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 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...

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

Posted: Thu May 12, 2016 11:49 am 
Did a little try yesterday but didn't manage to get far at all. The first hurdle of finding the vertex index has been overcome, but now I'm still figuring out how to make it easier for you and other modders to set the maximum deformation for the trigger vertices. I made a quick try with an editable ...

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

 Post subject: Re: Tosh's car releases
Posted: Thu May 12, 2016 10:06 am 
sweet man, keep up the good works!

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

Posted: Tue May 10, 2016 2:57 pm 
Ok. I will give it a first try tomorrow evening. I've re-read your first post for the eagle mk4 and noticed you mentioned compiling all models into a single dat file. I was sure we tried this way back and never got it to work, but I guess I must have been mistaken or I did something wrong back then....

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

 Post subject: Re: Tosh's car releases
Posted: Mon May 09, 2016 7:52 am 
That Venom looks neat in C1. Textures come out real nice. And quite a tempo you got there :)

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

Posted: Tue May 03, 2016 8:22 am 
new reply to get your attention: Let me see if I have this right: You predefine a certain amount of trigger vertices. These are vertices in the outmost positions of the car, like front_left_top, front_left_bottom, mid_right_bottom, mid_right_top, etc.... And from these points you create your crush d...

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

Posted: Tue May 03, 2016 8:03 am 
:cool: Epic work tosh. Yes we need a generator and I'm more than willing to make one in maxscript. I'll try to work with what you have written here, it seems clear enough for a first try. Coming week will be busy but I'm sure I can make some time next week and start fiddling ;) Perhaps we can work w...

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

 Post subject: Re: Tosh's car releases
Posted: Tue May 03, 2016 8:02 am 
Good luck :thumbsup:

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: The other General

 Post subject: Re: The other General
Posted: Tue Mar 22, 2016 9:37 pm 
Man, you keep cranking these out like it's nothing! :scool: Nice work man!

 Forum: devWAM   Topic: Transparency test

 Post subject: Re: Transparency test
Posted: Tue Feb 09, 2016 8:16 pm 
yes, the texture vertices make sense to me. In fact, the number of texture vertices is leading for the vertex count in carmageddon. (I know this because that's the way I built my exporter) It surprises me that changing the smoothing groups has changed behaviour ingame though. I thought the game woul...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Anvil Launcher for C2

 Post subject: Re: Anvil Launcher for C2
Posted: Wed Feb 03, 2016 9:40 am 
Hah, nice! :rockon:

 Forum: devWAM   Topic: A bit more of Carmageddoom: whole environment swap

Posted: Fri Jan 29, 2016 1:04 pm 
Hm, I would have to look into the parent-children hierarchy stuff then. As far as I know it works in carma2, as I have tested this feature, but perhaps things are different in carma1. I assume you set the export switch to track, and not to car? I always forget the exact differences but from my exper...
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