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Carma2 to GTA-SA project
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Harmalarm on Sat May 03, 2008 12:20 pm
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Thanx for the Morality boost Killer11! I appreciate it very much. But even with all the silence on this board, i'm actually still doing fine you know. With GTA4 being out and all, I can't really blaim a lot of people... :uho:

I've finished the alpha mapping of the textures, and now i'm working on the col-editing. Things are running slow but steady. And i'm stilling willing to make this a real complet packadge mod, so don't worry. :sglasses:
Maximilian_Scott on Sun May 04, 2008 10:07 pm
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Hi Harmalaram. Killler 11 's right. It's quite empty here.. But don't worry- it only looks like that. There is for sure lot of people watching your work!! I'm one of them. :smile: I've just registered here to say you that you're not alone! You're doing really really good work :tup: I keep my fingers crossed for you.:nice:
TTR on Mon May 05, 2008 3:07 pm
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Hehe yeah there's alot more people watching over here and never post, that's ok though..or else it sometimes would be quite a spam.
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Harmalarm on Thu May 08, 2008 7:06 am
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@ Maximillian Scott; Well it's great to know that a lot of people are monitoring this mod, just gives me that extra nudge in the back. :wink:

I didn't do a lot this week mostly because of my tight schedule for school. Again, the deadlines are approaching, and the closer they are, the more nervous I get and the more work needs to be done... :nyaha:
Maximilian_Scott on Thu May 08, 2008 10:14 am
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Mmm..dedlines, you say? I know something about it too.:heh:
I remember that, you got a lot to do with texturing. If you would like some help with making new textures, then I'm ready to work :) Corel Photopaint X3 is my third hand :tup:
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Mad_Maxine on Thu May 08, 2008 5:14 pm
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[quote=Killer 11]This mod is epic I simply can't wait to try it.[/quote]
Agreed, its going to be an amazing drive -loosk around- Hey someone convert an sa car!?

We have econos perenial but ive allways wanted to drive one of the most famus gta cars,
[img]http://www.gtanetwork.it/gtasa/pics/listeauto/Stallion.jpg[/img]
if only i could convert stuff,

Hey Harmalarm keep it up and youll go down as one of the big carmageddon modders :P Good.
Image
Wheels Outside All Shapes
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Harmalarm on Thu May 08, 2008 8:10 pm
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@ Max;

Well if you want I can get you some GTA cars as 3dmax format. Maybe than you can convert them... Let me know if you're interested

@ Maximillian;
[quote]you would like some help with making new textures, then I'm ready to work :)[/quote]
thanx for the offer Maximillian, but I don't really need any more textures at the moment. It could be possible to replace the carmageddon tifs by better textures (to be honest, they kind of suck), but that is a hell of a job... And I'm not really planning on doing that...
TTR on Thu May 08, 2008 10:16 pm
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Harm, did you use the hi-res textures from the community for the C2 tracks? There are a few around.
Maximilian_Scott on Thu May 08, 2008 11:18 pm
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If you don't need any help then that's ok. I will just wait for new relase of good old stuff from you Harm. BTW. You gave an alpha version of your mod once. Is there any chance to get a beta now? :wink:
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coffeycup on Fri May 09, 2008 2:13 am
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If you can convert one or two GTA carsto 3DSMax (Max 7 or less preferably)
I can get them into the game [i](he says without knowing how the GTA models are put together )[/i]
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Harmalarm on Fri May 09, 2008 9:28 am
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@TTR; No I didn't. Where can i find these hi-res textures. Maybe I can still give it a try... Just to see how much time it takes.

@Maximillian; I can do that, but not yet. Currently the map is simply very empty without trees and traffic, and the only way to get around is by using a trainer. What I can do is release a beta after all the collision file editing is done and I've added all the trees, and some spawn cars. Than from that points I can do regular updates on traffic and ped paths and maybe some mission coding, etc. This will still take a while though. And I can't give a date at the moment...

@Coffeycup; I'll see if I can import a car today or tomorrow. Any car in particular?
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coffeycup on Fri May 09, 2008 12:32 pm
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How 'bout the Stallion that Maxie likes?
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Harmalarm on Fri May 09, 2008 2:23 pm
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Okay, here's the stallion model with the textures that it uses. The main color of the car is defined within GTA so it has no texture itself. Furthermore there is only one wheel, but you can copy this one to all 4 positions.

Right now it is in Max 8 format, since that is the only max verson I have. I hope that does not cause a problem?

[url=http://rapidshare.com/files/113685586/stallion.zip.html]Stallion Model from SA[/url]

edit; oh and the textures are TGA's, so they have to be turned in Tiff's, but that is also pritty easy
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coffeycup on Fri May 09, 2008 2:39 pm
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The TGAs aren't a problem, but I don't think I'll be able to open a MAX8 file.
There's not a way to SaveAs Max7 or less?
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Harmalarm on Fri May 09, 2008 2:42 pm
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ah crap, eh, no not with my max. I can make an 3ds or Acii file from it, will it still work then?
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coffeycup on Fri May 09, 2008 2:46 pm
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sure, either 3ds ascii is fine, thnx
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Harmalarm on Fri May 09, 2008 2:49 pm
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i'll just give both, see if you can use them properly...

[img align=Stallion]http://img293.imageshack.us/img293/9982/stallionlv0.jpg[/img]

[url=http://rapidshare.com/files/113690989/stallion.zip.html]Stallion in Max8, 3ds and ASE format[/url]

hope it works for you
Killer11 on Fri May 09, 2008 9:02 pm
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That is one hawt car! I hope to see it ported.
Oh and it looks like i kinda got everyone suddenly talking here :smile:
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Toshiba-3 on Sat May 10, 2008 7:11 pm
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Damn nice to see people keeping CFe busy!
Harm, you sure do still rock with this project, those last wips you posted make me drool. Too bad there are too much textures to fit C2~

For your exporting problems between different versions of MAX, there's a very nifty script which I use to send MAX8 scenes to MAX3: Bobo's File Format (aka. BackFromFive).
[url]http://www.scriptspot.com/bobo/darkmoon/bff/[/url]

Still works like a charm in MAX8 (and I think I used it to convert MAX9 scenes to MAX8 as well).
Sadly doesn't work with MAX2...
Image / carmageddon add-ons at road reaction
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Harmalarm on Tue May 13, 2008 6:50 am
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Ok, maybe this will finally do the trick a bit better then, thought I don't really get the idea of transforming a model to a script file. But anyway, it seems to work here. I've again uploaded all the files, so the entire stallion folder on my hard drive. All 4 files are in there, the max, the transfer file from the bff script, the 3ds and the ASE file. Oh and the tga's again...

For importing those bff files i'd suggest to have a look at their website, it's explained over there.

Hope it works. Did you allready have a look at the model Coffey?

[url=http://rapidshare.com/files/114529617/stallion.zip.html]Stallion in BFF, MAX, 3DS and ASE[/url]
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coffeycup on Tue May 20, 2008 10:53 pm
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Yes, sorry for the delay. I couldn't open the .max8, it threw an error. When I imported the .3ds, all the parts - doors, bumpers, etc. were oddly placed. So I tried converting the ASE but the ASE2ASC tool also threw errors.

Do you remember what setting you used exporting the ASE? Below shows what should be checked, and the precision set to 6 decimal places.

[img]http://coffey.polygonized.com/pix/ASE2ASCmap.GIF[/img]

I think if you re-export an ASE using these settings I'll be able to get it into Plaything.
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Harmalarm on Wed May 21, 2008 7:16 am
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Hey Coffey,

Ok, I tried the exporting of the ASE again, but I almost had all settings allready as they should be.
I also exported the car without the dummy files that were created when importing the car from the gta files. So, if the first one doesn't work, the second (stallion2.ase, only meshes) might do the trick.
Anyway, here are the files.

[url=http://rapidshare.com/files/116456220/stallion.zip.html]proper ASE files[/url]
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coffeycup on Wed May 21, 2008 12:26 pm
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Ok, cool - thanks. I'll try it tonight - at work right now


[i][b]Edit:[/b] The new ASEs did work a bit better, at least the parts are all in their proper places.[/i]

[i]But even though I converterd the TGAs to TIFs, when I load it into PT2, the materials are not loading the textures. Also it keeps asking/looking for textures/materials named "Mod file <<0", "Mod file <<1", "Mod file <<2", etc.[/i]

[i]Maybe Tosh know what's going on, he's done more conversions than me.[/i]

[i]I guess if I am feeling ambitious, I at least now have the mesh and could co back and retexture it. But I was thinking it'd be a straight-forward conversion, silly me.[/i]
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Harmalarm on Wed May 28, 2008 5:09 pm
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The last few weeks have been a bit strange for me. Unfortunately, like some dutch people might know, my Architecture Faculty building has burnt down to the ground. With it, a lot of work of students and teachers has also been put to ashes. Luckilly for me, I haven't lost a thing, since I had all my work digitally backuped on my own PC.
The coming weeks I will have classes in large party tents, set up on a footballfield nearby, and in other classrooms acros the university ground. I've been working my ass of getting my projects back on track, finding the new classrooms and finishing stuff for my study. Therefore not a lot of work has been done on the Grandcarma project.

Here's a webcan view of the demolition of the building, being done at the moment

[url=http://bktoi.bk.tudelft.nl/bkcam/demolition/cam1.php]Webcamview 1[/url]

[img align=fire1]http://www.trouw.nl/multimedia/archive/00239/Thema_van_de_Dag__N_239045g.jpg[/img] [img align=brand 2]http://www.haarlemsdagblad.nl/multimedia/dynamic/00592/img-130508-192_onli_592192h.jpg[/img]

@coffeycup; Hey, I didn't read your edit on the previous post. Weird about the texture thing. I don't have experience with PT2 at all, maybe I'm being silly but aren't you able to open de ASE's in Cared?
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coffeycup on Wed May 28, 2008 8:37 pm
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No, can't open ASE in CarEd.
I think there something in the menu about importing ASC but it never worked for me.
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TTR on Thu May 29, 2008 2:25 pm
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:zomig: The TU Delft :nyaha: i can see that from here!
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Toshiba-3 on Thu May 29, 2008 9:27 pm
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Hi,

Sorry, I didn't notice your edit, Coffeycup. I've loaded the MAX scene and it seems Harm has a GTA plugin loaded in each material, this might be the source of a lot of problems. Anyway I can solve that quite quickly I think.
I'll try to post a PT2 format this weekend.

And damn, Harm, that fire really was impressive. Most children often dream to see their school burn but I guess that might not be a gooden when they are 10 years older...
Image / carmageddon add-ons at road reaction
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Toshiba-3 on Fri May 30, 2008 9:36 pm
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[img]http://img65.imageshack.us/img65/5794/stallionti2.jpg[/img]

It was a lot of work actually :uho:

Anyway it's already ingame, still several things to fix but looking good so far.
I guess it will be released with these 3 different tops (convertible on, off and non convertible). And a lot of color schemes, as it can be achieved very easely through the diffuse color setting. (here, set on some kind of red).

I've kept smoothing groups and changed the uvws so that they don't fuck up the SGs ingame. etc.
Need proper materials for windows, lights n funks...
Image / carmageddon add-ons at road reaction
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Harmalarm on Sat May 31, 2008 1:54 pm
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Hey that looks really neat! The dirt texture on the side is really needed thought, else it looks to clean I guess. I allready looks a bit 'plastic' though. I just thought it would be very easy converting them, to bad it isn't. It would be cool to make a pack out of some of them. (There are a lot of cars you know, some of em pritty neat)

Yeah, in primary school a bunt down school would be very cool, but unfortunately it now only causes problems... :decu:
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Harmalarm on Tue Jun 03, 2008 11:20 am
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Time for some new screens and some info. First the Screens;

[img align=1]http://img119.imageshack.us/img119/7628/gtasa2008060312504243sv9.jpg[/img]

[img align=5]http://img362.imageshack.us/img362/4757/gtasa2008060312555130qm7.jpg[/img]

[img align=2]http://img362.imageshack.us/img362/9673/gtasa2008060312520218kw5.jpg[/img]

[img align=3]http://img119.imageshack.us/img119/7113/gtasa2008060312521516jj6.jpg[/img]

[img align=4]http://img362.imageshack.us/img362/6937/gtasa2008060312535681pw2.jpg[/img]

[img align=silo]http://img119.imageshack.us/img119/3163/gtasa2008060313002467jh2.jpg[/img]

[img align=6]http://img119.imageshack.us/img119/2175/gtasa2008060313022242co6.jpg[/img]

[img align=7]http://img292.imageshack.us/img292/359/gtasa2008060313054946eh3.jpg[/img]

then the info;

I've done allmost all of the col editing. Allmost every material now has the right properties. The disadvantidge is that sometimes the grass/small trees/bushed pop up a bit late. This has to do with the San andreas engine. I really think it sucks, but anyhow, we will have to live with it. In the end, when all the grass and bushes are loaded it look pritty neat, so, maybe it's not that bad.

Right now it is time to start putting real object trees and lanterposts inside the map. I will start on this asap. This is also a nice thing for me to do, because the result is fast and look really neat. Especially the trees, they really make the map a lot more interesting.

After that it's time to do the traffic paths. I'm thinking of releasing another beta version, without the ped and traffic paths. This way, the whole world will be yours, and only yours to try out. :)

anyway, still working on the mod. I've also opened a 'blog' (which I then dont use... :) ) over at [url=http://www.moddb.com/mods/10961/grandcarma]Mod_DB[/url]. you can check it out, but it doesn't feature more information than it allready does on this thread.

Harm
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coffeycup on Tue Jun 03, 2008 4:49 pm
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@ Harm - that is looking sweet, of course.

@Tosh - hey, I'm glad you were able to get the Stallion working. I had no clue what was going on with the materials.

I really lke the car, btw. Thanks to you both!!
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Toshiba-3 on Wed Jun 04, 2008 10:35 am
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Nice pics. And good idea about ModDB... I always thought it would have been cool to do the same with C2 as there are several mods :
SouthParkageddon
C2advanced
SOD
CarmaLife2
C2Online
and soon RAW

but mleh...
Image / carmageddon add-ons at road reaction
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Harmalarm on Wed Jun 04, 2008 7:47 pm
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I've added water to the map and tried the ENB series, a mod created by Vorontsov Boris, over at [url=http://boris-vorontsov.narod.ru/index_en.html]http://boris-vorontsov.narod.ru/index_en.html[/url]. The result looks nice, when released I suggest you use it.

Allthough I can't get the reflections completely right at the moment, it allready looks quite good. The bloom, water effects and reflections are most impressive, but in the newer version there is also a depth of field working. Can't get that working either. Anyway, it looks a bit like this;

[img]http://img392.imageshack.us/img392/7412/gtasa2008060421384898pw3.jpg[/img]
Killer11 on Thu Jun 05, 2008 7:15 pm
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Now tis is hawt!!!
Keep it up.
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Harmalarm on Wed Jun 18, 2008 9:11 am
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Well the placing of the Vegetation and other object is going nicely. I've dressed up a couple of tracks now, and the map is coming more and more to life.

I've also been trying to do a little more advanced col_editing, where I would add shadows. Since this is pritty hard to do, because of frequent errors is the models, I avoided this till now. The shadows look a bit to fuzzy now, but can really look nice when using the ENB series mod.

anyway, here are some screens again, to keep you guys interested :sglasses:

[img]http://img181.imageshack.us/img181/5365/gtasa2008061810575135gt7.jpg[/img]

and the errors I was talking about. Happens when objects are not entirely closed or some faces are in the wrong way... really anoying!
[img]http://img207.imageshack.us/img207/2606/gtasa2008061810590179lo0.jpg[/img]


and some interesing vegetation

[img]http://img207.imageshack.us/img207/3762/gtasa2008061811021288hs5.jpg[/img]
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