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

Posted: Tue Mar 14, 2017 11:56 am 
I thought at some point about replacing the asphalt road with a muddy one, just to lessen the contrast with sudden grassy patches like that. But that would have looked weird elsewhere. But yeah, I didn't want to hack the DAT file too much (just added the haybail model in there and edited some materi...

 Forum: General Discussion / Rant Forum   Topic: Screen Shots

 Post subject: Re: Screen Shots
Posted: Tue Mar 14, 2017 11:51 am 
Image

Heh :)

 Forum: News   Topic: Carmageddon: Crashers

 Post subject: Re: Carmageddon: Crashers
Posted: Fri Mar 10, 2017 9:56 pm 
http://i.imgur.com/Mtvmelb.jpg Blub blub! https://play.google.com/store/apps/details?id=com.stainlessgames.crashers&hl=en You can also see the screenshots in their native resolution there: http://rr2000.toshiba-3.com/gallery/thumbnails.php?album=23 *Please note this game is currently in BETA an...

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

Posted: Thu Mar 09, 2017 1:53 pm 
http://i.imgur.com/MOlKi8E.jpg http://i.imgur.com/ajIyGdy.jpg I've been wondering why no one did that little thing before :grin: Simple skin using Beaver Woods and Quarry textures. Modded a handful of little details to fit the theme but it's still basically an elaborated skin. Thanks to AlexTSK for...

 Forum: TDR2000 Discussion Forum   Topic: A hypothetical Carmageddon III mod?

Posted: Mon Mar 06, 2017 1:59 pm 
Just willing to add: the lack of a proper Hawk MK4. However the very bland Sportscar or the McKillem could make for a nice Hawk once reskinned. And ofcourse both cars available from the get go.

The AI could be made more aggressive, as it is very racing-oriented.

 Forum: TDR2000 Discussion Forum   Topic: A hypothetical Carmageddon III mod?

Posted: Mon Mar 06, 2017 1:57 pm 
http://i.imgur.com/ReXln2X.png Sorry to bump the TDR subforum just for another talking head topic! Just a discussion that might or might not turn into a mod, who knows? We all know that while TDR2000 was a decent game, it wasn't a good Carmageddon game. So I'm kinda wondering what would be the aspe...

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

Posted: Mon Mar 06, 2017 12:38 pm 
The whole idea behind the sorting/merging is to get subforums that fit actual needs more closely but then also help the board seem more lively . C1/C2 editing is still going on so many years after, and with this retrogaming era C1 shines more and more. Just seems fair to split the boards. I'm just q...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: 1974 Empty Cattle

 Post subject: Re: 1974 Empty Cattle
Posted: Sun Mar 05, 2017 11:26 pm 
Great work :ssmile:
By the way, I updated the archive at RR2000 with the correct WAV sound file.

[edit] -snip- ! :wink:

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

 Post subject: Going forward with the CWA
Posted: Sun Mar 05, 2017 7:23 pm 
4 years after the new style and 3 after the last update, it's time to rethink some stuff. There's less and less visits on the CWA or actually any Carma forum. Even though it would have been nice for things to go the Doom or Quake way community-wise, it is not the end of the road either and times lik...

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

Posted: Sat Mar 04, 2017 7:40 pm 
Heh yes there's a little story somehow! I also wanted the environment to make a bit of sense and not just be a mishmash of geometry and props. About the texturechange, a smashable can't trigger a funk but can do a 'texturechange' on itself. I guess it could be possible to set a smashable on all the ...

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

Posted: Wed Mar 01, 2017 11:15 pm 
Alright I'm done with this :sbsmile: I'm going to make a video illustrating the tricks etc. but I have a lot of work to catch up this week so the video will be for next week I guess. http://rr2000.toshiba-3.com/R4/C2/CTT/ctt2_160.jpg Download at Road Reaction It's ofcourse a little buggy: peds can f...

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

Posted: Mon Feb 27, 2017 11:23 am 
Another wip because I can!
Can't wait to setup the whole smash + shrapnels for this tonight.
Image

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

Posted: Sun Feb 26, 2017 12:26 pm 
Fixed the problem, can you spot it? correct: 455, -2, -2 // Activation area, 1st corner of the box 450, 0, 2 // Activation area, 2nd corner of the box incorrect: -455, -2, -2 // Activation area, 1st corner of the box -450, 0, 2 // Activation area, 2nd corner of the box Yep, wasted a lot of time on t...

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

Posted: Tue Feb 21, 2017 10:03 am 
I'd use a more recent version of Max but a very important plugin in my (pro) workflow stopped with 2012. Similar plugins for later versions of Max don't do the job the way I want. I stayed years with 3.1, then years with 8 and now I'm stuck with 2012 heh! So as long as it'll be compatible with Windo...

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

 Post subject: Re: Screen Shots
Posted: Sun Feb 19, 2017 9:14 pm 
Some more wips. Having a problem opening that door with a remote switch (like the silo doors), no idea why. http://i.imgur.com/8e19TQ4.jpg http://i.imgur.com/pVzUdOr.jpg http://i.imgur.com/u7b7n9t.jpg http://i.imgur.com/LikkTnF.jpg

 Forum: devWAM   Topic: Unofficial Max Pack 95 Restoration Project Pack

Posted: Tue Feb 14, 2017 5:29 pm 
Sadly hifi's ddraw can't alter the internal resolution by itself. This is why Carma95 was slightly modified into the HD test (it is indeed nothing more that Carma95 with its internal res set to either 1280*720 or 1920*1080). The "HD test" executables use ddraw as well. Have you tried chang...

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

 Post subject: Re: Screen Shots
Posted: Fri Feb 10, 2017 12:17 am 
Just took them with FRAPS, SHIFT+D hasn't worked in a good 10 years for me in C2. They are in 640x480 with no AA, might explain why they look so crisp. However my game usualy looks like that : http://i.imgur.com/ORD4UgE.jpg nGlide with 0.8 gamma correction, set to desktop res while keeping original ...

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

Posted: Thu Feb 09, 2017 4:09 pm 
Testing modular level design (also at preprocessing):
Image
Image

3dsmax filesize is 5MB, once preprocessed for C2... 65kB :scool:

 Forum: devWAM   Topic: Unofficial Max Pack 95 Restoration Project Pack

Posted: Tue Feb 07, 2017 7:30 pm 
I never really paid attention but it's the same for me. I guess it's too much for software mode while it isn't made for HD nor taking advantage of multiple cores. 3DFX + Glide is hardware accelerated so it's often the fastest experience (kinda wish we could disable texture filtering). And Carma95 st...

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

Posted: Tue Feb 07, 2017 3:38 pm 
Hehe

A lot of scans are available at this address http://www.pixsoriginadventures.co.uk/PCZone/ along with images of the promo CDs etc.

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

Posted: Tue Feb 07, 2017 11:47 am 
Found this so I thought I'd share it, might bring back memories to veterans: http://rr2000.toshiba-3.com/gallery/albums/userpics/10001/thumb_PC_Zone_78_28July_199929-64.jpg http://rr2000.toshiba-3.com/gallery/albums/userpics/10001/thumb_PC_Zone_78_28July_199929-65.jpg http://rr2000.toshiba-3.com/gal...

 Forum: General Discussion / Rant Forum   Topic: Screen Shots

 Post subject: Re: Screen Shots
Posted: Wed Jan 18, 2017 1:30 am 
C2 in Win98 in Dosbox (DAUM with 3DFX)

Image

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

 Post subject: Re: Is this thing on?
Posted: Sun Jan 15, 2017 7:06 pm 
*Tosh pokes*
*CWA twitches*

 Forum: Files, Tutorials & Infos   Topic: Interesting reads (3D, lowpoly, game assets, pixelart etc.)

Posted: Mon Jan 09, 2017 6:14 pm 
Added the following resource list:
Game Development Resources
by David Arcila

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

Posted: Fri Dec 30, 2016 7:04 pm 
:sbsmile:

Quickly put a little video together: https://www.youtube.com/watch?v=H5jx0TOphNA

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

Posted: Fri Dec 30, 2016 2:54 pm 
A couple more tricks: When you apply a groove to the parent of a deformable component, the child won't appear with the shell model (or if you force it, it won't animate). Easy solution: apply a null groove on the child (this won't reset its transformation matrix) to make it appear with the shell mod...

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

Posted: Fri Dec 30, 2016 2:23 pm 
tez_eagle.jpg I'm one week late with this but anyway! Hope you all had a merry Christmas and I wish you the best for 2017! Kinda wish it'll be a more lively year for the CWA as well :sbsmile: The little gift is more of a technical achievement rather than a proper C2 addon given its polycount (79k t...

 Forum: General Discussion / Rant Forum   Topic: Screen Shots

 Post subject: Re: Screen Shots
Posted: Fri Dec 23, 2016 1:07 am 
Maxine adding much needed cheerleaders to the stadium!

Image

 Forum: devWAM   Topic: Carmatools Maxscript Pack [WIP]

Posted: Wed Dec 21, 2016 6:57 pm 
I can try putting a quick basic guide with pictures together after christmas. I use the scripts on a quasi daily basis, it is a godsend. Most important basic things from the top of my head: - Basic hierarchy with the main component as its top parent and everything else its childs. - Properly naming ...

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

Posted: Wed Dec 21, 2016 6:03 pm 
Splitting DAT files: as I said, I find it easier to work on some singled out components. Especially as Harm's script can export DAT files only. When you prepare instances you have to edit the ACT file manually and clean the DAT file. If you have to edit an instanced mesh afterward it's just easier t...

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

Posted: Sat Dec 17, 2016 12:35 pm 
Did some tests in C2 yesterday and the day before. - Actors with transformation (mirror, rotation, scale) are only reset if you set an animation in their GROOVE, paths are ok. - Actors being named FLWHEEL.ACT, FRWHEEL.ACT, RLWHEEL.ACT, RRWHEEL.ACT can reset their position . So if you instance/transf...

 Forum: General Discussion / Rant Forum   Topic: Screen Shots

 Post subject: Re: Screen Shots
Posted: Fri Dec 16, 2016 9:29 am 
I continue to add all sorts of stuff to the RR2000 gallery . This time I added more scans. Among them I found these: http://rr2000.toshiba-3.com/gallery/albums/userpics/10001/thumb_pc_joker_1997_05_Page_024.jpg http://rr2000.toshiba-3.com/gallery/albums/userpics/10001/thumb_pc_joker_1997_05_Page_025...

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

Posted: Wed Dec 14, 2016 8:49 pm 
The software mode barely cares about the texture sizes (which is awesome). The Glide mode however can load these textures apparently but downsizes them to 256*256 :mad:

 Forum: General Discussion / Rant Forum   Topic: Screen Shots

 Post subject: Re: Screen Shots
Posted: Tue Dec 13, 2016 9:46 am 
New track from Mastro :)
The Beach, "the bastard child of Koopa Troopa Beach and Carribean Catastrophe"

Image
Image
Image

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

Posted: Thu Dec 08, 2016 3:57 pm 
I always thought C1 Glide mode couldn't handle textures larger than 256x256 or non-power-of-two sizes. Actually Glide is fine with both as long as these sizes aren't precisely 512 or 1024 (maybe 2048 and so on). So 256x512 won't load, but 256x514 will work. You get the idea. Go figure... Carmageddon...
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