Dear returning Carmageddon fans Image

These last years, the CWA Board assimilated what was archived from many old Carmageddon forums, including the whole of the Official Carmageddon.com Forums.
If you wish to merge any previous account you might have had with your new or existing CWA account, don't hesitate to reach out to us !

Search found 1302 matches

by Harmalarm
Tue May 05, 2015 9:09 am
Forum: General Carmageddon and Rant Forum
Topic: Screen Shots
Replies: 1494
Views: 479739

Re: Screen Shots

@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. :)
by Harmalarm
Sun May 03, 2015 2:52 pm
Forum: Carmageddon 2: Carpocalypse Now
Topic: Kid Room - new map
Replies: 19
Views: 12852

Re: Kid Room - new map

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. ;)
by Harmalarm
Sun May 03, 2015 9:48 am
Forum: Carmageddon 2: Carpocalypse Now
Topic: Kid Room - new map
Replies: 19
Views: 12852

Re: Kid Room - new map

It seems I cannot open the archive. I downloaded it 2 times. Are you sure the archive isn't damaged?
by Harmalarm
Thu Apr 30, 2015 6:23 pm
Forum: Carmageddon and The Splat Pack
Topic: Unofficial Max Pack 95 Restoration Project Pack
Replies: 24
Views: 26542

Re: Unofficial Max Pack 95 Restoration Project Pack

Well done QTZ. This will make lot's of people happy, including me :smile:
by Harmalarm
Wed Apr 29, 2015 9:19 pm
Forum: General Carmageddon and Rant Forum
Topic: Screen Shots
Replies: 1494
Views: 479739

Re: Screen Shots

That looks amazing coffey. That map must be huge! When can we expect to play it :grin: :grin: :grin:
by Harmalarm
Tue Apr 28, 2015 9:05 pm
Forum: Carmageddon 2: Carpocalypse Now
Topic: Devil's Elbow - Powerslide Track Conversion
Replies: 8
Views: 4549

Re: Devil's Elbow - Powerslide Track Conversion

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...
by Harmalarm
Fri Apr 24, 2015 1:01 pm
Forum: Carmageddon 2: Carpocalypse Now
Topic: Devil's Elbow - Powerslide Track Conversion
Replies: 8
Views: 4549

Re: Devil's Elbow - Powerslide Track Conversion

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...
by Harmalarm
Wed Apr 22, 2015 9:03 pm
Forum: Carmageddon 2: Carpocalypse Now
Topic: Devil's Elbow - Powerslide Track Conversion
Replies: 8
Views: 4549

Devil's Elbow - Powerslide Track Conversion

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...
by Harmalarm
Sun Apr 19, 2015 8:04 pm
Forum: Carmageddon 2: Carpocalypse Now
Topic: C2 Map: Doom City
Replies: 2
Views: 2185

Re: C2 Map: Doom City

Damn those sidewalks are deadly! :supercrazy:
by Harmalarm
Sun Apr 19, 2015 8:02 pm
Forum: Carmageddon 2: Carpocalypse Now
Topic: C2 Map: Toys in the Hood
Replies: 4
Views: 2635

Re: C2 Map: Toys in the Hood

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?
by Harmalarm
Sun Apr 19, 2015 7:36 pm
Forum: Carmageddon 2: Carpocalypse Now
Topic: The Freezer - Powerslide conversion
Replies: 4
Views: 2108

Re: The Freezer - Powerslide conversion

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
by Harmalarm
Sun Apr 19, 2015 3:37 pm
Forum: Carmageddon 2: Carpocalypse Now
Topic: Plastic Army Men Peds
Replies: 7
Views: 3828

Re: Plastic Army Men Peds

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:
by Harmalarm
Sun Apr 19, 2015 3:33 pm
Forum: Carmageddon 2: Carpocalypse Now
Topic: The Freezer - Powerslide conversion
Replies: 4
Views: 2108

The Freezer - Powerslide conversion

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 ...
by Harmalarm
Thu Apr 09, 2015 6:51 pm
Forum: Carmageddon 2: Carpocalypse Now
Topic: C2 Map: Toys in the Hood
Replies: 4
Views: 2635

Re: C2 Map: Toys in the Hood

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. ;)
by Harmalarm
Mon Mar 30, 2015 12:16 pm
Forum: Carmageddon 2: Carpocalypse Now
Topic: C2 map: Empire City
Replies: 14
Views: 10057

Re: C2 map: Empire City

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?
by Harmalarm
Thu Mar 26, 2015 12:48 pm
Forum: Carmageddon 2: Carpocalypse Now
Topic: Hammered CartoonCar *modded C2 car*
Replies: 14
Views: 6665

Re: Hammered CartoonCar *modded C2 car*

That looks hilarious M.A. So the hammer actually gets a good weight because of its size?
by Harmalarm
Sat Feb 28, 2015 12:16 pm
Forum: General Carmageddon and Rant Forum
Topic: nGlide 2.10 & dgVoodoo v2.6
Replies: 20
Views: 35109

Re: dgVoodoo v2.41

Wow the d3d windowed mode works surprisingly well. I didn't get the regular error message on shutting down the game. I wonder if it will give us proper error messages now when we add modded content that has flaws.

Anyway, thanks for the find tosh
by Harmalarm
Wed Feb 25, 2015 9:34 pm
Forum: Carmageddon 2: Carpocalypse Now
Topic: Lost again ...
Replies: 5
Views: 2280

Re: Lost again ...

I am a big 3dsmax fan. I have been using it for all my carmageddon creations. Before we had the tool ASE2ASC. With it we could convert the ASE files we exported from 3dsmax to ASC format that Plaything 2 could import. The process was slow however, especially if you made minor changes. Another downsi...
by Harmalarm
Thu Feb 19, 2015 12:55 pm
Forum: Carmageddon and The Splat Pack
Topic: Carma Key Binder
Replies: 10
Views: 17772

Re: Carma Key Binder

Cool. I will give it a try once I get home tonight
by Harmalarm
Sun Feb 15, 2015 9:24 pm
Forum: Carmageddon and The Splat Pack
Topic: Carma Key Binder
Replies: 10
Views: 17772

Re: Carma Key Binder

Yes I am trying this in C2. My bad. :lol:
by Harmalarm
Sun Feb 15, 2015 7:56 pm
Forum: Carmageddon and The Splat Pack
Topic: Carma Key Binder
Replies: 10
Views: 17772

Re: Carma Key Binder

Nice tool. I tried it but ran into a problem. I am on a laptop without numpad, so this is really helpfull for me. I just noticed that now that I have set the arrow keys for the accelerate, brake and steering part, that the car steers to the right when I accelerate. These are my settings: 2015-02-15_...
by Harmalarm
Thu Feb 12, 2015 7:13 pm
Forum: Carmageddon 2: Carpocalypse Now
Topic: Creation of custom Pedestrians questions
Replies: 21
Views: 90

Creation of custom Pedestrians questions

I only now see this topic first time. Good progress and persistence 303. I'm glad you are using the tools and that they are working for you. :)<br/><br/>Importing game models using the tools should indeed produce seams in the model because of the double vertices. Like trent said:<br/><br/><blockquot...
by Harmalarm
Thu Feb 12, 2015 9:52 am
Forum: Carmageddon 2: Carpocalypse Now
Topic: Carma2: Sheldon custom ped
Replies: 9
Views: 5302

Re: Carma2: Sheldon custom ped

I got the current build of the tools from polygonengineer.com That's the one you want :thumbsup: Yes, those image links are dead as they are 2/3 years old and link back to my old site which has been changed to the polygonengineer.com There isn't much help to be found to be honest. The tools are sti...
by Harmalarm
Tue Feb 10, 2015 8:41 pm
Forum: Carmageddon 2: Carpocalypse Now
Topic: Carma2: Sheldon custom ped
Replies: 9
Views: 5302

Re: Carma2: Sheldon custom ped

Haha sweet!
by Harmalarm
Mon Feb 09, 2015 9:01 am
Forum: General Carmageddon and Rant Forum
Topic: nGlide 2.10 & dgVoodoo v2.6
Replies: 20
Views: 35109

Re: dgVoodoo v2.41

Nice news find there tosh! I was wondering though, c2 d3d has pretty much always worked for me. Is it commonly known it doesn't for many others?
by Harmalarm
Thu Jan 29, 2015 9:00 am
Forum: Carmageddon and The Splat Pack
Topic: PT2's optimize function
Replies: 12
Views: 9385

Re: PT2's optimize function

C1 at least requires pixelmap in the .mat file to have the .pix extension attached. Could be a simple box to thick in the exporter and it would automagically add the extension while writing the .mat file. Or if you're courageous, it'd directly write a proper C1 .MAT file (04 type instead of 3C). Ye...
by Harmalarm
Wed Jan 28, 2015 9:45 am
Forum: Carmageddon 2: Carpocalypse Now
Topic: The deformable airport railings
Replies: 1
Views: 3297

Re: The deformable airport railings

Hm, I don't really see the need to do this as we can already have different meshes per smashable using the 'replacemodel' smash type right? about the carmatools and keeping the texture uv's; There is a big chance it doesn't. Actually I am quite sure it doesn't. Recent changes with the optimize funct...
by Harmalarm
Tue Jan 27, 2015 8:50 am
Forum: Carmageddon and The Splat Pack
Topic: PT2's optimize function
Replies: 12
Views: 9385

Re: PT2's optimize function

Ah! :sad: I see what you mean and I will add it to the list. I remember having some issues with this myself, but thought I had it figured out in the end.

We might as well turn this topic in a Carmatools feature request topic :wink:
by Harmalarm
Tue Jan 20, 2015 4:58 pm
Forum: Carmageddon and The Splat Pack
Topic: PT2's optimize function
Replies: 12
Views: 9385

Re: PT2's optimize function

Ah so there was still some optimizing done by PT2?

I think PT2 then still uses a threshold or rounding for the vertices, because I remove all exact duplicates. There probably are still some almost-duplicates left that can be removed.
by Harmalarm
Mon Jan 19, 2015 10:07 pm
Forum: Carmageddon and The Splat Pack
Topic: PT2's optimize function
Replies: 12
Views: 9385

Re: PT2's optimize function

Could some of you guys test my new version of the exporter? I made a complete pack, but only the exporter has changed. It now exports optimized models directly! :rockon: Carmatools_20150119 (just extract it into your main 3dsmax directory, and run the carma_tools.mcr file from the main scripts direc...
by Harmalarm
Mon Jan 19, 2015 10:04 pm
Forum: Carmageddon 2: Carpocalypse Now
Topic: 1964 Chevy Pickup for Carmageddon 2
Replies: 21
Views: 10335

Re: 1964 Chevy Pickup for Carmageddon 2

Great model ADR. Indeed it crumbles real nicely, especially the front part. Interior is also a great addition! :thumbsup:
by Harmalarm
Mon Jan 19, 2015 6:02 pm
Forum: Carmageddon and The Splat Pack
Topic: PT2's optimize function
Replies: 12
Views: 9385

Re: PT2's optimize function

edit: just noticed I had a very inefficiently coded version of Optimise in my c2Mesh helper class
Thanks Errol! I already made a similar start with my code. :)
by Harmalarm
Mon Jan 19, 2015 1:28 pm
Forum: Carmageddon 2: Carpocalypse Now
Topic: 1964 Chevy Pickup for Carmageddon 2
Replies: 21
Views: 10335

Re: 1964 Chevy Pickup for Carmageddon 2

Yes, Tosh is right. 3ds max sometimes has issues with UV vertices. If a model vertex has no mapping, which for some reason can exist in 3ds max, then the vertices will not be exported. Unfortunately there is nothing I can do about this at this moment. Try Tosh's solution. That should work. Can you s...
by Harmalarm
Sun Jan 18, 2015 10:18 am
Forum: Carmageddon and The Splat Pack
Topic: PT2's optimize function
Replies: 12
Views: 9385

PT2's optimize function

I thought it would be better to turn this into a separate thread, so let's keep the optimize function of PT2 in here shall we? :) Well I'm afraid using PT2 for its optimize function can still be critical in some cases. And applying this function can also change the vertices IDs... True. I will take ...
by Harmalarm
Sun Jan 18, 2015 9:40 am
Forum: Carmageddon 2: Carpocalypse Now
Topic: Final steps when making a C2 car
Replies: 8
Views: 7805

Re: Final steps when making a C2 car

Well I'm afraid using PT2 for its optimise function can still be critical in some cases. And applying this function can also change the vertice IDs...
Maybe we should start a new THREAD about this.