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 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Smoothed Ski Track

 Post subject: Re: Smoothed Ski Track
Posted: Tue Jan 05, 2016 3:23 pm 
I also understood we can't properly instance powerup models so each powerup has its own model, a tad annoying as it fills up the model pool (or did I miss some tip about this?). Hmm, I would have to look into that. The purpose is to just instance objects with "&£" as a prefix. The scr...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Smoothed Ski Track

 Post subject: Re: Smoothed Ski Track
Posted: Tue Jan 05, 2016 10:39 am 
So I guess when I killed the process some variables used by the script aren't reset and only using the import/export script successfully did reset them and allowed the preprocess script to work. Yeah, that's probably what caused it. The slow export, or MAX hanging, might be caused by the addition I...

 Forum: Technical Assistance & Help Forum   Topic: Powerslide

 Post subject: Re: Powerslide
Posted: Tue Jan 05, 2016 10:26 am 
That's right. I already explained in a pm. ;)

I did try to create my own car importer but I couldn't figure out how to get the texture coordinates to show up correctly. So I can import models, but without texture mapping... :techsupport:

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Smoothed Ski Track

 Post subject: Re: Smoothed Ski Track
Posted: Mon Jan 04, 2016 9:18 am 
Smoooth! but off course this piqued my interest: It put Harm's script under a lot of stress, poor thing didn't stop crashing :sdead: There are UVW mishaps a bit everywhere but mleh the base mesh was so-so in the first place. Also some nets are strangely solid. Do you have any idea what caused it? Ma...

 Forum: General Discussion / Rant Forum   Topic: So...

 Post subject: Re: So...
Posted: Sat Jan 02, 2016 8:22 pm 
I feel like a newby to the community compared by you and even I am already a member for 12 years or so. :)

 Forum: General Discussion / Rant Forum   Topic: Merry Christmas 2015

 Post subject: Re: Merry Christmas 2015
Posted: Tue Dec 29, 2015 11:13 am 
And a happy new year in advance guys! :beer:

 Forum: Carmageddon: Max Damage   Topic: Screenshots

 Post subject: Re: Screenshots
Posted: Tue Oct 27, 2015 10:26 am 
I'm curious to try out the new update. It seems like a lot has changed. :D

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

Posted: Tue Oct 20, 2015 8:06 am 
Quote:
And yeah... very quiet lately, it happens every year now it seems.


True! I still check the board every single day though... :lol:

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

 Post subject: Re: Flummery v0.3.7.5
Posted: Wed Jul 29, 2015 7:48 am 
Wowy, that's impressive! How about setting up the handling? Is this similar to c2's handling setup?

 Forum: Technical Assistance & Help Forum   Topic: changing from 32bit color to 16bit through shortcut command?

Posted: Mon Jul 20, 2015 9:43 am 
you need to switch because of plaything 2? In that case there is no need to do this from windows 8 and so on. It can actually run 16bit color mode in compatibility mode which is quite handy. Assuming that is what you are aiming for...

 Forum: devWAM   Topic: C1 & C2 infographic

 Post subject: Re: C1 & C2 infographic
Posted: Fri Jul 17, 2015 10:52 am 
Niceness. I'm sure it will be helpful when redirecting all the newbies. :wink:

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Wip A-Truck <.< See what I did there?

Posted: Mon Jul 13, 2015 7:58 pm 
Those photo textures are so believable. Impressive model Maxy! :thumbsup:

 Forum: General Discussion / Rant Forum   Topic: Err... Elo? Anybody home?

Posted: Sat Jun 27, 2015 2:27 pm 
Me too! Still check it every singe day. :investigate: I just don't do any carma related stuff these days so there isn't much to talk about...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: The next new ones for 2015

Posted: Thu Jun 11, 2015 7:50 am 
Wow pip, that looks great. Especially knowing it is not a conversion. :eek:

 Forum: Technical Assistance & Help Forum   Topic: Confused as usual

 Post subject: Re: Confused as usual
Posted: Mon Jun 08, 2015 8:37 am 
Same here on windows 8.1. I am currently using FRAPS as it does the job, but it is not the solution I prefer.

Also: Welcome back! :)

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Hiding and showing objects in plaything?

Posted: Sun May 31, 2015 8:25 am 
you can use the explode tool to get some visual space between parts of the car. Then do the texture work and afterward close the tool and everything is back where it should be. It's a real handy tool. :smile:

 Forum: News   Topic: Indie developper turns infamous GTA mod into full game

Posted: Wed May 27, 2015 10:20 am 
Dis is the best mod from gta series! I plai it all becaus I was in super beta group. It mod will change the comunite for sure and bring in all new modders and peoples.

shame they don't have not included max mad career mod, that would have make it perfetc

 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?
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