@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. :)
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
- Tue May 05, 2015 9:09 am
- Forum: General Carmageddon and Rant Forum
- Topic: Screen Shots
- Replies: 1494
- Views: 480286
- Sun May 03, 2015 2:52 pm
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: Kid Room - new map
- Replies: 19
- Views: 12855
Re: Kid Room - new map
That's better.
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. ;)
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. ;)
- Sun May 03, 2015 9:48 am
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: Kid Room - new map
- Replies: 19
- Views: 12855
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?
- Thu Apr 30, 2015 6:23 pm
- Forum: Carmageddon and The Splat Pack
- Topic: Unofficial Max Pack 95 Restoration Project Pack
- Replies: 24
- Views: 26736
Re: Unofficial Max Pack 95 Restoration Project Pack
Well done QTZ. This will make lot's of people happy, including me
- Wed Apr 29, 2015 9:19 pm
- Forum: General Carmageddon and Rant Forum
- Topic: Screen Shots
- Replies: 1494
- Views: 480286
Re: Screen Shots
That looks amazing coffey. That map must be huge! When can we expect to play it
- 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...
- 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...
- 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...
- 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!
- 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
Ok, this seriously freaked me out. WTF man. 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?
- 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 again
- Sun Apr 19, 2015 3:37 pm
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: Plastic Army Men Peds
- Replies: 7
- Views: 3829
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.
- 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 ...
- 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. ;)
You know you could give colors to those white roof tiles. I did the same with my model using the diffuse color in pt2. ;)
- Mon Mar 30, 2015 12:16 pm
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: C2 map: Empire City
- Replies: 14
- Views: 10058
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?
- 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?
- Sat Feb 28, 2015 12:16 pm
- Forum: General Carmageddon and Rant Forum
- Topic: nGlide 2.10 & dgVoodoo v2.6
- Replies: 20
- Views: 35262
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
Anyway, thanks for the find tosh
- 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...
- Thu Feb 19, 2015 12:55 pm
- Forum: Carmageddon and The Splat Pack
- Topic: Carma Key Binder
- Replies: 10
- Views: 17839
Re: Carma Key Binder
Cool. I will give it a try once I get home tonight
- Sun Feb 15, 2015 9:24 pm
- Forum: Carmageddon and The Splat Pack
- Topic: Carma Key Binder
- Replies: 10
- Views: 17839
Re: Carma Key Binder
Yes I am trying this in C2. My bad.
- Sun Feb 15, 2015 7:56 pm
- Forum: Carmageddon and The Splat Pack
- Topic: Carma Key Binder
- Replies: 10
- Views: 17839
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_...
- Thu Feb 12, 2015 7:13 pm
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: Creation of custom Pedestrians questions
- Replies: 21
- Views: 91
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...
- Thu Feb 12, 2015 9:52 am
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: Carma2: Sheldon custom ped
- Replies: 9
- Views: 5303
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...
- Tue Feb 10, 2015 8:41 pm
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: Carma2: Sheldon custom ped
- Replies: 9
- Views: 5303
Re: Carma2: Sheldon custom ped
Haha sweet!
- Mon Feb 09, 2015 9:01 am
- Forum: General Carmageddon and Rant Forum
- Topic: nGlide 2.10 & dgVoodoo v2.6
- Replies: 20
- Views: 35262
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?
- Thu Jan 29, 2015 9:00 am
- Forum: Carmageddon and The Splat Pack
- Topic: PT2's optimize function
- Replies: 12
- Views: 9465
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...
- Wed Jan 28, 2015 9:45 am
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: The deformable airport railings
- Replies: 1
- Views: 3319
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...
- Tue Jan 27, 2015 8:50 am
- Forum: Carmageddon and The Splat Pack
- Topic: PT2's optimize function
- Replies: 12
- Views: 9465
Re: PT2's optimize function
Ah! 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
We might as well turn this topic in a Carmatools feature request topic
- Tue Jan 20, 2015 4:58 pm
- Forum: Carmageddon and The Splat Pack
- Topic: PT2's optimize function
- Replies: 12
- Views: 9465
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.
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.
- Mon Jan 19, 2015 10:07 pm
- Forum: Carmageddon and The Splat Pack
- Topic: PT2's optimize function
- Replies: 12
- Views: 9465
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...
- Mon Jan 19, 2015 10:04 pm
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: 1964 Chevy Pickup for Carmageddon 2
- Replies: 21
- Views: 10339
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!
- Mon Jan 19, 2015 6:02 pm
- Forum: Carmageddon and The Splat Pack
- Topic: PT2's optimize function
- Replies: 12
- Views: 9465
Re: PT2's optimize function
Thanks Errol! I already made a similar start with my code. :)edit: just noticed I had a very inefficiently coded version of Optimise in my c2Mesh helper class
- Mon Jan 19, 2015 1:28 pm
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: 1964 Chevy Pickup for Carmageddon 2
- Replies: 21
- Views: 10339
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...
- Sun Jan 18, 2015 10:18 am
- Forum: Carmageddon and The Splat Pack
- Topic: PT2's optimize function
- Replies: 12
- Views: 9465
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 ...
- Sun Jan 18, 2015 9:40 am
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: Final steps when making a C2 car
- Replies: 8
- Views: 7830
Re: Final steps when making a C2 car
Maybe we should start a new THREAD about this.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...