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Sketchup Maps

The greatest unfinished sequel ever!
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Husky
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Sketchup Maps

Post by Husky »

About a year ago I made a few sketchup maps. (Using the free version) If I upload them will some one make it so it will work in the game with peds, smashables, maybe even moveables. Whoever finishes it will receive full credit. I'm just making tracks for the joy of carmageddon. :smile: (I'll upload tracks if any one agrees to help. At least get it working in the game)
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coffeycup
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Re: Sketchup Maps

Post by coffeycup »

Oh sure. Do the fun stuff and leave the dirty work to someone else...

Maybe post a few pics of what you got so far?

If any look worthwhile, I can get it into PT2 and the game. But you'd have to do opponent paths, smashies, peds and tippables yourself.
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cesm20
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Re: Sketchup Maps

Post by cesm20 »

Well... i actually wouldn't mind making the smashables and noncars parts, as long as you already have the 3d models of the objects in the track as static models, i actually love making new smashables and noncars, and that i wouldn't mind doing, unless they are very ugly 3d models... lool

About opponents paths... about that find someone else :smile: About the peds, i might try doing something too, but it would be better talking with you for suggestions.

Anyways just like coffeycup said, i would like to see pics too, and don't forget to show also pics of the objects you want to make as smashables or noncars...

note : i am only willing to make the bounding boxes for the objects in case they aren't too highpoly, since i method to make bounding boxes is by selecting the vertices in pt2, which is a quick and easy way of doing bounding boxes for me.
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Husky
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Re: Sketchup Maps

Post by Husky »

I over did it a littl... lot. But I need some one to export the map (That bought sketchup) into CarEd format, or how ever you do it. Thanks cesm, I can only give it as CarEd model though. (Have to make first.

Here's the picture.

Image

It's called Westmond
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coffeycup
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Re: Sketchup Maps

Post by coffeycup »

Oh come on, you need to do more than that!

You have a short stretch of road, a bridge and then what? You drive off the map?

Maps usually have roads that form some sort of loop so you can race laps and have checkpoints. AI opponents do not like dead ends.

Maps need to be enclosed by mountains, buildings or walls. Game crashes when opponents drive off the edge of a map.
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cesm20
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Re: Sketchup Maps

Post by cesm20 »

well... indeed, unfortunately you still have a lot of work to do, sorry :smile: I tought it was a lot bigger than that...
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Husky
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Re: Sketchup Maps

Post by Husky »

I don't remember doing this but I uninstalled Sketchup and deleted all my work. So I installed it agin and made that from scratch. Heres an update.

Image

I'm going to change the name
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coffeycup
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Re: Sketchup Maps

Post by coffeycup »

Ok, now you're talking a map. That could be cool. Make sure all the blue faces are away from you.

Suggestion when you get to texturing the ground.

Using bucket tool

Pick a fairly level poly on your map and fill it with your ground texture.

Right-click on the area you just filled and select "Projected"

Hold Alt key to get eyedropper, suck up projected texture.

Now use that to fill in the rest of the ground area, textures should align better that way
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Mad_Maxine
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Re: Sketchup Maps

Post by Mad_Maxine »

Ya, i see real potential, a racetrack with park and town? would be pretty cool.
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Husky
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Re: Sketchup Maps

Post by Husky »

I'm guessing blue faces wont show up in the game. But if that is so, how can I make smashable windows, fences, and stuff?
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coffeycup
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Re: Sketchup Maps

Post by coffeycup »

You can set a flag to make a texture two-sided.

But you don't want to do that for everything in the map.

Just use it on fences and windows and trees an stuff
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Husky
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Re: Sketchup Maps

Post by Husky »

To make trees and other stuff movable do you have to import them, or is there an easier way?
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coffeycup
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Re: Sketchup Maps

Post by coffeycup »

Import.

All the tippables from the game you download from Toxic Ragers:

http://www.toxic-ragers.co.uk/files.php?root=107

Of course custom ones can be made, but why don't you stick to pre-made ones.
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Husky
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Re: Sketchup Maps

Post by Husky »

How do you flag? I've been trying to figure this out since you told me to do it, but I gave up.
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coffeycup
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Re: Sketchup Maps

Post by coffeycup »

In PT2, double click on a texture down in the row of materials along the bottom to bring up Materials Editor.

Click the Flag button

Check off two-sided
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Husky
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Re: Sketchup Maps

Post by Husky »

Oh, I've been trying to do it on sketchup. :crazy:
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Husky
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Re: Sketchup Maps

Post by Husky »

Forget what the top of this picture says, it's really about 70% done.

Image

The surprise should be... well... surprising. :lol:
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Razor
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Re: Sketchup Maps

Post by Razor »

Looking nice :lol:
[ Razor @ Carmageddon Webmasters Alliance Network ] [ My Downloads ] [ My Carma Items ] [ Conversion lists ]
To download the BETA Mod and more information on my other work, visit me @ https://razor.cwaboard.co.uk
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Husky
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Re: Sketchup Maps

Post by Husky »

Update! I'm starting texturing now, or when I wake up. :sleep:

Image
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Husky
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Re: Sketchup Maps

Post by Husky »

What it looks like is going to be a surprise! For now I need help creating the minimap. I already created the pix image but I cant seem to get it to work. I used search. Please :help: .
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coffeycup
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Re: Sketchup Maps

Post by coffeycup »

You used PT2 to generate map.pix?

You wrote down the map coords that popped up?

See this thread on pixedit converter
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Husky
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Re: Sketchup Maps

Post by Husky »

Write down? oops... I tried regenerating a map again, but the pops up. "Error whilst writing image files. also, I downloaded pixedit060 and I used PT2. :help:

Edit: I think I found the problem. It won't let me delete or replace BeaverTown.txt, Map.pix, and Map.TIFF.

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coffeycup
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Re: Sketchup Maps

Post by coffeycup »

Erm, don't delete BeaverTown.txt
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Husky
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Re: Sketchup Maps

Post by Husky »

Stuff mysteriously started working and I finished the minimap. Now I need to know how to create Mat files for the smashable fences. :help:
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coffeycup
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Re: Sketchup Maps

Post by coffeycup »

http://coffey.polygonized.com/TrackMaki ... index.html



Edit: To test smashables you need to process the track - at the risk of repeating myself - ALWAYS process a COPY of your map. It can't be edited afterwards.

But you can test NONCARS without processing. Have you added anything yet?
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Husky
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Re: Sketchup Maps

Post by Husky »

That link was helpful, I made progress, but I have a new problem. When the fence smashes, the shards aren't textured.

Image

:help:
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coffeycup
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Re: Sketchup Maps

Post by coffeycup »

Well, do you have a "smashed" version of your fence TIF?

Is it referenced in the SMASHABLE ENVIRONMENT section of your TXT file?

For a fence, you probably only need one level of SMASHED

But for glass there's usually more levels: i.e. cracked, and then broken completely.

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Husky
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Re: Sketchup Maps

Post by Husky »

2 // The number of SMASHABLE ENVIRONMENT SPECS

// Start of smashable item

0 // Flags

Fence_Pi // Name of trigger material

texturechange // Mode

Fence_Pi // Intact pixelmap

1 // Number of levels

.5 // Trigger threshold

0 // Flags

passthrough // Collision type solid edge

// Connotations:

1 // number of possible sounds

4202

1 // Shrapnel count

ghostparts // Shrapnel type

0,0 // Min, max towards you speed

0.6 // Impactee velocity factor

0.7 // Random velocity (max)

1 // Random up velocity (max)

0 // Random normal velocity (max)

6.0 // Random spin rate (max)

actorbased

1.5,2.5 // Min time, Max time

-1 // count

-1

fence_smsh.act // Shrapnel actor

0 // Explosion size

none // Slick material

0 // Number of non-cars activated

0 // Radius of side-effect smashes

0 // Extensions flags

0 // Room turn on code

none // Award code

0 // No run-time variable changes

1 // Number of pixelmap

Fence_Pi_B // Pixelmap - waiting for Russ to name

0 // Reserved 1

0 // Reserved 2

0 // Reserved 3

0 // Reserved 4

// Start of smashable item

0 // Flags

grayWin // Name of trigger material

texturechange // Mode

grayWinC // Intact pixelmap

3 // Number of levels

0.2 // Trigger threshold

0 // Flags

solid // Collision type

// Connotations:

1 // number of possible sounds

4530 // sound ID

0 // Shrapnel count

0 // Explosion size

none // Slick material

0 // Number of non-cars activated

0 // Radius of side-effect smashes

0 // Extensions flags

0 // Room turn on code

none // Award code

0 // No run-time variable changes

1 // Number of pixelmaps

grayWinC // Pixelmap

0.6 // Trigger threshold

0 // Flags

solid // Collision type

// Connotations:

1 // number of possible sounds

4530 // sound ID

0 // Shrapnel count

0 // Explosion size

none // Slick material

0 // Number of non-cars activated

0 // Radius of side-effect smashes

0 // Extensions flags

0 // Room turn on code

none // Award code

0 // No run-time variable changes

1 // Number of pixelmaps

grayWinC // Pixelmap

0.8 // Trigger threshold

0 // Flags

PASSTHROUGH // Collision type

// Connotations:

1 // number of possible sounds

4501 // sound ID

1 // Shrapnel count

shards // Shrapnel type

0,18 // Min, max towards you speed

0.3 // Impactee velocity factor

0.5 // Random velocity (max)

0 // Random up velocity (max)

0 // Random normal velocity (max)

15.0 // Random spin rate (max)

1.5,2.5 // Min time, Max time

.4 // Min cut length

0 // Flags

R\25GL5 // Shrapnel material

0 // Explosion size

none // Slick material

0 // Number of non-cars activated

0 // Radius of side-effect smashes

0 // Extensions flags

0 // Room turn on code

none // Award code

0 // No run-time variable changes

1 // Number of pixelmaps

grayWinB // Pixelmap

0 // Reserved 1

0 // Reserved 2

0 // Reserved 3

0 // Reserved 4
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coffeycup
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Re: Sketchup Maps

Post by coffeycup »

Looks right to me.

But I'd just focus on getting one smashable to work before doing the windows.

Otherwise you have to many places where there could be an error.

Anyway, so you put a copy of the :

Fence_smsh.dat

Fence_smsh.act

Fence_smsh.mat (probably shows as just 'Fence_smsh')

in the BeaverTown folder?

Your "Fence_Pi_B.tif" is correct size? (64x64 or 128x128)??



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Husky
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Re: Sketchup Maps

Post by Husky »

Yes and no. It is actually 256 x 128. :eek:
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coffeycup
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Re: Sketchup Maps

Post by coffeycup »

Seems a bit big, but I guess it ought to work.

For the 'Blood on the Tracks' level, my smashed fence TIF is just a 2x2 pixel with completely transparent alpha channel since I wanted the broken sections of fence to completely disappear.
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Husky
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Re: Sketchup Maps

Post by Husky »

Noooooooooooooooo!!!! It isn't transparent and there is no texture!



Image

more :help:
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Morbid Angel
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Re: Sketchup Maps

Post by Morbid Angel »

maybe am I wrong, but it could be because of the size of your texture.

As far as I can remeber, my textures did not work if they were not squared.

so, it should have to be 256X256 or 128X128 but not 256X128 ...

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coffeycup
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Re: Sketchup Maps

Post by coffeycup »

@ Morbid: No, you can use tiffs with a 2:1 ratio, but I think the .PIX end up squares after the game converts 'em.

@ husky: I know what your problem is. But I'll tell you what's wrong with your fence instead. :smile:

Quick fix:

Make a copy of your Fence_Pi.tif

rename it fencing.tif

open fencing.tif with PhotoShopor Paint and rotate 90' clockwise (see why below)

put it in the map's TIFFRGB folder

Longer fix with explanation:

The "Fence_smsh.act" is expecting a MAT called "fencing", if it doesn't find one you see your gray problem.

The "Fence_smsh.act" has a texture that is rotated 90' for some reason.

So, the non-hack thing to do would be to import/open the "Fence_smsh.act" and change the identifier to "Fence_Pi", rotate the texture back the right way and save.

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Husky
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Re: Sketchup Maps

Post by Husky »

I'll do that. Oh, and last night, I got texture on the shards. The smashable fences tutorial didn't have Shard material in it. :smile:
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