Toshiba-3 on Sun Apr 08, 2018 8:33 pm
Here are a couple of videos:
Loading and applying the Carma palette in GIMP:
https://www.youtube.com/watch?v=jpzBKpM4q0g(Carmagedit might should an error upon importing the BMP but the actual import seems to work
Isolating and setting up a car from the Silent Hill level mesh:
https://youtu.be/omimEUTj57AI didn't make audio comments on this one and it may be a bit tedious to follow because of that.
Pay attention that I sometimes check stuff but then cancel, or even attempt stuff but close PT2 without saving when I don't have the result I want.
(at the very start, I keep the ESC key down to dismiss the 'missing texture' dialogs)
The Delete function doesn't work IIRC, that's why I use Detach as seen in this video.
Some shortcuts I use:
D : deselect everything
SHIFT + G : rename ACTOR and/or MODEL identifiers
SHIFT + T : transform (used here to force identity matrix and later recenter the main model)
INSERT : add a model or empty actor (you can also see me access this dialog from the top menu)
Some more shortcuts are detailed in playtext.txt.
PT2 rarely lets us move a component under another, we have to add an empty child for it to be moveable for some reason, you'll see me do that often.
Once I imported the external wheel model, I use INSERT to add it again to the scene then I rename then to each wheel identifier. At first I didn't add the .ACT at the end of these as I thought I could use the "setup wheels" tools but it didn't work as intended so I just reloaded the scene, renamed the actors with .act at the end, made sure the model identifier was different (all wheels share the same model (the imported ANWHEEL)) then I added a dummy pivot child to each front wheel then made the child the parent and vice versa.
Pay also attention that when I first detach the car as 'chunk2', I save the file without removing the first 'chunk' and upon reloading, only 'chunk2' appears. This is a limitation of the BRender Actor format which can only have one master parent (under Objects, that is) and thus PT2 will only save the last entry (and its childs) in the list. Never forget to delete useless parts once detached afterward or you might end up saving them by accident.
At the end of the video, I think the saved ACT DAT and MAT should be good for C1, just have to hex-edit the MAT file to append .PIX at the end of the pixelmap filename (the material identifier should end with .MAT if you mimicked what I did)
Honestly this is all quite complicated as a first step in Carma modding IMO. And also it's probable you won't ever have to do these steps again for another carma project as this is quite specific. If you prefer me to send you C1-ready files of both those cars you want and you do the rest of the C1 setup yourself, don't hesitate to ask.