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 Forum: News   Topic: BREAKING NEWS: TDR3000 ANNOUNCED!

Posted: Wed Apr 02, 2014 12:55 pm 
I wasn't surprised... such unexpected news - cool :).
But since AFD is over I want to hear more about this project ;).

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: New Releases by Alex Self A 9

Posted: Thu Mar 27, 2014 2:22 pm 
I will try to download viewers I mentioned above next month (if you can, you may try it faster), so then I will try to open the file (it's archive). CarEd... I think I need to try it too :) But still busy with all that patch stuff... and other projects... OT: 3D stuff I made was 3D Studio simple mod...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: New Releases by Alex Self A 9

Posted: Thu Mar 27, 2014 11:55 am 
I wonder how his model look like... I have found 600MB Autodesk Inventor Viewer and 190MB AutoVue Trial . Unfortunately those are too big for me right now. He know how to make 3D model, how to make textures, how to paste text on picture, saving images in many formats, how to import bitmaps to flics,...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: New Releases by Alex Self A 9

Posted: Thu Mar 27, 2014 12:20 am 
Since I am not registered on FF... Deep_Blue, Mastro, you are both wrong... pixelmap height may be any size from 1 to 256 (and bigger for other non texture files), but width must be always multiple of 4, so from 4 to 256 step 4 (otherwise game will show corrupted graphic). Not tested by myself, but ...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: New Releases by Alex Self A 9

Posted: Sun Mar 23, 2014 6:43 pm 
@Alex - here is the file for you:
Attachment:
mogfob.zip [1.96 KiB]
Downloaded 58 times

Also remember:
DO NOT use other peoples avatars!
I really don't think Mad Maxine, Coffeycup or anyone else allow you to do that!

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: El Morte Desert C1 Edition

Posted: Sat Mar 22, 2014 12:27 am 
Mastro I hope I guessed correctly that you want to add this track to MC1SE and I have done this for you. I have created next version of Mastro's C1 Special Edition Patch 3 which include El Morte Desert track in patch form. I have fixed NONCARS to 8.3 format(!!!). Also renamed them to "2", ...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: New Releases by Alex Self A 9

Posted: Wed Mar 19, 2014 10:23 pm 
Sorry, Coffey I will try to edit my posts off-line before posting... Also, you told me "this is just a kid"... Alex, The topic is "New Releases by Alex Self A 9" :swheel: MS Paint together with "Purple Patched" CarmagEdit (included with Mastro's mod) is enough for most ...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: New Releases by Alex Self A 9

Posted: Wed Mar 19, 2014 3:46 pm 
For simple conversion this doesn't require much skill. I already described how to make it, but you may use different method depend of software you are using. You have already done Vanellope Von Schweetz, so what is the problem with other files? I can convert the files for you, but this will be bette...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: New Releases by Alex Self A 9

Posted: Mon Mar 17, 2014 10:45 pm 
Coffeycup, I know... but I think he is smart enough ;) Alex, here are OPrime bitmaps converted to C1 menu palettes - You can import them to destination flic. This is simple MS Paint copy-paste work, of your 256 colors images (result may be better using 24 bit source images or/and better software). A...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: New Releases by Alex Self A 9

Posted: Mon Mar 17, 2014 7:01 pm 
I already noticed that you don't care about cut outs, but it wasn't only thing I was talking about. There are other important things and advices. You should know already how to edit flics and how not to post so many posts one after another. But it seems you skipping almost everything, so how can I h...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: New Releases by Alex Self A 9

Posted: Mon Mar 17, 2014 3:46 pm 
Sorry, I never saw the movie (I wasn't even know such movie exist). The file above is empty too. 22 Bytes is too less to have any data in it. Try the archive before post! You uploaded png and bmp with 24 bit colors. The final file should be fli as you already done and show (only) on photo above. Don...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: New Releases by Alex Self A 9

Posted: Sun Mar 16, 2014 11:40 pm 
OK, but there are still no files... and I see you don't care about dare screen limitation :shock: :swink: VANELLOPE_VON_SCHWEETZ_DARE_CUT.PNG (This will look like that on dare screen) For the future if you have two text lines, IMO it's better to fit first line on face area, so first line will be vis...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: New Releases by Alex Self A 9

Posted: Sat Mar 15, 2014 9:34 pm 
UNI4BON.ACT come from my patch, so if you include modified car text file you need to include this or other necessary UNI#BON.ACT file with your car (it correct inside view bonnet), or set it to default (bonnet not set correctly), or indicate you have based your work on version patched with my patch....

 Forum: Technical Assistance & Help Forum   Topic: Old Carmageddon Site

 Post subject: Re: Old Carmageddon Site
Posted: Wed Mar 12, 2014 12:38 pm 
I guess you mean this: https://web.archive.org/web/20071009155 ... iles.shtml unfortunately there is not much left...
Currently here: http://crashocalypse.toshiba-3.com/dd2c2tc.shtml

 Forum: General Discussion / Rant Forum   Topic: Screen Shots

 Post subject: Re: Screen Shots
Posted: Mon Mar 03, 2014 11:50 pm 
About Quit - this is shorted way to crash C1 - select quit from menu, then press Ctrl+Q, then cancel, then... crash :)

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: The cockpit view mod project

Posted: Mon Mar 03, 2014 11:33 pm 
stupidest problem ever: I can't assign index #0 black in my .bmps. So all 0,0,0 black is transparent and PS won't let me assign index #240 to those black areas I don't want to be transparent. To make editing process much easier - without mistaken transparency - you can patch your tools & palett...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Figuring out C1 cockpit settings for instruments

Posted: Wed Feb 26, 2014 10:52 pm 
You're welcome :wink: So here is full pack updated with all fixes listed above , plus darker brown background on inside view. C1_Harley_Ultra_Classic_updated.zip I see you have enough with this, but I'm curious what happening with that bike... MAP.PNG In that place is wooden part of road where this ...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Figuring out C1 cockpit settings for instruments

Posted: Wed Feb 26, 2014 12:33 am 
Sorry, I have not much time right now... What can I say - just look my XMAS car selector, make new PATHS.TXT file - install new C1 (do not run yet!) add this @6+ as first line to PATHS.TXT then run the game - file will remain in text form. Game can use any text files starting with this line (I hope ...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Figuring out C1 cockpit settings for instruments

Posted: Tue Feb 25, 2014 7:49 pm 
You have missed last two text lines for sound and there was no sound at all. I also converted ULTRA.WAV to similar quality as other waves in C1 (this is probably not necessary, but not tested with DOS/HW=GOG versions). C1_Harley_Ultra_Classic_SOUND_FIX.zip About "jumping camera" - this hap...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Where exactly to put C1 null crush data?

Posted: Tue Feb 25, 2014 7:39 pm 
I think yes, but... When I'm finding Crush Data in custom car I just delete all vertex data (the "boolsheeit") and set their count to 0 (in example above currently is 72), leaving all other data as is. When default bonnet is used I'm adding proper Crush Data for it from stock car (like I d...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Figuring out C1 cockpit settings for instruments

Posted: Tue Feb 25, 2014 2:23 pm 
Now it's OK :thumbsup: I found yet another tiny thing - when we hit something we have green "parts". This can be easy fixed - in this Toshiba's C1 Helpers archive, we can find C1_SimpleMaterials.png that illustrate which material set to have proper color. I think M49.MAT or M30.MAT should ...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Figuring out C1 cockpit settings for instruments

Posted: Tue Feb 25, 2014 1:18 am 
PPP updated - now it start with current path, so you can copy it wherever you need and start from that location instead of picking path form PPP. It's look like you have not patched CE, so grab new PPP and try again - ped background should be pink. I have fixed "leaks" problem I have descr...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Figuring out C1 cockpit settings for instruments

Posted: Mon Feb 24, 2014 9:26 pm 
Tested with different versions of the game and as expected I got this: ENCRYPTED.PNG So I have decrypted txt files and fixed decryption errors. Also I have removed CRUSH DATA (no more origami), corrected external view (you have replaced digital display pix with tacho), removed redundand corrupted da...

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

 Post subject: Re: Max Autos [Fords WIP]
Posted: Mon Feb 24, 2014 3:08 pm 
Wonderful museum trip, miss.
All the cars... the one with cover... and scenery...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Figuring out C1 cockpit settings for instruments

Posted: Mon Feb 24, 2014 2:55 pm 
DUMP0010.PNG Why is the GULTRA starting grid image not necessary? It's not necessary in DATA\64X48X8\PIXELMAP\, but it's necessary in DATA\32X20X8\PIXELMAP\. I have corrected it too (I also set correct names inside this and other of your pixelmaps). GoPurple is a patch - you can run it from whateve...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Figuring out C1 cockpit settings for instruments

Posted: Sun Feb 23, 2014 9:40 pm 
Sorry, I know what I'm talking about, game version have nothing to do with transparency (I tested it with regular Max Pack C1 + SP exec, but all errors are visible in exported files with PP). I'm working with C1 not from today. Why you don't use PPP - look at your files then and you will see what I'...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Figuring out C1 cockpit settings for instruments

Posted: Sun Feb 23, 2014 8:35 pm 
It crash. I still need to figure out why. But first things I found so far: 5 // Number of lines Harley's heavyweight tourer. You have 2 lines here, so should be set to 2 Another thing - encrypted files are not a good idea - encryption may differ depend of exec we have, so encrypted file from one ver...

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

Posted: Sun Feb 16, 2014 6:59 pm 
So it looks like those are not important as long as we don't care to make cars complete.
We can enable those models in options or in one of cheat mode, also we can see them when opponents are far from player, f12 in cheat mode.

Thank you for make all clearer, Toshiba.

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Everything Else

 Post subject: Re: Everything Else
Posted: Sun Feb 16, 2014 5:34 pm 
I don't know how are you painting that, but this look very professional. Too bad you don't want to make missing zombies... I have found your unfinished bikini zombie... (it's nice... maybe even too nice as for zombie I think, but looking at your other work you can make very cool looking zombies...) ...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Request Box

 Post subject: Re: Request Box
Posted: Sun Feb 16, 2014 2:03 am 
Thank You Maxine! I was always thinking there is missing crash test car in C1 universe. I will try it tomorrow. Another idea is to make armored flying cab covered with blood from Quarantine game. It's not conversion work, since this car is only visible in game intro and on some screens, also as spri...

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

Posted: Thu Feb 13, 2014 2:47 pm 
@D_B: You just had to rename CARMA95.EXE to CARM95.EXE ;__; It won't work because this is SP based exec which doesn't have required Bytes at same location as Max Pack exec have, which Hifi patch is fitted for, so that's why I made new patch... Hifi exec just check if Bytes to patch are same or diff...

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

Posted: Wed Feb 12, 2014 4:43 pm 
@Deep_Blue To set to default rename or delete ddraw.ini or just edit options there. Tosh meld version is "as is" and it crash in certain situations, however not contains any customizations, so it's closest to original game. "Whole setup"? You mean always hires patch? Look like it...

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

Posted: Wed Feb 12, 2014 12:39 pm 
@Toshiba-3 Thank you Toshiba for the tip. Is this really fix orbiting wheels too? Not tested, but I think this may be different kind of bug? I'm thinking about this little different. You say this overwrite memory with last loaded file. I think game is smart and load only first file then skip loading...

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

Posted: Mon Feb 10, 2014 11:36 am 
@Deep_Blue Press "+" key to expand view :) To get even bigger resolution you may use this modified exec (require text files to be in text form or MaxPack/GOG). This (made manual backup of your exec first) and this also may be interesting for you (if you have not used this already). To get ...

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

Posted: Mon Feb 10, 2014 12:39 am 
I fixed much more than this and archive is now updated to current versions, please try it Maxine.
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