Having trouble logging in? Password not accepted? Recently some bad apples caused a bit of a ruckus around here and a few accounts had to be reset.
Please, drop Toshiba, Errol or n3wton a line and they'll sort you right out! We apologise for any inconvenience this may cause :(

Search found 1191 matches
Sort by:  
Search these results:

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Tosh's car releases

 Post subject: Re: Tosh's car releases
Posted: Tue May 16, 2017 7:36 am 
Hey I couldn't remember that SUV but it is shown at the end of Blue Shift? It really shows how texturing has improved over the years. These textures are so toon-ish looking, heh.

Nice little addon though. It must have been fun placing those scientists ;)

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Cruise Map (unfinished) by C2_Scientist

Posted: Tue Mar 28, 2017 7:36 pm 
Boy that track was/is huge. I remember being extremely impressed by it when I first drove it back in the day. Did you build all of it in 3ds max? It's a shame c2 cannot handle larger tracks and files and that we are limited to the 1998 rendering standards. I would love to expand the game with so muc...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Beaver Mountains skin: Grasslands Of Gore

Posted: Tue Mar 14, 2017 10:41 am 
I just played a while in this track. It's funny how the texture switch workes quite well in certain areas but doesn't work at all in others. For example, there is grass on top of the walls, roads are interupted by patches of grass etc. :) Nice idea though, and I see you replaced more than just textu...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Beaver Mountains skin: Grasslands Of Gore

Posted: Thu Mar 09, 2017 4:30 pm 
Hah, never thought of that! Now do the reverse! :cool:

 Forum: General Discussion / Rant Forum   Topic: Going forward with the CWA

Posted: Mon Mar 06, 2017 11:15 am 
Well first I don't follow many other old gaming communities. I do see some news/feed setups like Func_Msgboard. Goldeneye Vault for example. I guess that's the main theme across the board (pun intended) I'm glad that you are giving CWA another overhaul! My thoughts: - Separating C1 and C2 subforums ...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: CTT #2: Testing modular level design for C2

Posted: Fri Mar 03, 2017 9:14 pm 
Hah you did many cool things there tosh! I like the exploding pile of peds man. And even though it is a small testmap, I tells a short story :scool:

The texturechange on lastlap is impressive. Why did you use the lastlap trick for this? Couldn't you have used a smashable to trigger a funk?

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: CTT #2: Testing modular level design for C2

Posted: Fri Mar 03, 2017 8:39 am 
:cool: Harm's script also makes it very easy and fast to get stuff ingame and test little changes, though I must confess I still use PT2 to compile the map as I noticed differences in beheaviour (3ds Max sources are included with the track zip file by the way), and still do the text setup by hand (t...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: CTT #2: Testing modular level design for C2

Posted: Sun Feb 26, 2017 7:09 pm 
awwww, that sucks! Shit like this just happens to the best of us as it seems. ;)

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: CTT #2: Testing modular level design for C2

Posted: Tue Feb 21, 2017 12:57 pm 
Hmm, that's odd. Have you checked the original maps as a reference? These use the same trigger system as I believe (Silo and Carrier?)

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: CTT #2: Testing modular level design for C2

 Post subject: Re: Screen Shots
Posted: Mon Feb 20, 2017 9:29 am 
Hah nice screenshots. I like the max-screenshot in particular. It's easy to recognise some of the building blocks from the different levels. (quarry and the silo) Also, you are using max2012. That is a very good and stable version. :thumbsup: 2015 is what we use at work and is also very stable, but ...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: CTT #2: Testing modular level design for C2

 Post subject: Re: Screen Shots
Posted: Thu Feb 09, 2017 4:36 pm 
:saston:

Why do your c2 screenshots always look so nice and crispy. What is your c2 setup? I want it! :)

 Forum: General Discussion / Rant Forum   Topic: Obsessed with Carmageddon (PC Zone #78, July 1999)

Posted: Tue Feb 07, 2017 2:17 pm 
Look at some of you guys being mentioned in the article's screenshots :). I never knew the carmageddon fandom was featured in an actual article. I didn't know that was a thing in general to be honest. But this is really cool. Where did you find it? edit: damnit, now you got me browsing old carma sit...

 Forum: General Discussion / Rant Forum   Topic: Is this thing on?

 Post subject: Re: Is this thing on?
Posted: Mon Jan 16, 2017 8:41 am 
*TRIGGERED*

 Forum: News   Topic: Merry xmas, Happy new year, Tez eagle for c2

Posted: Fri Dec 30, 2016 7:17 pm 
Wow 79k huh? Impressive. Thanks for the car bud and a happy newyear to you all! :cool:

 Forum: devWAM   Topic: Carmatools Maxscript Pack [WIP]

Posted: Wed Dec 21, 2016 11:54 am 
Ho Ho Ho, hello there Pip. I understand you are already exporting models from max. I know I claim that Plaything2 is not needed anymore, and in theory this is true. However, PT2 can still be a good tool for checking your model in a fast way. So can you send me the files so I can check them here in P...

 Forum: Files, Tutorials & Infos   Topic: Quick C1/C2 finds & facts

Posted: Tue Dec 20, 2016 5:20 pm 
Wow, where did you find all that motivation? :thumbsup: Never expected the crushing to be instanced too. And when instancing on detachables is also not really working it makes it a bit useless on cars if you ask me. Unless you have super highly detailed wheels and start using the parenting system if...

 Forum: Files, Tutorials & Infos   Topic: Quick C1/C2 finds & facts

Posted: Fri Dec 16, 2016 8:44 am 
damn, that's a pity :sad:

 Forum: General Discussion / Rant Forum   Topic: Screen Shots

 Post subject: Re: Screen Shots
Posted: Tue Dec 13, 2016 11:01 am 
dl link here

Looks like it must have been a fun little project. :thumbsup:

 Forum: General Discussion / Rant Forum   Topic: Trucking Hell! (a silly sprite game concept)

Posted: Mon Nov 28, 2016 9:46 am 
Jezus what a post! I will read it when I'm at home and have the time to focus. But hats off to the artwork/spritework. :supercrazy: :thumbsup:

 Forum: General Discussion / Rant Forum   Topic: Happy Halloween 2016! (eerie silence)

Posted: Thu Nov 03, 2016 5:07 pm 
I'd say Mechanic!

Don't worry, we are still here. I check the board every single day still, as I have been doing for the past 10 years. :wink:

 Forum: General Discussion / Rant Forum   Topic: ReShade in Carmageddon 2

Posted: Thu Nov 03, 2016 5:01 pm 
Never heard of ReShade. This is by far the best post processing effect I have seen on Carmageddon. It does a much better job than the ENB tools. But I still can't say I'm a big fan of the effects in general. The ambient occlusion, besides the obvious nasty effects in the bottom of the screen, is too...

 Forum: devWAM   Topic: New C2 tricks + C1 crush data (Eagle MK4)

Posted: Tue Sep 13, 2016 9:49 am 
Yeah, I'm afraid so. I will go and study one of the original cars again. Hopefully I can find a solution for the crashes that way.

 Forum: devWAM   Topic: New C2 tricks + C1 crush data (Eagle MK4)

Posted: Sun Sep 11, 2016 3:21 pm 
Found a little motivation to work on this today, and got the first (though not very sexy) results out of max! crushdata_1st_attempt.jpg This works by selecting a vertex in max and then generating a crush data based on that selection. It should work on a multi-selection, however, it doesn't' :ssad: I...

 Forum: News   Topic: Carmageddon: Crashers

 Post subject: Re: Carmageddon: Crashers
Posted: Wed Sep 07, 2016 1:56 pm 
Heh! I kinda thought this would generate some discussion at least :sgn: Well yeah! I was on holiday for the past three weeks so I missed it. Sounds very interesting. Free to play, hmm... Well, that is starting to be the norm anyway, so why not. And indeed, where are all the reactions guys? :eek: Ho...

 Forum: devWAM   Topic: Carmatools Maxscript Pack [WIP]

Posted: Sun Aug 14, 2016 8:29 pm 
That part about the helper objects makes perfect sense now, thanks. Also, importing many tracks instead of just one will definitely be the cause of the slowdown. It might be because I use 'getnodebyname' calls and those only get slower with a bigger node pool. But in general Max just gets slower and...

 Forum: devWAM   Topic: Carmatools Maxscript Pack [WIP]

Posted: Fri Aug 12, 2016 5:02 pm 
When the ACT is imported what's the reason for the way it uses groups? The sole reason for them is that they act as null nodes in the hierarchy. Pivot's of car wheels that should rotate the wheel when steering sometimes lack a model, but do have an act entry for rotation purposes. The group will ac...

 Forum: devWAM   Topic: Carmatools Maxscript Pack [WIP]

Posted: Wed Aug 10, 2016 4:52 pm 
Oh sweet man, nice work. No problem with releasing it. I'm glad you made the time to improve it. It's also a well needed addition and I think Toshiba will be very happy with it. The exporter already had some changes to fit c1's need, but I never checked it with tracks. I haven't done any work on the...

 Forum: devWAM   Topic: New C2 tricks + C1 crush data (Eagle MK4)

Posted: Wed Jul 13, 2016 2:26 pm 
Cool, thanks! Good to know about those 3 crush data entries, that makes sense.

 Forum: devWAM   Topic: New C2 tricks + C1 crush data (Eagle MK4)

Posted: Tue Jul 12, 2016 7:50 pm 
Just posting here to let you guys know I have done a little work on the crush-generator for my tools. I can use max's soft selection to figure out which vertices will be affected by the trigger vertices. The rest of the setup is just a bit of a headache at the moment :crazy: I'm not sure if I quite ...

 Forum: News   Topic: Carmageddon: Max Damage out now on PS4 and Xbox One

Posted: Tue Jul 12, 2016 1:38 pm 
Hmm, I haven't played C:MD yet, but I have read a bunch of reviews. While reading them I noticed that the majority of them seem to be regarding C:MD as a triple-A title or something similar while it was actually made as an Indie game. Let's not forget that it has been developed by a relative small t...

 Forum: General Discussion / Rant Forum   Topic: Screen Shots

 Post subject: Re: Screen Shots
Posted: Mon Jun 13, 2016 7:50 am 
:eek: :smile:

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Tosh's car releases

 Post subject: Re: Tosh's car releases
Posted: Wed Jun 01, 2016 11:52 am 
That interior looks like it came straight out of the original game. :thumbsup:

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Tosh's car releases

 Post subject: Re: Tosh's car releases
Posted: Wed May 25, 2016 8:06 pm 
Hah, cool addition Tosh

Quote:
Can't wait to be able to add rudimentary crush datas!

Yes yes, I know I know :ssurpr:

 Forum: devWAM   Topic: New C2 tricks + C1 crush data (Eagle MK4)

Posted: Wed May 18, 2016 8:17 am 
If that is what you did and it worked nicely then I have my answer :swink:

 Forum: devWAM   Topic: New C2 tricks + C1 crush data (Eagle MK4)

Posted: Tue May 17, 2016 7:19 pm 
I have made a script that will convert your max-vertex selection to carma's vertex indices for fire points etc. This will serve as a basis for the rest of the crush data scripts I hope to make. I haven't figured out yet how to update on the fly, so it works with a button right now. http://www.harmso...
Sort by:  
Page 2 of 35 [ Search found 1191 matches ]
Pages:  << 1, 2, 3, 4, 5 ... 35  >>



Extra information
It is currently Wed Jan 23, 2019 3:10 am,

Please Register a username.

Powered by phpBB :: Hosted by n3wton :: Molested by goats
CWA Links
Facebook