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 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Straight C2 to C1 converting

Posted: Fri Mar 16, 2018 5:12 pm 
Wade, if the game moans about materials, then it's the MAT file(s) that hold too many entries. But chances are that you'll have to reduce pixies too after that. Using a hood that uses less materials/pixelmaps is a good idea yeah. QTZ, I had a look at the Swamp Rat and don't see anything wrong with i...

 Forum: Technical Assistance & Help Forum   Topic: Hey People! Carmageddon 1 Android .IMG related question here

Posted: Fri Mar 16, 2018 1:36 pm 
QTZ, it is the other way around, IMG is not supported because of the lack of interest. I don't see what is blocking anyone from modding Android C1, besides the fact they can't help themselves to begin with. How hard was it really to reach out to Trent and Errol to simply ask what was possible? Andro...

 Forum: Technical Assistance & Help Forum   Topic: Hey People! Carmageddon 1 Android .IMG related question here

Posted: Thu Mar 15, 2018 5:28 pm 
Expecting Errol to support IMG just to check if the textures are the same as the iOS counterpart isn't reasonable. The textures are the same, this is the very same game. I'd rather have him waste his time on C1 Crush Datas instead. Img support is necessary in general anyway Why? Unless you're sure t...

 Forum: Technical Assistance & Help Forum   Topic: Hey People! Carmageddon 1 Android .IMG related question here

Posted: Thu Mar 15, 2018 10:38 am 
There's no reason at all for the Android textures to be different from the iOS ones. They used a different format to accommodate for the hardware capabilities and that's pretty much it. Same game entirely really.

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Straight C2 to C1 converting

Posted: Wed Mar 14, 2018 11:16 pm 
QTZ: Indeed, splitting actually doesn't help. I was a bit misled as it does help with tracks. It seems like the maximum pixelmap files possible to load in the 'resource area' is 40. SEMIBON=10 pixies, so SEMI2 must have 30 pixies max. It looks like the materials have the same limit of 40. Honestly i...

 Forum: Technical Assistance & Help Forum   Topic: Hey People! Carmageddon 1 Android .IMG related question here

Posted: Wed Mar 14, 2018 6:38 pm 
Oh there's an easy way to go about this: simply download the template of one of the C2 cars from http://www.toxic-ragers.co.uk/files/carma2/templates/cars/ and swap one of the textures with the transparent one. Then you process it with Flummery, it should do the trick I think? I gave it a try myself...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Straight C2 to C1 converting

Posted: Tue Mar 13, 2018 10:59 pm 
Well I suppose starting your own release thread would be best. And yeah making ZIP/RAR files with the proper folder hierarchy makes it WAY easier for anyone to install the addon.

Don't forget though that you can still complete the project some more with a cockpit and bonnet model!

 Forum: Technical Assistance & Help Forum   Topic: Hey People! Carmageddon 1 Android .IMG related question here

Posted: Tue Mar 13, 2018 10:07 pm 
Yeah the android version uses Stainless' IMG format while the iOS counterpart uses the TDX format, kinda annoying. There's one tool that can export IMG files: Flummery 0.3.7.5. However it will only do so for textures applied to a model saved as a C:R vehicle. So you'd have to make a transparent tiff...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Straight C2 to C1 converting

Posted: Tue Mar 13, 2018 9:48 pm 
Ah sorry I forgot to say that you renamed and changed coords of the wrong GROOVES. You edited RRWHEEL.ACT and RLWHEEL.ACT while you had to edit MRWHEEL.ACT and MLWHEEL.ACT. I guess you can just take a quick peek at the video again to be sure. The car being too high in the gallery is a side effect of...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Straight C2 to C1 converting

Posted: Tue Mar 13, 2018 9:55 am 
Did you do add .PIX the way I explained in my previous post? Because that's the problem for the non appearing textures.

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Straight C2 to C1 converting

Posted: Mon Mar 12, 2018 11:10 pm 
You added an unneeded coordinate between the bounding box and the minimum turning circle radius, delete this line (toward the end): 0.000, 0.326, 0.042 This is what generated the collision issue. Secondly you didn't add .pix at the end of the filename, you overwrote the data after the filename. Exam...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Straight C2 to C1 converting

Posted: Mon Mar 12, 2018 9:36 pm 
Could you zip up the SEMI2.ACT,DAT,TXT,MAT and PIX files from your C1 folders and upload it? Try not to miss a single file if possible.

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Straight C2 to C1 converting

Posted: Mon Mar 12, 2018 8:01 pm 
Getting weird, your MAT files seemed in order to me! Also if Carmagedit displays the pixies properly, then they should appear fine ingame too. Silly hypothesis but is it possible you forgot to replace the PIX packs in the PIXELMAP folder once you fixed the palette?

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Straight C2 to C1 converting

Posted: Mon Mar 12, 2018 5:48 pm 
Your PIX packs are ok, however you applied the wrong palette to the textures! You need to load the carma_tosh one.
And so I guess the problem comes from the MAT files, could you upload them too?

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Straight C2 to C1 converting

 Post subject: Re: Tosh's car releases
Posted: Mon Mar 12, 2018 12:50 pm 
@Wade: At first glance, that looks like a collision problem between world and car to me. Double-check the bounding box and angular momentum proportions, if necessary make the bbox identical to what I did ingame. Lacking pixies won't create this problem. About the car being untextured, it can be the ...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Straight C2 to C1 converting

 Post subject: Re: Tosh's car releases
Posted: Sun Mar 11, 2018 11:03 pm 
You must convert the tiff files to BMP files + carma palette, place the first half of the BMP files in a folder named SEMI2A and the other half in a folder named SEMI2B. Place TRixx in each folder and run it, hit 3, then ENTER. You must edit the MAT file to add .PIX after each texture filename as ex...

 Forum: devWAM   Topic: Carma95 hacks

 Post subject: Re: Carma95 hacks
Posted: Sun Mar 11, 2018 8:57 pm 
I explained the skill save fix there: http://www.cwaboard.co.uk/viewtopic.php?p=105572#p105572 About the ped drawing distance: I had another go at it recently and while it's done more properly, the disappearing ped problem still occurs. Carma is really coded strangely, the way it handles ped is weir...

 Forum: devWAM   Topic: Carma95 hacks

 Post subject: Carma95 hacks
Posted: Sun Mar 11, 2018 8:42 pm 
hifi's Always hires patch: http://hifi.iki.fi/carmageddon/carm95_always_hires.exe skill save fix: http://rr2000.toshiba-3.com/R6/CARMA95-gNumber_of_Racers-48.zip crush data crashing game upon exiting race: http://rr2000.toshiba-3.com/R6/CARMA95-BrMemFree-skip.zip ped distance attempts: http://rr2000...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Straight C2 to C1 converting

 Post subject: Re: Tosh's car releases
Posted: Sun Mar 11, 2018 6:21 pm 
I just had a quick try with the Semi Mk2 myself and it turns out it hits a material limit. I'll fiddle some more and report to you, I didn't think of that in my instructions.
In your files, TXT file is correct, PIX is empty and MAT untouched.

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Straight C2 to C1 converting

 Post subject: Re: Tosh's car releases
Posted: Sun Mar 11, 2018 10:51 am 
I at least need YOUR txt and mat files...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Straight C2 to C1 converting

 Post subject: Re: Tosh's car releases
Posted: Sat Mar 10, 2018 10:48 pm 
Wade, upload the ACT DAT MAT TXT PIX C1 files somewhere and I'll check it out :ssmile:

 Forum: News   Topic: Discord channel #carmageddon

Posted: Fri Mar 09, 2018 7:01 pm 
http://appspourpc.com/wp-content/uploads/2017/11/Discord-Logo.png Quick news to say the #carmageddon IRC channel duplicated itself into a Discord channel as well. As it is the trendy thing currently, we thought it might gather more of us. (the IRC chan is still going ofc) Click right there: https:/...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Straight C2 to C1 converting

Posted: Thu Mar 08, 2018 11:47 pm 
Depends how detailed it has to be. Here's a quick and untested try for a dumb conversion assuming you know your way around: 1. Convert all textures to 8bit BMP using the ingame palette. Put all BMP files + TRixx in a folder and run TRixx, select option 3, type a filename and hit ENTER. Place generat...

 Forum: Technical Assistance & Help Forum   Topic: CARMA95 / Meld Pack difficulty mode bug

Posted: Thu Mar 08, 2018 10:42 pm 
Best way to test is to start a new game and try and get all cars and see if the save file keeps all the info properly I guess. As I explained the patch prevents the game from writing more than 48 car entries in the savefile, so if a stealable car is placed beyond place 48 in OPPONENT.TXT its status ...

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

 Post subject: Re: Tosh's car releases
Posted: Thu Mar 08, 2018 9:26 pm 
The Big Dump is basically a building on wheel so it's ok :yingyang:

It's done! The car FLI file is as big as the Big Dump :swink:
Image

-> ROD VIBRATION 3000

 Forum: General Discussion / Rant Forum   Topic: Screen Shots

 Post subject: Re: Screen Shots
Posted: Wed Mar 07, 2018 11:35 am 
This link is sometimes updated http://temporarydomainname.co.uk/Flummery-v0.3.8.0.7z but what's seen above is still WIP and not available yet. Does the Mini Cooper crash in a Splat Pack only installation? Does it crash DOS executables? From recent exchanges with anons on /vr/, it seemed like merging...

 Forum: General Discussion / Rant Forum   Topic: Screen Shots

 Post subject: Re: Screen Shots
Posted: Wed Mar 07, 2018 12:49 am 
Errol implementing crush data visualisation in Flummery. May we hope for more? :saston:

Image

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

 Post subject: Re: Tosh's car releases
Posted: Mon Mar 05, 2018 11:22 pm 
Ha! Not yet, still have some stuff to do on the model and bbox adjusting. Then the cockpit model+images, then the distance model, then menu images and damage indicator. Fun! :yingyang:

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

 Post subject: Re: Tosh's car releases
Posted: Mon Mar 05, 2018 11:17 pm 
@Harm: Yes, they are all existing stock C1 textures, most from tracks. Some I edited a bit. And....IM SO anxious to see that bigbump now in C1 :shock: :shock: Here we go then :swink: https://i.imgur.com/5uqsFJn.png https://i.imgur.com/3XVQ8T5.png https://i.imgur.com/w0XN8jf.png https://i.imgur.com/K...

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

 Post subject: Re: Tosh's car releases
Posted: Sun Mar 04, 2018 7:56 pm 
@Wade: Those are jpegs! I asked for the BMP files to check the colors/palette directly, I guess you'd have to zip them up and upload the file somewhere. You're using Photoshop right? Maybe I'll do a little step-by-step tutorial. About the big MagnaDump, scaling it down kinda beats the purpose of thi...

 Forum: News   Topic: Mastro back in town, releases C1 stuff

Posted: Sun Mar 04, 2018 7:46 pm 
Harm: Dunno about the Silent Hill level, but for the CarmaPSX ones it's Errol who extracted cars and levels some years ago.

 Forum: News   Topic: Mastro back in town, releases C1 stuff

Posted: Wed Feb 28, 2018 11:38 pm 
Over at the Carmageddon Foro Foretico , Mastro broke his 6 month leave and updated his Carmageddon Special Edition pack with a car from Mad Maxine and another track from Carma PSX (the cemetery)! https://i.imgur.com/M070b1Q.png Then ported a smaller level from... Silent Hill. While lacking accessori...

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

 Post subject: Re: Tosh's car releases
Posted: Wed Feb 28, 2018 11:18 pm 
@Wade: could you upload the BMP file somewhere? And if possible the BMP before you apply the palette and the BMP file after you apply it.

It looks to me like the carma palette might be applied but with wrong indexes? Difficult to say like that.

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

 Post subject: Re: Tosh's car releases
Posted: Thu Feb 22, 2018 11:55 pm 
I'm not against the idea as C1 lacks a very big vehicle like that. However unlike C2; C1 doesn't work well with such large machines. At the moment, trying to load the bigdump at its full size breaks the race. I have to scale it down to 90% for it to load and display properly ingame. This is already ...

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

 Post subject: Re: Tosh's car releases
Posted: Thu Feb 22, 2018 8:17 pm 
@Wade: Yes, just keep in mind that it is the ingame palette you have to apply (there are two palettes: ingame and menus). Just done with the Deathcruiser for C1. Not quite sure why I did that. Demaking it for C1 was a good exercise though; tried to get a bit closer to CWR's original design while kee...
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