Dear returning Carmageddon fans
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 !
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
- Thu Feb 18, 2016 9:54 am
- Forum: Carmageddon: Max Damage
- Topic: [Beta3] 3DSMax Reincarnation Tools (3dsmax 2015 fix)
- Replies: 198
- Views: 801
[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...
- Thu Feb 18, 2016 9:15 am
- Forum: The ReinCarnation Project
- Topic: [BLOG] 2015's Graphical Gorgeousness Update
- Replies: 16
- Views: 1098
[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!
The graphics update was a welcome and much needed addition. Great job!
- Tue Feb 09, 2016 8:16 pm
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: Transparency test
- Replies: 15
- Views: 12768
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...
- Wed Feb 03, 2016 9:40 am
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: Anvil Launcher for C2
- Replies: 8
- Views: 6554
Re: Anvil Launcher for C2
Hah, nice!
- 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: 5960
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...
- Wed Jan 27, 2016 5:03 pm
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: Transparency test
- Replies: 15
- Views: 12768
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...
- 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: 5960
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.
- Tue Jan 26, 2016 10:10 am
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: Transparency test
- Replies: 15
- Views: 12768
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...
- 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: 5960
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...
- Fri Jan 22, 2016 10:21 am
- Forum: General Carmageddon and Rant Forum
- Topic: Carmageddon, Splat Pack,... what about another expansion?
- Replies: 6
- Views: 5137
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...
- Thu Jan 07, 2016 4:21 pm
- Forum: General Carmageddon and Rant Forum
- Topic: Powerslide
- Replies: 5
- Views: 5004
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.
- Tue Jan 05, 2016 9:21 pm
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: Smoothed Ski Track
- Replies: 14
- Views: 9873
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 ...
- Tue Jan 05, 2016 3:23 pm
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: Smoothed Ski Track
- Replies: 14
- Views: 9873
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...
- Tue Jan 05, 2016 10:39 am
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: Smoothed Ski Track
- Replies: 14
- Views: 9873
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...
- Tue Jan 05, 2016 10:26 am
- Forum: General Carmageddon and Rant Forum
- Topic: Powerslide
- Replies: 5
- Views: 5004
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...
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...
- Mon Jan 04, 2016 9:18 am
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: Smoothed Ski Track
- Replies: 14
- Views: 9873
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...
- Sat Jan 02, 2016 8:22 pm
- Forum: General Carmageddon and Rant Forum
- Topic: So...
- Replies: 6
- Views: 5476
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. :)
- Tue Dec 29, 2015 11:13 am
- Forum: General Carmageddon and Rant Forum
- Topic: Merry Christmas 2015
- Replies: 12
- Views: 8880
Re: Merry Christmas 2015
And a happy new year in advance guys!
- Thu Dec 03, 2015 12:53 pm
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: Modelling Questions
- Replies: 2
- Views: 64
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 ...
- 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?
- Thu Oct 29, 2015 10:56 am
- Forum: Carmageddon: Max Damage
- Topic: [Beta3] 3DSMax Reincarnation Tools (3dsmax 2015 fix)
- Replies: 198
- Views: 801
[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...
- Thu Oct 29, 2015 9:06 am
- Forum: Carmageddon: Max Damage
- Topic: [Beta3] 3DSMax Reincarnation Tools (3dsmax 2015 fix)
- Replies: 198
- Views: 801
[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!
- Tue Oct 27, 2015 10:26 am
- Forum: Carmageddon: Max Damage
- Topic: Screenshots
- Replies: 16
- Views: 12949
Re: Screenshots
I'm curious to try out the new update. It seems like a lot has changed. :D
- 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: 34309
Re: Sleep Dirt's Verts [REL] Ford Zodiac: Putrid Horn
True! I still check the board every single day though...And yeah... very quiet lately, it happens every year now it seems.
- Wed Jul 29, 2015 7:48 am
- Forum: Carmageddon: Max Damage
- Topic: Flummery v0.3.8.9
- Replies: 410
- Views: 34907
Re: Flummery v0.3.7.5
Wowy, that's impressive! How about setting up the handling? Is this similar to c2's handling setup?
- 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: 4349
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...
- Fri Jul 17, 2015 10:52 am
- Forum: General Carmageddon and Rant Forum
- Topic: C1 & C2 infographic
- Replies: 7
- Views: 6427
Re: C1 & C2 infographic
Niceness. I'm sure it will be helpful when redirecting all the newbies.
- Mon Jul 13, 2015 7:58 pm
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: Wip A-Truck <.< See what I did there?
- Replies: 18
- Views: 12710
Re: Wip A-Truck <.< See what I did there?
Those photo textures are so believable. Impressive model Maxy!
- Sat Jun 27, 2015 2:27 pm
- Forum: General Carmageddon and Rant Forum
- Topic: Err... Elo? Anybody home?
- Replies: 15
- Views: 9324
Re: Err... Elo? Anybody home?
Me too! Still check it every singe day. I just don't do any carma related stuff these days so there isn't much to talk about...
- Thu Jun 11, 2015 7:50 am
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: The next new ones for 2015
- Replies: 21
- Views: 11995
Re: The next new ones for 2015
Wow pip, that looks great. Especially knowing it is not a conversion.
- Mon Jun 08, 2015 8:37 am
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: Confused as usual
- Replies: 6
- Views: 4068
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! :)
Also: Welcome back! :)
- Sun May 31, 2015 8:25 am
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: Hiding and showing objects in plaything?
- Replies: 4
- Views: 2371
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.
- Wed May 27, 2015 10:20 am
- Forum: Carmageddon: Max Damage
- Topic: Indie developper turns infamous GTA mod into full game
- Replies: 9
- Views: 8452
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
shame they don't have not included max mad career mod, that would have make it perfetc
- Tue May 12, 2015 8:46 pm
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: Items!
- Replies: 12
- Views: 7144
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.
- Tue May 12, 2015 7:19 pm
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: Nutopia - Powerslide Conversion
- Replies: 3
- Views: 2149
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...