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
Thu Feb 18, 2016 9:54 am
Forum: Carmageddon: Max Damage
Topic: [Beta3] 3DSMax Reincarnation Tools (3dsmax 2015 fix)
Replies: 197
Views: 778

[Beta3] 3DSMax Reincarnation Tools (3dsmax 2015 fix)

Hey Trent, I feel your pain man... Updating UI elements in Maxscript is tedious and not flexible enough to my taste. This is the sole reason I still haven't finished the carmageddon 1 and 2 scriptpack. It's just too boring and too much hassle to get all those properties in there...<br/><br/>I feel t...
by Harmalarm
Thu Feb 18, 2016 9:15 am
Forum: The ReinCarnation Project
Topic: [BLOG] 2015's Graphical Gorgeousness Update
Replies: 16
Views: 1095

[BLOG] 2015's Graphical Gorgeousness Update

Thanks for the information about the graphics update guys. I find it very interesting to read about the work that is done behind the scenes, and how things evolve (and break) over time.

The graphics update was a welcome and much needed addition. Great job!
by Harmalarm
Tue Feb 09, 2016 8:16 pm
Forum: Carmageddon 2: Carpocalypse Now
Topic: Transparency test
Replies: 15
Views: 12085

Re: Transparency test

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...
by Harmalarm
Wed Feb 03, 2016 9:40 am
Forum: Carmageddon 2: Carpocalypse Now
Topic: Anvil Launcher for C2
Replies: 8
Views: 6446

Re: Anvil Launcher for C2

Hah, nice! :rockon:
by Harmalarm
Fri Jan 29, 2016 1:04 pm
Forum: Carmageddon and The Splat Pack
Topic: A bit more of Carmageddoom: whole environment swap
Replies: 5
Views: 5679

Re: A bit more of Carmageddoom: whole environment swap

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...
by Harmalarm
Wed Jan 27, 2016 5:03 pm
Forum: Carmageddon 2: Carpocalypse Now
Topic: Transparency test
Replies: 15
Views: 12085

Re: Transparency test

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...
by Harmalarm
Tue Jan 26, 2016 10:12 am
Forum: Carmageddon and The Splat Pack
Topic: A bit more of Carmageddoom: whole environment swap
Replies: 5
Views: 5679

Re: A bit more of Carmageddoom: whole environment swap

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.
by Harmalarm
Tue Jan 26, 2016 10:10 am
Forum: Carmageddon 2: Carpocalypse Now
Topic: Transparency test
Replies: 15
Views: 12085

Re: Transparency test

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...
by Harmalarm
Mon Jan 25, 2016 4:35 pm
Forum: Carmageddon and The Splat Pack
Topic: A bit more of Carmageddoom: whole environment swap
Replies: 5
Views: 5679

Re: A bit more of Carmageddoom: whole environment swap

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...
by Harmalarm
Fri Jan 22, 2016 10:21 am
Forum: General Carmageddon and Rant Forum
Topic: Carmageddon, Splat Pack,... what about another expansion?
Replies: 6
Views: 5083

Re: Carmageddon, Splat Pack,... what about another expansion

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...
by Harmalarm
Thu Jan 07, 2016 4:21 pm
Forum: General Carmageddon and Rant Forum
Topic: Powerslide
Replies: 5
Views: 4954

Re: Powerslide

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.
by Harmalarm
Tue Jan 05, 2016 9:21 pm
Forum: Carmageddon 2: Carpocalypse Now
Topic: Smoothed Ski Track
Replies: 14
Views: 9800

Re: Smoothed Ski Track

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 ...
by Harmalarm
Tue Jan 05, 2016 3:23 pm
Forum: Carmageddon 2: Carpocalypse Now
Topic: Smoothed Ski Track
Replies: 14
Views: 9800

Re: Smoothed Ski Track

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...
by Harmalarm
Tue Jan 05, 2016 10:39 am
Forum: Carmageddon 2: Carpocalypse Now
Topic: Smoothed Ski Track
Replies: 14
Views: 9800

Re: Smoothed Ski Track

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...
by Harmalarm
Tue Jan 05, 2016 10:26 am
Forum: General Carmageddon and Rant Forum
Topic: Powerslide
Replies: 5
Views: 4954

Re: Powerslide

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:
by Harmalarm
Mon Jan 04, 2016 9:18 am
Forum: Carmageddon 2: Carpocalypse Now
Topic: Smoothed Ski Track
Replies: 14
Views: 9800

Re: Smoothed Ski Track

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...
by Harmalarm
Sat Jan 02, 2016 8:22 pm
Forum: General Carmageddon and Rant Forum
Topic: So...
Replies: 6
Views: 5408

Re: So...

I feel like a newby to the community compared by you and even I am already a member for 12 years or so. :)
by Harmalarm
Tue Dec 29, 2015 11:13 am
Forum: General Carmageddon and Rant Forum
Topic: Merry Christmas 2015
Replies: 12
Views: 8820

Re: Merry Christmas 2015

And a happy new year in advance guys! :beer:
by Harmalarm
Thu Dec 03, 2015 12:53 pm
Forum: Carmageddon 2: Carpocalypse Now
Topic: Modelling Questions
Replies: 2
Views: 62

Modelling Questions

Hey Itchiboy, welcome to the forum! What a neat and organised first post.<br/><br/>If you are aiming to work from 3ds, or at least use it as a conversion tool from Zmodeler to the game, I stongly advise you to use my 3dsmax exporter tools. Bemax is very old and was originally designed for max 3.1 I ...
by Harmalarm
Thu Nov 05, 2015 4:20 pm
Forum: Carmageddon: Max Damage
Topic: [WIP] Knave ( Knight Rider )
Replies: 23
Views: 93

[WIP] Knave ( Knight Rider )

Ghostbusters vehicle?
by Harmalarm
Thu Oct 29, 2015 10:56 am
Forum: Carmageddon: Max Damage
Topic: [Beta3] 3DSMax Reincarnation Tools (3dsmax 2015 fix)
Replies: 197
Views: 778

[Beta3] 3DSMax Reincarnation Tools (3dsmax 2015 fix)

Ah cool. That makes sense. If I remember correctly the ped's txt files also use the hierarchy system for parent and child bones, or either the ped's act file. Either way, this parent children setup makes sense.<br> 3ds max has many ways for animating objects. I'm sure we can use either transformmatr...
by Harmalarm
Thu Oct 29, 2015 9:06 am
Forum: Carmageddon: Max Damage
Topic: [Beta3] 3DSMax Reincarnation Tools (3dsmax 2015 fix)
Replies: 197
Views: 778

[Beta3] 3DSMax Reincarnation Tools (3dsmax 2015 fix)

Still going strong Trent, that's impressive. I like reading your explanation of finding the animation format. Too bad I don't have more time on my hands, otherwise I would totally dig in the formats as well. Anyway, keep up the good work!
by Harmalarm
Tue Oct 27, 2015 10:26 am
Forum: Carmageddon: Max Damage
Topic: Screenshots
Replies: 16
Views: 12528

Re: Screenshots

I'm curious to try out the new update. It seems like a lot has changed. :D
by Harmalarm
Tue Oct 20, 2015 8:06 am
Forum: Carmageddon 2: Carpocalypse Now
Topic: Sleep Dirt's Verts [REL] Ford Zodiac: Putrid Horn
Replies: 61
Views: 34108

Re: Sleep Dirt's Verts [REL] Ford Zodiac: Putrid Horn

And yeah... very quiet lately, it happens every year now it seems.
True! I still check the board every single day though... :lol:
by Harmalarm
Wed Jul 29, 2015 7:48 am
Forum: Carmageddon: Max Damage
Topic: Flummery v0.3.8.9
Replies: 410
Views: 34555

Re: Flummery v0.3.7.5

Wowy, that's impressive! How about setting up the handling? Is this similar to c2's handling setup?
by Harmalarm
Mon Jul 20, 2015 9:43 am
Forum: Carmageddon 2: Carpocalypse Now
Topic: changing from 32bit color to 16bit through shortcut command?
Replies: 5
Views: 4296

Re: changing from 32bit color to 16bit through shortcut comm

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...
by Harmalarm
Fri Jul 17, 2015 10:52 am
Forum: General Carmageddon and Rant Forum
Topic: C1 & C2 infographic
Replies: 7
Views: 6130

Re: C1 & C2 infographic

Niceness. I'm sure it will be helpful when redirecting all the newbies. :wink:
by Harmalarm
Mon Jul 13, 2015 7:58 pm
Forum: Carmageddon 2: Carpocalypse Now
Topic: Wip A-Truck <.< See what I did there?
Replies: 18
Views: 12645

Re: Wip A-Truck <.< See what I did there?

Those photo textures are so believable. Impressive model Maxy! :thumbsup:
by Harmalarm
Sat Jun 27, 2015 2:27 pm
Forum: General Carmageddon and Rant Forum
Topic: Err... Elo? Anybody home?
Replies: 15
Views: 9266

Re: Err... Elo? Anybody home?

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...
by Harmalarm
Thu Jun 11, 2015 7:50 am
Forum: Carmageddon 2: Carpocalypse Now
Topic: The next new ones for 2015
Replies: 21
Views: 11930

Re: The next new ones for 2015

Wow pip, that looks great. Especially knowing it is not a conversion. :eek:
by Harmalarm
Mon Jun 08, 2015 8:37 am
Forum: Carmageddon 2: Carpocalypse Now
Topic: Confused as usual
Replies: 6
Views: 4025

Re: Confused as usual

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! :)
by Harmalarm
Sun May 31, 2015 8:25 am
Forum: Carmageddon 2: Carpocalypse Now
Topic: Hiding and showing objects in plaything?
Replies: 4
Views: 2346

Re: Hiding and showing objects in plaything?

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:
by Harmalarm
Wed May 27, 2015 10:20 am
Forum: Carmageddon: Max Damage
Topic: Indie developper turns infamous GTA mod into full game
Replies: 9
Views: 8403

Re: Indie developper turns infamous GTA mod into full game

Dis is the best mod from gta series! I plai it all becaus I was in super beta group. It mod will change the comunite for sure and bring in all new modders and peoples.

shame they don't have not included max mad career mod, that would have make it perfetc
by Harmalarm
Tue May 12, 2015 8:46 pm
Forum: Carmageddon 2: Carpocalypse Now
Topic: Items!
Replies: 12
Views: 7128

Re: Items!

That rebuilt drone car looks fun maxine. Looking at that screenshot it just hit me how old this game and it's graphics are. Not bad, but old. We sure are playing with it a long time. :lol:
by Harmalarm
Tue May 12, 2015 7:19 pm
Forum: Carmageddon 2: Carpocalypse Now
Topic: Nutopia - Powerslide Conversion
Replies: 3
Views: 2141

Nutopia - Powerslide Conversion

Another conversion bites the dust. This track features an underground enclave called Nutopia, a city that hasn't banned racing from its streets but instead made it legal to show of their automotive products. It's a pretty big track with lots of powerups. download it here http://polygonengineer.com/w...