Dear returning Carmageddon fans Image

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 !

Panzer WIP

The greatest unfinished sequel ever!
Post Reply
User avatar
coffeycup
Genesis
Posts: 4848
Joined: Sun Sep 27, 1998 6:00 pm
Contact:

Panzer WIP

Post by coffeycup »

I have wanted to make a tank since all the wayback to C1. So here goes...

Image

Unfortunately, the turret has too many polys (Holy polygons, Batman!)

So I temporarily removed it to get it in game.

Image

All 14 of the large bogies/sprockets turn.

Other than the turret, my only other problem is the name. I've always liked the pun/ double entré names of the cars in Carma.

But the only one I can come up with is "Pink Panzer" and I'll be damned if I am going to skin it in pink! Suggestions welcomed!!
User avatar
n3wton
Wasted!
Posts: 1613
Joined: Sun Mar 10, 2002 5:00 pm
Location: England, Uk
Contact:

Re: Panzer WIP

Post by n3wton »

That looks kick arse! Grand Job so Far Coffey! :smile:
Image
User avatar
Toshiba-3
BRender Actor
Posts: 5516
Joined: Sun Jun 08, 2003 12:14 am
Location: MagnaChem Data Unit
Contact:

Post deleted by coffeycup

Post by Toshiba-3 »

Image / carmageddon add-ons at road reaction
User avatar
coffeycup
Genesis
Posts: 4848
Joined: Sun Sep 27, 1998 6:00 pm
Contact:

Re: Panzer WIP

Post by coffeycup »

yeah, the textures aren't final. It does look sorta like concrete.

re grooves: poly count won't matter? I was going to put a groove on the turret to have it slowly turn from side to side and another even slower one on the cannon to have raise and lower a bit as the turret turned.

I will try adding the groove tonight, I'd like not to have to remodel the turret (in Sketchup btw)
User avatar
TTR
Psycho Maniac
Posts: 5277
Joined: Wed Oct 15, 2003 3:40 am
Location: Rotterdam, Holland
Contact:

Re: Panzer WIP

Post by TTR »

You could've (if not made to a groove) cut it in half so you get 2 groups :grin: and if needed to flap or something (i'm talking in general not the turret) then you link them in PT2 and it flaps with the toppest component.
User avatar
coffeycup
Genesis
Posts: 4848
Joined: Sun Sep 27, 1998 6:00 pm
Contact:

Re: Panzer WIP

Post by coffeycup »

heh, not totally sure what you're saying :tongue:

On another note, from my tests I've found that a kev-o-flap can have a goove, but a groove cannot have a kev-o-flap

i.e. you can make an flap with a spinning saw blade on the tip that swings out when you hit the 'action' key

But you can't have a grooved arm that has flapped pincers that you want to close when hitting the "action" key. The pincers would just stay in their original position and not move with the linked parent object

Erm, if you understand that, you're a bigger nerd than me :help:



User avatar
Hairba11
turbo bastard
Posts: 341
Joined: Fri Dec 19, 2003 5:29 pm

Re: Panzer WIP

Post by Hairba11 »

Panzinator?

Pansy panzer is hardly better than pink.

Think Tank?

LA's worst nightmare (from the dude that stole a tank and had the police chasing him)

yeah, I got nothing.

If it runs, drives, stops, has a title, AND is under $300, I'll take it!
User avatar
TTR
Psycho Maniac
Posts: 5277
Joined: Wed Oct 15, 2003 3:40 am
Location: Rotterdam, Holland
Contact:

Re: Panzer WIP

Post by TTR »

Trouser Panzer :grin:
User avatar
coffeycup
Genesis
Posts: 4848
Joined: Sun Sep 27, 1998 6:00 pm
Contact:

Re: Panzer WIP

Post by coffeycup »

-------------------------

Trouser Panzer

------------------------

LOL!!!

more...

Potsan Panzer - (thanks Junkpile)

Pink Panzer

Panzergeddon

Die Panzer!

Tanksalot!

Mortal Tread

Turret Syndrome

Desert Faux

Afrika Korpse
User avatar
Mad_Maxine
Pink
Posts: 3232
Joined: Tue Jan 10, 2006 1:24 pm
Contact:

Re: Panzer WIP

Post by Mad_Maxine »

I got to say that looks pretty awsome :P allways wanted to do a tank, never could figure how it works tho, Cant wait to play around with it :lol: problem with ya stuff is its all good and im running out of ways to say it, so.. the short vertion,

Thats nice :smile:
User avatar
random_monkey
motorized monkey
Posts: 2878
Joined: Fri Sep 08, 2000 4:00 pm
Location: Burton, Midlands, England

Re: Panzer WIP

Post by random_monkey »

"Dead Panzer"... like Deadpan?

*shrug* ¬_¬
random_monkey
Image
Image
User avatar
Festae
hit n run
Posts: 113
Joined: Wed Mar 21, 2007 9:06 pm

Re: Panzer WIP

Post by Festae »

Maybe its because I'm an ass.. but I cant stop my mild giddy laughter at the thought of calling it Turret Syndrome. :rofl:
User avatar
coffeycup
Genesis
Posts: 4848
Joined: Sun Sep 27, 1998 6:00 pm
Contact:

Re: Panzer WIP

Post by coffeycup »

%$&*#@$!! :grin:

Panzer-A-Fire

Hot Panz

User avatar
Mad_Maxine
Pink
Posts: 3232
Joined: Tue Jan 10, 2006 1:24 pm
Contact:

Re: Panzer WIP

Post by Mad_Maxine »

Aslong as we is making random names,

Marzypanzer,

Panzy,

Peter Panzer,

Tanked up,

The slug, ?? i dunno.. i allways asociate slow things with snails or slugs.. only this aint snail like,

Or ya could call it Panzer mabye?

eh ive never been good with car names, i usualy get inspired by others,
User avatar
coffeycup
Genesis
Posts: 4848
Joined: Sun Sep 27, 1998 6:00 pm
Contact:

Re: Panzer WIP

Post by coffeycup »

Image

@ Tosh, thanks for the tip on the groove. I did reduce polys on the turret, but still got the Batman error until I put a groove to make it slowly turn.

Now to fix textures/colors, simple model and paperwork, etc.
User avatar
coffeycup
Genesis
Posts: 4848
Joined: Sun Sep 27, 1998 6:00 pm
Contact:

Re: Panzer WIP

Post by coffeycup »

Camo paint job

Image

Still needs simple model, menu images and a little more paperwork, but at least all the hard stuff is done
User avatar
TTR
Psycho Maniac
Posts: 5277
Joined: Wed Oct 15, 2003 3:40 am
Location: Rotterdam, Holland
Contact:

Re: Panzer WIP

Post by TTR »

Don't you think the shadow is a tad too small? And i did like the gray one too :oops:
User avatar
coffeycup
Genesis
Posts: 4848
Joined: Sun Sep 27, 1998 6:00 pm
Contact:

Re: Panzer WIP

Post by coffeycup »

Yeah, it is.

But this project has given my many problems, textures not getting carried over, tracks stopped working, unexplained crashes, etc.

I ended up having to import it into PT2 in 3 parts - lower chassis, upper hull and finally the turret.

I am really not excited about going back and duplicating the effort again.....can you think of a way I can extend the shadow without going back and starting from scratch??



Edit: Sorry, I'm guilty of one of my pet peeves. Think I found the answer using the SEARCH feature, I should be able to import a few additioanl points and amalgamate them to the master component without flattening the whole damn thing. Will try it out tonight

re: gray

I might include a few paint schemes in the zip. Though I agree with Tosh that the original gray looked more like concrete than metal. I will try to make a better metallic gray and probably a desert tan.
User avatar
coffeycup
Genesis
Posts: 4848
Joined: Sun Sep 27, 1998 6:00 pm
Contact:

Re: Panzer WIP

Post by coffeycup »

(Sorry, if I edit previous post picture won't display)

Image

Which one should be the default skin? Camo, gray or tan? God, I'm indecisive lately!!
User avatar
coffeycup
Genesis
Posts: 4848
Joined: Sun Sep 27, 1998 6:00 pm
Contact:

Re: Panzer WIP

Post by coffeycup »

@TTR I guess I can't amalgamate additional points onto a part that has a childern heirachy unless I flatten it. So shadow is going to stay as is :crazy:

I was hoping to release with a simple model, I've started including them in the last few cars I've done. But this time the damn simple_model won't show up!! I named right. It's the correct size and position. I put the SIMPLE_PANZER.DAT, .MAT and .ACT and TIFs in the PANZER folder. WTF!!!

I'm going to take a break go play Guitar Hero 3, this is pissing me off!!!
User avatar
Econobrick
Stucco
Posts: 1720
Joined: Wed Apr 05, 2000 7:14 pm
Location: Sutter and Belmont
Contact:

Re: Panzer WIP

Post by Econobrick »

I've had that simple model problem before. Notably, with the '68 VW bus...I haven't encountered it in a very long time though.

In that case, what I did was:

In PT2, renamed the main component from VWT2.1 to...VWT2.1 (!)

but with the "based on: model identifier" thing selected and both "rename: actors and models" checked.

Why this made a difference / why it didn't work in the first place, I haven't the foggiest?!

As I recall, if it still doesn't work after that, do the same thing again. Except play around with the capitalization...you shouldn't have to actually change the model's name beyond that.

EDIT: As for the shadow problem, you can still solve it by flattening the hierarchy while STILL keeping everything, but the method of doing so is a bit convoluted...

-make a copy of the tank's main act dat and mat files.

-open the original or the copy in pt2 and delete everything (child objects included) except for the main component.

-import the new extra vertices etc. to be included

-flatten the hierarchy and within pt2, rename it's act and dat back to what it was originally.

-save

-reopen this new main component

-if asked for INTERNAL_HEADLIGHT_STOCK (or whatever the fuck), hit ESC until it stops asking.

-import the entire copy...but do not drag it into the new component...

-...but rather drag all of its other parts into the new main component in the order they originally were.

-delete the remaining old main component and its hierarchy so that only the new one remains.

-save again!

-delete the now useless act dat and mat from the folder...whichever you took the parts from.

Note: I dunno about you, but in XP for me dragging objects from one hierarchy to another doesn't work anymore (it did on my old win98 machine.) so this will make the process a little extra pain-in-das-arsey, but the end result will be the same. since you can't drag, you'll have to transfer the stuff to the new hierarchy by doing this for each object:

-highlight target hierarchy's main component

-go to Object -> New...

-hit the select button for the Model field

-locate the part in the list that comes up and hit OK.

-enter the name. add .ACT to the end as necessary.

-hit OK.

I know that's annoying, but I've been doing it on every car I've made since I got this damnedable OS?!
User avatar
coffeycup
Genesis
Posts: 4848
Joined: Sun Sep 27, 1998 6:00 pm
Contact:

Re: Panzer WIP

Post by coffeycup »

Thank you, Sir for the info.

I will print this out and take a stab at it again tomorrow.

I don't know why every step making this vehicle has been a challenge.

It really shouldn't have been.

Enough, I will feel better in the morning :suicide:
User avatar
Qwerty_86
kill boss
Posts: 1669
Joined: Sun Oct 20, 2002 4:00 pm
Location: USA
Contact:

Re: Panzer WIP

Post by Qwerty_86 »

Gray standard skin!
User avatar
coffeycup
Genesis
Posts: 4848
Joined: Sun Sep 27, 1998 6:00 pm
Contact:

Potsan Panzer - Download dumbkoff!!!

Post by coffeycup »

VEHICLE: POTSAN PANZER

Image

Image

DRIVER: HEIMLICH MEINUBER

Image

/////////////////////////////////////////////////////////////////

ACHTUNG!!!

Das Potsan Panzer is nicht fur gefingerpoken und mittengrabben.

Ist easy schnappen der springenwerk, blowenfusen und corkenpoppen

mit spitzensparken. Ist nicht fur gewerken by das dummkopfen. Das

rubbernecken noobenheimers keepen handz in das pockets.

Relaxen und vatch das peds gehen sie splatten!!!

/////////////////////////////////////////////////////////////////

TOP SPEED: 40MPH

WEIGHT: 24 tons

LENGTH: 18.1'

WIDTH: 9.5'

HEIGHT: 8.5'

/////////////////////////////////////////////////////////////////

@ Econo - both suggestions did the trick, danka schein! You got to love a process that involves skill, luck and a little voodoo to get a car in a game!!

@ Qwerty - Gray it is! :grin:

Download here
User avatar
hazardic
motorised death
Posts: 968
Joined: Tue Dec 25, 2007 8:14 am

Re: Potsan Panzer - Download dumbkoff!!!

Post by hazardic »

Cool!! i think this driver may be in faust 2 for example too
User avatar
Beast
The Man
Posts: 1669
Joined: Tue Dec 01, 1998 7:24 am
Location: Cybertron
Contact:

Re: Potsan Panzer - Download dumbkoff!!!

Post by Beast »

Excellent! And the description is hilarious :smile:

User avatar
Toshiba-3
BRender Actor
Posts: 5516
Joined: Sun Jun 08, 2003 12:14 am
Location: MagnaChem Data Unit
Contact:

Post deleted by coffeycup

Post by Toshiba-3 »

Image / carmageddon add-ons at road reaction
User avatar
coffeycup
Genesis
Posts: 4848
Joined: Sun Sep 27, 1998 6:00 pm
Contact:

Re: Potsan Panzer - Download dumbkoff!!!

Post by coffeycup »

Thanks!!

Controllables: I think I used all the wheel positions up, so the turrent doesn't turn with steering.

But on something this big, the turret would move too quickly anyways if linked to steering.

Size, I believe is accurate. It was a small tank, only 8.5 ft high.

Uncrushable tracks:I agree, I left the tracks out of the WAM I thought that would've done it but they still take damage???

Cool screenie BTW
User avatar
Qwerty_86
kill boss
Posts: 1669
Joined: Sun Oct 20, 2002 4:00 pm
Location: USA
Contact:

Re: Potsan Panzer - Download dumbkoff!!!

Post by Qwerty_86 »

Very sweet crushing ability!

Image

Image

Image

Image
User avatar
coffeycup
Genesis
Posts: 4848
Joined: Sun Sep 27, 1998 6:00 pm
Contact:

Re: Potsan Panzer - Download dumbkoff!!!

Post by coffeycup »

Tanks a lot!! :tongue:

Love that cop crushing shot
User avatar
PyrozPlayground
pedestrian
Posts: 18
Joined: Fri Jul 13, 2007 1:29 am

Re: Potsan Panzer - Download dumbkoff!!!

Post by PyrozPlayground »

HEIMLICH MEINUBER! hahahahahaaa that's great!
User avatar
coffeycup
Genesis
Posts: 4848
Joined: Sun Sep 27, 1998 6:00 pm
Contact:

Re: Potsan Panzer - Download dumbkoff!!!

Post by coffeycup »

Sorry for bumping this thread. But I finally made the tank treads uncrushable.

Not sure why I didn't do it to begin with. I updated the archive with a new zip

Post Reply

Check who’s online

Users browsing this forum: No registered users and 120 guests