Carma 2 3d max question
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Harmalarm created Carma 2 3d max question on Mon Jun 04, 2007 9:50 am
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Hi guys,

i'm new here, but have played carma2 years ago, and just started playing again. Great to see that the modding is still alive!

My question is, can anybody tell me if there is a way to import the carmageddon2 tracks into 3dstudio max. I've been looking around several forums, but did not find a way to do this conversion.

First of all i need to know what twt files to extract to collect all the needed data. I've tried opening the carrier map in plaything, but i was missing files. Furthermore i do not think plaything can export files, is that right?

any help would be most welcome
TTR on Mon Jun 04, 2007 10:08 am
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You need to get CarEd and the Java files here (first install JRE 1.2 on default location, then install Java 3D (Directx) and then just run the CarEd.bat wherever you want) :- [url]http://thesprayshop.net/carmadls.shtml[/url]
With that you open the .DAT file which lies in evert C2/data/Races .TWT file, then save it as an .OBJ file with it.

Then you need this file for Max:- [url]http://ttr.toshiba-3.com/Files/oc2%20edtio2.zip[/url]
This script opens the .OBJ file.

I believe that should work, never tested it.

Why do you need the info for btw? :grin: we would love to know.
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Harmalarm on Mon Jun 04, 2007 10:53 am
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Thanx for the quick reply !

i'll try it out right now.

I need them because i'm trying to do a conversion from carma 2 to GTA San andreas. In the upcoming release of Multi theft auto there is a custom model support embedded in the code. I thought it would be great to use the Carma2 maps online... :)
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coffeycup on Mon Jun 04, 2007 1:04 pm
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Unfortunately you'll lose all the texture mapping importing the .DAT into CarED.
Tosh might have some ideas on how to get the C2 maps into 3DSMax and keep the mapping.
MacCarpocalypse | coffey.polygonized.com | CoffeyCup's Gallery
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Harmalarm on Mon Jun 04, 2007 1:34 pm
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Yes, i just found out. Furthermore i get this error when openening de obj file in 3dmax

-- Unable to convert: undefinded to type: Float

refering to the line in the script

fn fGetValue tf=
(
retval=undefined
temp=ReadValues tf
if temp.count<3 then
(
retval=temp[2]
)else(
x=temp[2] as float
y=temp[3] as float
[b]z=temp[4] as float[/b]
retval=[x,y,z]
)
return retval
)

Is this a bug in the script, or is it just not possible?
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coffeycup on Mon Jun 04, 2007 1:44 pm
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I don't know about the script error, maybe the script doesn't like the version of Max you have?
Either way you'll lose all your texturing mapping that way, like I said.

Tosh has a way of grabbing 3d data and getting it into Max, see the track conversions he's done.
[url]http://rr2000.toshiba-3.com/R4/[/url]

You're better off getting in touch with him
MacCarpocalypse | coffey.polygonized.com | CoffeyCup's Gallery
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Toshiba-3 on Mon Jun 04, 2007 6:04 pm
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Hello~

There is several ways to import tracks back into 3dsMAX and PT2 can't export them.
Every way you'll try will lose the textures data.

BTW the C2Editor script (aka OBJ importer) works only with 3dsMAX R3.1.

However, me and some guys have yet another script which unfortunately cannot be shared.
It's a DAT importer and it keeps the texturing informations. We almost never use it, and it doesn't work well all the time as some advanced DAT features aren't well implemented. Tracks don't work properly either but I was able lately to reimport my TDR Arena.
The script isn't available as it would be a threat for some original models of the community.
Nevertheless, you can tell us which track you'd like to have into MAX (and which version of MAX also) and we'll try to do our best to help ya.
Image / carmageddon add-ons at road reaction
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Harmalarm on Tue Jun 05, 2007 6:06 am
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Argh, too bad :uho: Well, i'm currently working in 3dsMax 8. Although most of my modeling is done in Maya 7 (Really have to learn modeling in Max though)

If you guys could help me import the Newcity/Beaver city track into 3dsMAX i would really appreciate that. ( That will be my fist, lets see if I can keep the spirit :heh:) I currently have nothing exported/imported yet
TTR on Tue Jun 05, 2007 8:25 am
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Hallo, wij gebruiken alleen echt maar Max en we vinden Maya spastisch tenopzichte van Max en dus kunnen wij weer bijna niks in Maya :grin: (i hope you are dutch, or else i made a fool out of myself LOL)
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Harmalarm on Tue Jun 05, 2007 8:30 am
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Nee hoor, je hebt het helemaal goed! Maar ik denk niet dat veel mensen dat nu zullen weten :sglasses:

I know, I know... I had to work with Maya in college, so that's why i know it so well... But to be honest, I think it sucks that i have been putting all my time in Maya, while i should have been working in Max :nyaha:
TTR on Tue Jun 05, 2007 8:39 am
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Yeah that's what we say too lol...

Just have a go in the basic tutorial steps from the Max tutorial itself, then i think it should be picked up pretty easily as you already know buttons/modelling, at least i've never fully tried Maya..:smile:
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Harmalarm on Tue Jun 05, 2007 11:26 am
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Well after a bit of messing around myself i found out a great way to export the maps form the Nintendo 64 game, using Nemu and VMRL extractor...

I think it looks pretty cool, but it still needs a lot of work though...

[url=http://imageshack.us][img]http://img530.imageshack.us/img530/9414/newcitybj6.jpg[/img][/url]

[url=http://imageshack.us][img]http://img505.imageshack.us/img505/5670/newcity2ir6.jpg[/img][/url]

[url=http://imageshack.us][img]http://img174.imageshack.us/img174/4297/newcity3sl5.jpg[/img][/url]

As u can see the carma maps seem to be missing the roofs of some buildings, but i'll have to check on that, might have missed some faces during extraction. Also some textures are different from the pc version :sad:
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coffeycup on Tue Jun 05, 2007 2:28 pm
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hey that looks cool. Maybe the really tall buildings never had a roof, I don't know.
Of course, it's missing all the tippables and breakables like lightpoles and fences.
Other than that looks like you're all set to start modding.
MacCarpocalypse | coffey.polygonized.com | CoffeyCup's Gallery
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Toshiba-3 on Tue Jun 05, 2007 3:21 pm
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Voilà...

[img]http://img411.imageshack.us/img411/596/beavermaxeu7.jpg[/img]

I packed up the scene and maps for MAX8.
Everything there but the powerups, I removed them as you'll for sure not use them in MTA.
The other tippables are still there, trees, windows, poles, etc...

The scene is divided in 4 parts (you'll understand what I mean when you'll have a look) and the meshes are grouped by textures. This might lead to some more work if you want to make the tippables interactive for MTA, but it's easier to handle the materials this way at first.

[hide=5]Download here :
[url]ftp://downloads.toshiba-3.com/kvefugrn/Toshiba/Beaver_MAX.rar[/url][/hide]

Heh, that VMRL plugin for Nemu (or did I use it with 1964 ?) helped me to convert the lame Tutorial track from Carmageddon 64...

Oh... and the 64 version of this track (the one you ripped with Nemu so) is really lowerpoly and uglier.

And about Maya, you're damn right... I had to work with it this year, and I can tell it's fucking frustrating to have to work with that thing when you're used to MAX...
Image / carmageddon add-ons at road reaction
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Harmalarm on Tue Jun 05, 2007 4:31 pm
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OMG, you're the greatest! This is awesome... Thank you so much :sglasses:
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Harmalarm on Wed Jun 06, 2007 1:55 pm
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Hm, I've been looking into the Max file today but i've stumbled into some problems.

Since i'm such a Max-noob i dont mind asking, how are the materials assigned to the meshes. I can see it are standardmaterials, but i cant find them in the material editor. The point is that i quickly want to change all materials to TGA's since that is a material format i can use. Converting the images is not a problem, but replacing the tif's by tga's in Max is... ( for me that is :uho: )


btw, i was using nemu, not pj64 since the plugin is not compatible for pj64
The 64 version is indeed much uglier, yech... :nyaha:

Does anyone have a good quickstart for maya to 3dmax?
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Econobrick on Wed Jun 06, 2007 4:04 pm
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It's uglier and simpler, but I wouldn't mind playing the N64 beaver city in PC C2. :]
As well as the N64 version of C1's coastal tracks that were also in that game...
TTR on Thu Jun 07, 2007 8:03 am
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Is it a one man's project? Or is there a site or so? :smile:
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Harmalarm on Thu Jun 07, 2007 8:06 am
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Gewoon een beetje hobby-en...

Just for fun, a one-man's project. You kidding me, a website... :nyaha:
TTR on Thu Jun 07, 2007 8:32 am
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LOL well i dunno, a C2 mod or so for MTA would be fun :sglasses: Are there any carma/mad max like vehicles for GTA? (not specificly for SA? and that Red Bat car is quite off that is for GTASA)
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Harmalarm on Thu Jun 07, 2007 9:12 am
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I definately agree with the mod part. As of now i havn't found any c2 cars for gta yet... guess no-one tried. But the Eagle3 in GTA for example... I would REALLY like that :sglasses:
TTR on Thu Jun 07, 2007 9:41 am
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Well a remodel would be advised :smile:
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Toshiba-3 on Fri Jun 08, 2007 10:19 pm
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Hello,

Harmalarm, I'll reimport the track with TGA maps then. It's normal that the materials don't appear in the material manager ; I personaly use a nifty script to take the material from an object and place it in the material manager when I want to modify it.

And I was talking about [i]1964[/i] (not PJ64), it was more stable on my comp' than Nemu with the capture plugin. I tried some other games, but nothing was really that much interesting to put into C2...

BTW, no idea about a MAYA2MAX tut', they really are different in my opinion :uh:
Image / carmageddon add-ons at road reaction
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Toshiba-3 on Sat Jun 09, 2007 3:37 pm
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MAX scene with TGAs uploaded.
[hide=5]Get it here :
[url]ftp://downloads.toshiba-3.com/kvefugrn/Toshiba/Beaver_MAX_TGA.rar[/url][/hide]
Image / carmageddon add-ons at road reaction
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Harmalarm on Mon Jun 11, 2007 2:58 pm
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Thanx Tosh!

I update this post when i have some result. Allthough it's not a carma project... :smile:
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Toshiba-3 on Tue Jun 12, 2007 4:43 pm
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Good luck mate !
Image / carmageddon add-ons at road reaction
R66C on Sun Sep 09, 2007 12:39 pm
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Hi everybody! I'm new 'round this place, but I played Carma 2 long time and happy to see that modding for this game still alive... Around 9 years of playing and modding... It's a long time... Well, I have the same question. I have permission to convert some models in Mafia (as a part of mod by my team), but I really don't know, how can I do this... Well, the persmission that I got is for using Slayer's models (big thanks, BTW)... If anyone can convert these cars to 3DS or Z3D, please help us!
Best Regards, R66C.
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Toshiba-3 on Sat Sep 15, 2007 9:08 pm
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Hi R66C,

I can convert Slayer's model to 3DS.
Models would keep intact geometry and texturing, but no smoothing groups (they never had anyway, I suppose !).
Just tell me which cars you'd want.
Image / carmageddon add-ons at road reaction
R66C on Sun Sep 16, 2007 7:59 am
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Big thanks for your help, Tosh! Well, the cars is:

'58 Edsel Citation
'58 Plymouth Fury
'59 Bel-Air
'61 Chrysler 300
'62 Plymouth Savoy
'63 Pontiac Bonneville
'66 Lincoln
'67 Chrysler 300
'67 Chrysler Newport
'67 Chrysler Town and Country
'67 Olds Cutlass
'67 Plymouth GTX
'68 Chrysler
'70 GTO Judge
'70 Plymouth Fury
'71 Dodge Charger
'71 Mach 1
'71 Mustang
'72 Cadillac Deville
'74 Chevy Nova
'75 Plymouth Fury
'76 Buick Riviera
'77 Monte Carlo
'77 Oldsmobile 88

P.S. Sorry for big car-list, but we're planning many vehicles in our mod...
P.P.S. BTW, maybe we'll finish demo-version of this mod in next 1,5 month. So if anyone wanna see what we're doin', I'll post this somewhere.
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Toshiba-3 on Sun Sep 16, 2007 10:45 am
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Ok. I hope you guys are used to setup smoothing groups/normals.
Which version of MAX do you use ? I have 3.1, 8 and 9. If you have an earlier version than 8 I'll use 3.1.
I'll give you the models exactly as they are imported, I'll probably just scale them up (10x).
This may take some time, as I'm busy the whole week.

Does your mod have any website/page ? Thank you.

[edit] Almost forgot : which format should the textures be ? By default it's TIFF but it's also possible to import as TGA. Better say it now as it's difficult to change afterward.
Image / carmageddon add-ons at road reaction
R66C on Sun Sep 16, 2007 11:03 am
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Well, we'll care 'bout smothing groups, we're used to it).
---
LOL, I had 3.1 and 8 version of Max too, so use whatever you want.
---
Ok, we'll wait, because right now we're working on landscape.
---
Right now we don't have official site, but we'll make it as soon as possible - maybe right after Demo-Version.
---
TIFF? Well, if it's possible, required for 4DS files texture format is BMP, where X.Bmp - is RGB-channel, and X+.BMP - alpha-channel.

And thanks again for interesting in our project and help.
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Toshiba-3 on Sun Sep 16, 2007 11:10 am
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Well I could apparently do them all this afternoon. Imported into MAX.
The only problem would be the texture format. I'll see what I can do.
Image / carmageddon add-ons at road reaction
R66C on Sun Sep 16, 2007 1:40 pm
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Well, we have a topic for our mod right here: [url]http://mafia.alfaspace.net/board/index.php?showtopic=1565[/url] - you can look at some work that we're did.

[edit] Well, forget 'bout BMP's, we'll take care about converting TIFF's or TGA's into BMP's.
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Toshiba-3 on Sun Sep 16, 2007 2:02 pm
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Well it's too late...
I've already converted the textures to bmp and prepared the alpha channels into *+.bmp files :wink:
Image / carmageddon add-ons at road reaction
R66C on Sun Sep 16, 2007 2:11 pm
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Wow! Nice to hear 'bout it! :nice:
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