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 Forum: GrandCarma   Topic: Carma2 to GTA-SA project

 Post subject: Carma2 to GTA-SA project
Posted: Sat Jul 14, 2007 4:57 pm 
well the nuclear silo can be attached to the desert map quite easilly i guess, others are more island-like. I know beaver city has one point where a highway is easilly connected, and the airport and ski-track can be connected that way. And most maps contain water-edges, so i could allways use the oc...

 Forum: GrandCarma   Topic: Carma2 to GTA-SA project

 Post subject: Carma2 to GTA-SA project
Posted: Sat Jul 14, 2007 9:02 am 
Haha... mine actually came from this website, but i have the red version. :p

[url=http://m2museum.com/]Micro Machines museum[/url]

 Forum: GrandCarma   Topic: Carma2 to GTA-SA project

 Post subject: Carma2 to GTA-SA project
Posted: Fri Jul 13, 2007 7:35 pm 
Allmost, I'm 22 years old. :sglasses:

 Forum: GrandCarma   Topic: Carma2 to GTA-SA project

 Post subject: Carma2 to GTA-SA project
Posted: Fri Jul 13, 2007 5:09 pm 
No seriously! I have a lot of those micro machines... used to collect them. I have more over 150 i believe... :nyaha:

 Forum: GrandCarma   Topic: Carma2 to GTA-SA project

 Post subject: Carma2 to GTA-SA project
Posted: Fri Jul 13, 2007 9:57 am 
Awesome! You just made me very happy! :nice: About connecting the tracks, i was more thinking of placing them next to eachother, as islands. And i have to think of a way to 'close' them, since most of the tracks have high wall's as map boundry's. And these single faced high walls are pritty ugly see...

 Forum: GrandCarma   Topic: Carma2 to GTA-SA project

 Post subject: Carma2 to GTA-SA project
Posted: Tue Jul 10, 2007 8:24 am 
LOL

[url=http://img267.imageshack.us/my.php?image=gtasavscarma2bd3.jpg][img]http://img267.imageshack.us/img267/6523/gtasavscarma2bd3.th.jpg[/img][/url]

 Forum: GrandCarma   Topic: Carma2 to GTA-SA project

 Post subject: Carma2 to GTA-SA project
Posted: Tue Jul 10, 2007 6:27 am 
Well the porting from carmageddon 2 to max is done by Toshiba ( hail ) Couldn't have done it without him. I was thinking the same, porting some origninal cars from c2. But i thought i'd take it one step at a time, and finish the track first. If you guys like to contribute cars it would be more of a ...

 Forum: GrandCarma   Topic: Carma2 to GTA-SA project

 Post subject: Carma2 to GTA-SA project
Posted: Mon Jul 09, 2007 12:50 pm 
Nope, i've done the scaling by refering to a car model, and it's pretty acurate. when you look at the hight of the first floor of the buildings, you can see it's fine the way it is :nice: and, yes, i was planning on taking the ones from SA. I'm just trying the lanterpost and trafficlights, since the...

 Forum: GrandCarma   Topic: Carma2 to GTA-SA project

 Post subject: Carma2 to GTA-SA project
Posted: Mon Jul 09, 2007 12:25 pm 
Thought you guys might find this interesting After doing my final exams, and work work work, i finally found some time to work on this. It is coming along nicely. Took a long time to find a way to convert it, but i'm nearing completion. Right now, i've converted only the map parts, no tippables or m...

 Forum: devWAM   Topic: Old Town Square

 Post subject: Old Town Square
Posted: Thu Jun 28, 2007 11:25 am 
Hey, great looking map! I really like the sunny sky texture combined with the happy feeling german map :smile:

makes me wanna drive around the pedestrians instead of into them :heh:

but great work, i know how hard it can be to do a hard-way conversion

 Forum: devWAM   Topic: Gta3 to Carma2 project status

Posted: Wed Jun 13, 2007 12:44 pm 
Well, i mean the black area's also found in coffeycup's screenie. But i believe this is just a missing texture now...

 Forum: devWAM   Topic: Gta3 to Carma2 project status

Posted: Tue Jun 12, 2007 7:30 pm 
Is everyone having these really black shadows? Because here (my pc), it overrules every texture, giving a complete black shadow...

 Forum: devWAM   Topic: Carma 2 3d max question

 Post subject: Carma 2 3d max question
Posted: Mon Jun 11, 2007 2:58 pm 
Thanx Tosh!

I update this post when i have some result. Allthough it's not a carma project... :smile:

 Forum: devWAM   Topic: Carma 2 3d max question

 Post subject: Carma 2 3d max question
Posted: Thu Jun 07, 2007 9:12 am 
I definately agree with the mod part. As of now i havn't found any c2 cars for gta yet... guess no-one tried. But the Eagle3 in GTA for example... I would REALLY like that :sglasses:

 Forum: devWAM   Topic: Carma 2 3d max question

 Post subject: Carma 2 3d max question
Posted: Thu Jun 07, 2007 8:06 am 
Gewoon een beetje hobby-en...

Just for fun, a one-man's project. You kidding me, a website... :nyaha:

 Forum: devWAM   Topic: Carma 2 3d max question

 Post subject: Carma 2 3d max question
Posted: Wed Jun 06, 2007 1:55 pm 
Hm, I've been looking into the Max file today but i've stumbled into some problems. Since i'm such a Max-noob i dont mind asking, how are the materials assigned to the meshes. I can see it are standardmaterials, but i cant find them in the material editor. The point is that i quickly want to change ...

 Forum: devWAM   Topic: Carma 2 3d max question

 Post subject: Carma 2 3d max question
Posted: Tue Jun 05, 2007 4:31 pm 
OMG, you're the greatest! This is awesome... Thank you so much :sglasses:

 Forum: devWAM   Topic: Carma 2 3d max question

 Post subject: Carma 2 3d max question
Posted: Tue Jun 05, 2007 11:26 am 
Well after a bit of messing around myself i found out a great way to export the maps form the Nintendo 64 game, using Nemu and VMRL extractor... I think it looks pretty cool, but it still needs a lot of work though... [url=http://imageshack.us][img]http://img530.imageshack.us/img530/9414/newcitybj6....

 Forum: devWAM   Topic: Carma 2 3d max question

 Post subject: Carma 2 3d max question
Posted: Tue Jun 05, 2007 8:30 am 
Nee hoor, je hebt het helemaal goed! Maar ik denk niet dat veel mensen dat nu zullen weten :sglasses: I know, I know... I had to work with Maya in college, so that's why i know it so well... But to be honest, I think it sucks that i have been putting all my time in Maya, while i should have been wor...

 Forum: devWAM   Topic: Carma 2 3d max question

 Post subject: Carma 2 3d max question
Posted: Tue Jun 05, 2007 6:06 am 
Argh, too bad :uho: Well, i'm currently working in 3dsMax 8. Although most of my modeling is done in Maya 7 (Really have to learn modeling in Max though) If you guys could help me import the Newcity/Beaver city track into 3dsMAX i would really appreciate that. ( That will be my fist, lets see if I c...

 Forum: devWAM   Topic: Carma 2 3d max question

 Post subject: Carma 2 3d max question
Posted: Mon Jun 04, 2007 1:34 pm 
Yes, i just found out. Furthermore i get this error when openening de obj file in 3dmax -- Unable to convert: undefinded to type: Float refering to the line in the script fn fGetValue tf= ( retval=undefined temp=ReadValues tf if temp.count<3 then ( retval=temp[2] )else( x=temp[2] as float y=temp[3] ...

 Forum: devWAM   Topic: Carma 2 3d max question

 Post subject: Carma 2 3d max question
Posted: Mon Jun 04, 2007 10:53 am 
Thanx for the quick reply !

i'll try it out right now.

I need them because i'm trying to do a conversion from carma 2 to GTA San andreas. In the upcoming release of Multi theft auto there is a custom model support embedded in the code. I thought it would be great to use the Carma2 maps online... :)

 Forum: devWAM   Topic: Carma 2 3d max question

 Post subject: Carma 2 3d max question
Posted: Mon Jun 04, 2007 9:50 am 
Hi guys, i'm new here, but have played carma2 years ago, and just started playing again. Great to see that the modding is still alive! My question is, can anybody tell me if there is a way to import the carmageddon2 tracks into 3dstudio max. I've been looking around several forums, but did not find ...
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