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 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...

 Forum: Noobs Start Here   Topic: Open Carma 2 cars in Maya (or other current editor)

Posted: Fri Oct 17, 2014 6:21 pm 
Great! Glad to be of service :wink:

 Forum: Noobs Start Here   Topic: Open Carma 2 cars in Maya (or other current editor)

Posted: Fri Oct 17, 2014 12:51 pm 
Not directly in Maya, but yes directly in 3ds max. I made a maxscript pack that can do that for you: http://polygonengineer.com/wp-content/uploads/2014/04/Carmatools_20130131.zip
This works with max 2010 and up.

Do you have experience in Maya as you ask specifically for it?

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: [WIP] PeterKills (aka Randomtruck)

Posted: Thu Sep 25, 2014 7:37 am 
That truck looks real promising dude. The driver model and interior dashboard have come out real nice. I also think the shading/highlighting on that big metal bumper has worked out real well! Unfortunately I do not think it is possible to attach a spinning fan to a rocking engine. The fan will proba...

 Forum: Carmageddon: Max Damage   Topic: Flummery v0.3.7.5

 Post subject: Re: Flummery v0.0.3.4
Posted: Mon Aug 25, 2014 1:26 pm 
Hah, the about info I was waiting for! :cool:

 Forum: Carmageddon: Max Damage   Topic: Flummery v0.3.7.5

 Post subject: Re: Flummery v0.0.3.2
Posted: Mon Aug 11, 2014 9:35 am 
Real nice work so far Errol. Too bad the FBX format is such a bitch and taking up so much of your time, but on the other hand it's a good challenge right? Or are you fed up with it by now? :suicide:

 Forum: News   Topic: Mad Max: Fury Road - First trailer

Posted: Sun Aug 10, 2014 10:50 am 
Oh yeah it sure does look promising!

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: C2 Map: Lefty's Mill

 Post subject: Re: C2 Map: Lefty's Mill
Posted: Fri Jul 18, 2014 7:30 am 
Nice work! I had a good couple of laps around the track. It is really satisfying to take the jumps and land them perfectly on the other side of the humps. :) Did you rip these models with Project 64? It is pretty neat what you can get. I manged to rip some of the San Francisco Rush 2 maps which are ...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: C2 map: Springfield Cemetery

Posted: Mon Jul 07, 2014 7:38 am 
Sweet Mastro! You are really kicking it now aren't you? That track has a good color balance. Grim and dark. Are you using 3ds max now?

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Ramraider + Big Dump

 Post subject: Re: Ramraider + Big Dump
Posted: Tue Jul 01, 2014 8:58 am 
Looks like a real happy slappy map. I'm sure you will add lots of chickens :wink:

 Forum: Technical Assistance & Help Forum   Topic: ASE2ASC problem

 Post subject: Re: ASE2ASC problem
Posted: Mon Jun 30, 2014 8:49 am 
Double post; If you encounter any issues just let me know. I use max2012 as my main installment and haven't checked compatibility with lower max installments. Knowing Autodesk and their wonderful consistency... (NOT) it would not surprise me that certain functions are broken in older max versions. B...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Ramraider + Big Dump

 Post subject: Re: Ramraider + Big Dump
Posted: Mon Jun 30, 2014 8:39 am 
Mastro, is that Hyrule Castle in the background? :p

 Forum: Technical Assistance & Help Forum   Topic: ASE2ASC problem

 Post subject: Re: ASE2ASC problem
Posted: Sun Jun 29, 2014 4:43 pm 
Ah no there are 32 bit versions of every max installment. I created the package in 2010/2012. But Yes it schould work in 2008 and upward

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Ramraider + Big Dump

 Post subject: Re: Ramraider + Big Dump
Posted: Sun Jun 29, 2014 1:06 pm 
Just tested the ramraider and it looks so good! I love the hand painted textures, the driver model and the front wheel setup. Real cool guys!

 Forum: General Discussion / Rant Forum   Topic: Screen Shots

 Post subject: Re: Screen Shots
Posted: Wed Jun 25, 2014 7:40 am 
Heh, so sweet. We should definitely try to get one of the reincarnation cars in C1 and check the performance. Those things are heavy as well. Did you notice any slowdowns with this monster?

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Fraud Broko 2013 + Silver Countslash

Posted: Mon Jun 16, 2014 12:12 pm 
Heh, it's currently red, pink and orange. :) Still, doesn't look to bad in my opinion. How did FatCat model this? By eye? The 84 chevette looks good aswell. I just think it is too bad that those window reflections are so extremely bright that they draw all attention to them. But yeah, that is a recu...

 Forum: General Discussion / Rant Forum   Topic: CWA slowly getting quite old: a look back

Posted: Tue Jun 10, 2014 9:59 pm 
Hah awesome! Look at those first message boards... :) You kept a good track of the sites history tosh, were you a member all this time? Even though I joined in 2006/07, which is quite late, I have a lot of good memories of this board. I hope many more will come! Happy 16 years everyone!

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: The end of the road.

 Post subject: Re: The end of the road.
Posted: Thu Jun 05, 2014 9:10 pm 
Awwww, what a damn shame! So much work lost! I can imagine you don't feel any motivation to get back into it, and that you see it as a way to cut loose from c2 modding and going on to newer stuff.

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Hong Kong Krunch

 Post subject: Re: Hong Kong Krunch
Posted: Thu Jun 05, 2014 9:03 pm 
God I used to play this game. I remember finding it looking pretty cheap back then, but the game still kept me interested. I had some enjoyable multiplayer splitscreen action with my little brothers. Some of the maps were pretty interesting right? I remember a Paris map, an ice level situated on loo...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Fraud Broko 2013 + Silver Countslash

 Post subject: Re: Silver Countslash
Posted: Thu May 15, 2014 8:51 pm 
Gotta love that teamwork! Long time since you released something tosh, but yeah, looking good as ever.

FatCat, did you model this from scratch? The pointy sharp edges are neat fit for carmageddon. The rear end looks detailed as well. Me like it!

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Testing C1 net mode on single PC

Posted: Thu Apr 10, 2014 2:23 pm 
Heh, that's a pretty neat trick. It must have felt quite lonely though, playing network games on your own. ;) What are you hoping to achieve with the network testing?

 Forum: News   Topic: BREAKING NEWS: TDR3000 ANNOUNCED!

Posted: Wed Apr 02, 2014 1:31 pm 
Hehe, I saw this coming as soon as I read the title... You even took the trouble to photoshop a couple of logos on the images. Thumbs up for the effort Tosh, but maybe next time try something more realistic, haha. ;)

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Sketchup mappy-making-ness...

Posted: Sat Mar 29, 2014 6:53 am 
Just a quick check, are your textures all proper sizes? Power of 2? 32,64,128,256? Pt2 can show other sizes, game cannot.

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Sketchup mappy-making-ness...

Posted: Thu Mar 27, 2014 11:42 am 
I remember having this issue with my very first track, but I just cannot figure out what it was.

You can send me the skp file and I can convert the whole model to the game format for you.

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Sketchup mappy-making-ness...

Posted: Wed Mar 26, 2014 10:17 am 
Why are you not using my 3ds max exporter Blue? What version of 3ds max are you using? If 2010 and above you can use my script and it will save you a lot of headache. It will export your 3ds max file directly to ACT, DAT and MAT files. It will also make it possible to do noncars and other funky stuf...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Peds DO show up in Harmalarms map scripts

Posted: Sat Mar 08, 2014 10:58 am 
Haha, well actually my scriptpack can preprocess tracks as long as they are not to complicated. Blocksburg is a challenge and so far I havent been able to get that track working right away. When I get back, in two weeks time, I will be putting everything back in order, exporter and track paperwork s...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Help with .WAM editing for explosive car

Posted: Sun Mar 02, 2014 9:46 am 
coffeycup wrote:
I don't think it's possible. Unless anyone else has idea.


Probably not possible. I would have to test to be absolutely sure (which I cannot do until beginning of April). But I'd say it cannot be done

 Forum: devWAM   Topic: Anyone had luck adding multiple noncars to a map ?

Posted: Sun Mar 02, 2014 9:40 am 
Sorry I cound not respond sooner. The naming convension of noncars is simple. The & prefix will determine the object is a noncar or not. The XXXX suffix will tell the game what is what. For instance, &tree0003 is the third tree in the map. You can use the numbering for any noncar, so if you ...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Max Autos [Euro Trucks]

 Post subject: Re: Max Autos
Posted: Sun Jan 26, 2014 1:21 pm 
Ah daihatsu... good old days when I still drove one. Nice cars Maxine and good presentation with those shops in the background. :)

 Forum: General Discussion / Rant Forum   Topic: What is level design for Carmageddon?

Posted: Thu Jan 16, 2014 8:40 am 
The thing is that making a good and big open area track for carmageddon simply takes time. Looking at the original tracks from both c1 and c2 you can see they created a single map with different races, mostly 3 of them. Each of these races features a specific strong point in the map. Looking at the ...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Sleep Dirt's Verts [REL] Ford Zodiac: Putrid Horn

 Post subject: Re: Sleep Dirt's Verts
Posted: Thu Jan 16, 2014 8:04 am 
Hey nice work there! I see you already spend attention to the texturing, as you have added darkness on the connection points of the cage. Still that grey, as coffey also mentioned, looks more like concrete. I think if you make more highlights (lighter on top, darker at bottom) the thing will look mo...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: The next one 2014

 Post subject: Re: The next one 2014
Posted: Mon Jan 06, 2014 4:48 am 
I think I should jump in as well, because I have had similar feelings over the past years. I for one am glad people contribute to the community, conversions and supercars or not. I don't care. Isn't the whole idea about modding to have the freedom to do whatever you want? (Either to make Car convers...

 Forum: Technical Assistance & Help Forum   Topic: I ain't got da FUNK...

 Post subject: Re: I ain't got da FUNK...
Posted: Sun Jan 05, 2014 12:35 pm 
yeah but doesn't that mean they only change when you hit the brakes? Not when you let go of the accelerator button. I never looked into the other options for funks actually. Can the accelerator button be used as a trigger?

 Forum: General Discussion / Rant Forum   Topic: Merry Christmas

 Post subject: Re: Merry Christmas
Posted: Wed Dec 25, 2013 4:48 am 
Merry Christmas from Cambodia everyone. I'm having a white christmass this year! Only the white is from the sand of beaches instead of snow. :cool:
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