, that was very sloppy of me. I have updated the zip with the txt file. Feeling like a :noob: again

 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 ...
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