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DD RAW Mod

The greatest unfinished sequel ever!
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coffeycup
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Re: DD RAW Mod

Post by coffeycup »

Ok, sorry. I have been a bit irrational, and way too full of myself lately.

You're doing a good job on the mod. I know there's a million details to contend with.
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Razor
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Re: DD RAW Mod

Post by Razor »

Well, I seem to be running into walls left, right and center.

That map looks worse after preprocessing than it did before:

Image

And the same cars keep popping up in races, like 3 of the same car, even though they are all specified as explicit opponents in RACES.TXT:

<pre>[font class="small">code:[/font]<hr>18 // Number of opponents (-1 = use default)

18 // Number of explicit opponents

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18</pre><hr>

Still alot more work to do, I'll get it done eventually though.



I do know one thing I need to do, that's be organised. I keep editing different things, for example, I'll be working on the map, then when I go to test it I'd notice something about the HUD that was bugging me and then I'd start editing the HUD and the sounds, etc, etc, etc..

I'll keep to work on the map, then I'll get all of the cars completed, the only thing left to do with the cars is the simple models, the shrapnel colours and some texture renaming.

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coffeycup
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Re: DD RAW Mod

Post by coffeycup »

Ok, well preprocessing will bring out where smoothing groups are needed. I'm surprised it did that to the road tho.

I bet the large concrete structure look better though, yes?

It's up to you whether you want to preprocess. I guess you don't absolutely need to if you're not adding peds

and doing the SGs is too much of a chore. You preprocessed a copy of your map, I hope.

I ususally have a work file somewhere on my hard drive and after making edits and save it then copy it to my

C2 races folder and only preprocess the game copy.

Duplicate cars - I know a lot of the models are mostly the same with different skins. Did you give each car its

own unique texture names and not use generic names like LeftSide, Tire, Roof, etc?
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Razor
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Re: DD RAW Mod

Post by Razor »

Don't worry I have at least 6 copies of the map :thumbsup:

About the texture naming with the cars, this is initially what I thought the problem was, even though all of my cars texture names are different for each car (bar the few textures that are the same throughout).

For example: Car number 09 would have "DDR_09" as a prefix for the texture name, Car 25 would have "DDR_25", and so on.

It has to be multiple cars because the cars that are duplicated in the race are using the correct car icon for that car... Another strange thing is opponent 0 (the players car) keeps appearing as an opponent, when in the explicit opponents list I have only added cars 1 through 18.
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coffeycup
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Re: DD RAW Mod

Post by coffeycup »

I don't know what to tell you then. Maybe there's a 16 car limit to explicit cars before they start repeating?

I dunno. Never tried to add as many as you are trying to do.
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Razor
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Re: DD RAW Mod

Post by Razor »

Well, I know 12 is safe due to the Bruise Brothers mission, I'll try 16 and see how it goes.

Tried 16, no duplicates but opponent 0 still appears in the game.

Back to 18, I have noticed that only 1 car is duplicating it's self.
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Errol
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Re: DD RAW Mod

Post by Errol »

Maybe they have an inconsistency in start numbers, opponent 0 in one list is the 1st opponent in another. Try starting them from 2 and see what happens.
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Razor
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Re: DD RAW Mod

Post by Razor »

Yeah, I did think of trying that but I'm yet to, I shall and will report upon my results

EDIT: Nope, no use.. Car 09 still appears twice on the grid and car 0 still appears, I have no idea how that's possible.
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Alex_Dynamite
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Re: DD RAW Mod

Post by Alex_Dynamite »


I really like the crash sounds at the moment, they work well with C2.


Mmm, crunchy! :tongue:
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pileup
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Re: DD RAW Mod

Post by pileup »

good sound for the crash but there a bit crackly :thumbsup:
running people over.. so many peds so little time...
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Razor
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Re: DD RAW Mod

Post by Razor »

Edited some of the wall and road textures a little, darkened them to make it look more like DDRAW:

Image

Image

Also, I've started on Carpark:

Image
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pileup
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Re: DD RAW Mod

Post by pileup »

nice work razor! :shock:
running people over.. so many peds so little time...
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Razor
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Re: DD RAW Mod

Post by Razor »

Thanks, I finished Carpark about an hour ago, haven't exported it yet though, I'll get around to it once I've sorted out the opponent duplicating problem.
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The_Devils_Avocado
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Re: DD RAW Mod

Post by The_Devils_Avocado »

You're really churning these out razor. It'll be nice to try out the mod when you have it done :smile:
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Dalags177
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Re: DD RAW Mod

Post by Dalags177 »

looks great! loading screens etc look brill. used to love playing DD Raw on the playstation.

The Demolition Derbys were impossible! How cool would it be to have those in the game :shock:

I remember the opponents all used to just drive into the centre of the dome and you'd get wrecked in under a minute! still can't do them!

keep up the good work all involved! :thumbsup:
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Razor
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Re: DD RAW Mod

Post by Razor »

Thanks guys.

Thought you all might like to see what Carpark looks like in Sketchup:

Image

Image

Image

Just a couple of untextured bits here and there.
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random_monkey
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Re: DD RAW Mod

Post by random_monkey »

Haha, the carpark was nuts...

I also quite liked the skyscraper ones :smile:

Oh, and there was a map with a long hill that cut across about 5 hairpins. Muchos crashes :lol:
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Image
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Razor
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Re: DD RAW Mod

Post by Razor »


Haha, the carpark was nuts...
True that.

I also quite liked the skyscraper ones
I will be making a few of those, definitely Vertigo; my favorite Skyscraper map.

Oh, and there was a map with a long hill that cut across about 5 hairpins. Muchos crashes
That would be Avalanche, which I will be making.
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The_Bollocks
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Re: DD RAW Mod

Post by The_Bollocks »

This looks great! Keep it up!

:thumbsup:
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PumaY2K
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Re: DD RAW Mod

Post by PumaY2K »

Looks very nice. Good job, Razor!
PumaY2K out.

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DEMENTOR
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Re: DD RAW Mod

Post by DEMENTOR »

ZOMG!!1 Thought I was the only one who ever played this underated gem on the PS1!

Used to play the shit out of it! Thought it was pretty realistic when I first started playing it, dont want to play it now or my memories will be ruined by shit graphics etc. lol.

But really great (and fast work) there. Cant wait to give it a test run, it will bring back good memories of staying in all the time, just playing the PS1. Good shit!
<---- 1970 Plymouth Superbird (Richard Petty Replica) at Brooklands.
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Razor
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Re: DD RAW Mod

Post by Razor »

Thanks :smile:

Just finished Vertigo, onto texturing now.

Image
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Harmalarm
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Re: DD RAW Mod

Post by Harmalarm »

nice work razor, let's see how that looks like with textures on it. Reminds me of the unreal map Morpheus, the big 3 skyscrapers...
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Razor
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Re: DD RAW Mod

Post by Razor »

Here you go:

Image

Still got some tweaks to do on both Carpark and Vertigo before I get them into C2.

Always liked Morpheus, camping up on the tower where the Redeemer spawns :oops:



EDIT: Here's the first test of Carpark ingame, the barrier texture it stretched for some reason, so I'll have to see what the problem is.

Also the map was way to small in scale, so I've had to scale it up.

Click Here >>> Image
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Razor
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Re: DD RAW Mod

Post by Razor »

I've decided on the groups and order of the tracks:

-Group 1-

Race1: Dragonfly 1

Race2: Oilslick (Haven't made it yet)

Race3: Fallout 1 (Haven't made it yet)

Mission: Killing Field [Derby mode] (Haven't made it yet) <-Arena

-Group 2-

Race1: Karsutra (Haven't made it yet)

Race2: Up 'n' Over 1 (Haven't made it yet)

Race3: Avalanche 1 (Will be making this map next)

Mission: Vertigo [Derby mode] <- Skyscraper

-Group3-

Race1: Carpark

Race2: Dragonfly 2 (Haven't modified Dragonfly 1 yet)

Race3: Fallout 2 (Haven't made it yet)

Mission: The Wreckoning [Derby mode] (Haven't made it yet) <- Arena

-Group4-

Race1: Stadium (Haven't made it yet)

Race2: Carpark [Possibly reversed]

Race3: Up 'n' Over 2 (Haven't made it yet)

Mission: High Pressure [Derby mode] (Haven't made it yet) <- Skyscraper

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ --Still need to decide on groups 5 through 9, as I may not have enough maps I may have to use my own creations--

-Group10-

Race1: Leap Of Faith (Haven't made it yet)

Race2: Four (Haven't made it yet)

Race3: Cyclone (Haven't made it yet)

Mission: Slammer [Race mode] (Half way through it) <- Oval Race Track



Just noticed something: Since I added the box around the Dragonfly map, the horizon pix wont appear, even though the box is untextured. You can see it through textures that contain alpha channels though.

It's probably an easy fix in PT2.
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Jon606
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Re: DD RAW Mod

Post by Jon606 »


/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ --Still need to decide on groups 5 through 9, as I may not have enough maps I may have to use my own creations--
Just a thought: maybe use some of the tracks from the first two games to fill the gaps you get?

Or do you just want this mod to be exclusive to DD Raw?
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Razor
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Re: DD RAW Mod

Post by Razor »

I'll make some of the tracks reverse but I might make my own.

I will give Chalk Canyon off of DD2 a go.

I'm working on Oilslick at the moment:

Image

EDIT: Finished Oilslick:

Image

Just need to move on to texturing it now.
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timmy76
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Re: DD RAW Mod

Post by timmy76 »

joly shit thats amazing well done razor :rockon:
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The_Devils_Avocado
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Re: DD RAW Mod

Post by The_Devils_Avocado »

Nice one razor. You could maybe add a few more edge loops to the track section to make it a smoother ride.
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The_Bollocks
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Re: DD RAW Mod

Post by The_Bollocks »

Very nice! :beer:

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Razor
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Re: DD RAW Mod

Post by Razor »

Texturing is progressing well:

Image
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The_Devils_Avocado
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Re: DD RAW Mod

Post by The_Devils_Avocado »

Speed demon at work here, nice fast progress dude.
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Harmalarm
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Re: DD RAW Mod

Post by Harmalarm »

that looks promising Razor. Did you already put the scyscraper map ingame?

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coffeycup
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Re: DD RAW Mod

Post by coffeycup »

These are all looking great. I like this Oil Slick one in particular.

You ought to have the oil derricks grooved so they pump up and down. If you keep the moving parts

seperate and grouped to their respective base it should maintain the heirachy in PT2. If not,

you can do the rearranging along with the renaming in PT2.

Not having played the original game, I don't know how these maps played out. How did the skyscraper one work?

Are opponents going to fall into the void? Or is there a 'floor'?

Are you making the carpark one bigger? That seemed really small in the vid. Will there be 'parked car' noncars sprinkled around?

Or some traffic cones and such for atmosphere.

These are cool as I said, you ought to go full time into map making!
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Alex_Dynamite
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Re: DD RAW Mod

Post by Alex_Dynamite »

The Skyscraper mode is like the Demo Derby, but anyone that falls off is done for. Sort of like Sumo wrestling, where you need to stay in the ring.
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