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 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...

 Forum: devWAM   Topic: Transparency test

 Post subject: Re: Transparency test
Posted: Wed Jan 27, 2016 5:03 pm 
So can we do an exact count of the number of polygons that can be shown safely? I would have expected that the texture size would impact the games behaviour on transparancy, but I guess it doesn't... I wonder if the games texture limit is affected by the texture sizes. The texture limit of tracks is...

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

Posted: Tue Jan 26, 2016 10:12 am 
Yes I wonder if the collision will be updated when switching models using the replacemodel function of funks... Perhaps it doesn't work properly as these replacemodel objects are always used as props and not driveable surfaces... but who knows. It's worth a shot.

 Forum: devWAM   Topic: Transparency test

 Post subject: Re: Transparency test
Posted: Tue Jan 26, 2016 10:10 am 
http://www.polygonengineer.com/wp-content/uploads/manual/misc/treetest.jpg I did a similar test, but your amount of trees far exceeds mine. I made a tree with 2 triangles, both of them double sided. The trunk was, as in your excample, non-transparant. I think the game is simply limited to a nuber o...

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

Posted: Mon Jan 25, 2016 4:35 pm 
Very interesting visual effect there. I almost started to believe you invented teleporting in carmageddon. So now you are swapping textures via a smash trigger? Wouldn't it be possible to swap models instead? I believe the collision is variable between instances to a certain extend. I think I tested...

 Forum: General Discussion / Rant Forum   Topic: Carmageddon, Splat Pack,... what about another expansion?

Posted: Fri Jan 22, 2016 10:21 am 
Now there is an interesting idea. I've played a couple of remasters and nostalgia boosters in games like: - Jedi Knight II series, although these are basically unofficial mods with remastered models and textures - The XNA build of Perfect dark. There was even one planned for Goldeneye, but unfortuna...

 Forum: Technical Assistance & Help Forum   Topic: Powerslide

 Post subject: Re: Powerslide
Posted: Thu Jan 07, 2016 4:21 pm 
I'm quite skilled with maxscript, so I can build my own importers if I know the file format. Luckilly Errol figured that out for me.

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

 Post subject: Re: Smoothed Ski Track
Posted: Tue Jan 05, 2016 9:21 pm 
Heh, I actually made powerups in max using names like "&£91_napalm_001". I gave all powerups understandable names so I could easilly place them in the way I wanted. I then exported the whole thing and ran it through pt2's preprocessing. That renamed the actor to '&£91xxxx' and the ...

 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:
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