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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 !
Sketchup Maps
Sketchup Maps
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. (I'll upload tracks if any one agrees to help. At least get it working in the game)
Re: Sketchup Maps
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.
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.
- cesm20
- turbo bastard
- Posts: 329
- Joined: Thu Jan 18, 2001 5:00 pm
- Location: Portugal, Europe
- Contact:
Re: Sketchup Maps
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 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.
About opponents paths... about that find someone else 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.
Re: Sketchup Maps
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.
It's called Westmond
Here's the picture.
It's called Westmond
Re: Sketchup Maps
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.
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.
- cesm20
- turbo bastard
- Posts: 329
- Joined: Thu Jan 18, 2001 5:00 pm
- Location: Portugal, Europe
- Contact:
Re: Sketchup Maps
well... indeed, unfortunately you still have a lot of work to do, sorry I tought it was a lot bigger than that...
Re: Sketchup Maps
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.
I'm going to change the name
I'm going to change the name
Re: Sketchup Maps
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
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
- Mad_Maxine
- Pink
- Posts: 3232
- Joined: Tue Jan 10, 2006 1:24 pm
- Contact:
Re: Sketchup Maps
Ya, i see real potential, a racetrack with park and town? would be pretty cool.
Re: Sketchup Maps
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?
Re: Sketchup Maps
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
But you don't want to do that for everything in the map.
Just use it on fences and windows and trees an stuff
Re: Sketchup Maps
To make trees and other stuff movable do you have to import them, or is there an easier way?
Re: Sketchup Maps
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.
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.
Re: Sketchup Maps
How do you flag? I've been trying to figure this out since you told me to do it, but I gave up.
Re: Sketchup Maps
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
Click the Flag button
Check off two-sided
Re: Sketchup Maps
Oh, I've been trying to do it on sketchup.
Re: Sketchup Maps
Forget what the top of this picture says, it's really about 70% done.
The surprise should be... well... surprising.
The surprise should be... well... surprising.
- Razor
- Stomping-on-Kittens
- Posts: 3431
- Joined: Sat Dec 01, 2007 6:38 pm
- Location: Beaver City
- Contact:
Re: Sketchup Maps
Looking nice
[ 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
To download the BETA Mod and more information on my other work, visit me @ https://razor.cwaboard.co.uk
Re: Sketchup Maps
Update! I'm starting texturing now, or when I wake up.
Re: Sketchup Maps
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 .
Re: Sketchup Maps
You used PT2 to generate map.pix?
You wrote down the map coords that popped up?
See this thread on pixedit converter
You wrote down the map coords that popped up?
See this thread on pixedit converter
Re: Sketchup Maps
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.
Edit: I think I found the problem. It won't let me delete or replace BeaverTown.txt, Map.pix, and Map.TIFF.
Edit: I think I found the problem. It won't let me delete or replace BeaverTown.txt, Map.pix, and Map.TIFF.
Re: Sketchup Maps
Erm, don't delete BeaverTown.txt
Re: Sketchup Maps
Stuff mysteriously started working and I finished the minimap. Now I need to know how to create Mat files for the smashable fences.
Re: Sketchup Maps
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?
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?
Re: Sketchup Maps
That link was helpful, I made progress, but I have a new problem. When the fence smashes, the shards aren't textured.
Re: Sketchup Maps
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.
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.
Re: Sketchup Maps
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
// 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
Re: Sketchup Maps
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)??
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)??
Re: Sketchup Maps
Yes and no. It is actually 256 x 128.
Re: Sketchup Maps
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.
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.
Re: Sketchup Maps
Noooooooooooooooo!!!! It isn't transparent and there is no texture!
more
more
- Morbid Angel
- speed freak
- Posts: 650
- Joined: Mon Jul 04, 2005 9:51 am
- Location: Fraaance
Re: Sketchup Maps
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 ...
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 ...
Re: Sketchup Maps
@ 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.
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.
@ husky: I know what your problem is. But I'll tell you what's wrong with your fence instead.
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.
Re: Sketchup Maps
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.
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