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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 !
Car setup help!
Car setup help!
As usually i'm suddenly disappeared, to come back after months
meanwhile i've stopped also to mess in carma stuffs, but in those days i've resumed my first car attempt, i mean this one:
http://img139.imageshack.us/img139/2712 ... hedxk5.jpg
now FINALLY it's almost done, just needs internals textures, and a main just-yellow bodywork one.
i was wondering to try the car in-game even if incomplete, i've imported the model in PT2 by BeMax but i've not figured out how to setup wheels, i've already called them FRWHEEL etc.. from milkshape, same when converted to PT2, but when i try to setup a wheel he says "missing wheel actor!"
i've tried to follow the tutorial in BeMax, i've noticed that his menu is different, he goes in
Tools>Carma2>setup wheels
mine is
Object>setup wheels
meanwhile i've stopped also to mess in carma stuffs, but in those days i've resumed my first car attempt, i mean this one:
http://img139.imageshack.us/img139/2712 ... hedxk5.jpg
now FINALLY it's almost done, just needs internals textures, and a main just-yellow bodywork one.
i was wondering to try the car in-game even if incomplete, i've imported the model in PT2 by BeMax but i've not figured out how to setup wheels, i've already called them FRWHEEL etc.. from milkshape, same when converted to PT2, but when i try to setup a wheel he says "missing wheel actor!"
i've tried to follow the tutorial in BeMax, i've noticed that his menu is different, he goes in
Tools>Carma2>setup wheels
mine is
Object>setup wheels
Re: Car setup help!
Umm, you need to put the .ACT extension on the wheel names --> FRWHEEL.ACT
That is why it says it can't find any wheel ACTors.
Select the object and from the menu pick Object >> Rename
That is why it says it can't find any wheel ACTors.
Select the object and from the menu pick Object >> Rename
Re: Car setup help!
Are you setting all four wheels before hitting done?
You need to go through all four wheels in the pulldown menu,
checking steerable for the 2 front wheels. And then hit 'Done'
That's how I do it and it works everytime.
Otherwise I don't know why you get an error.
You need to go through all four wheels in the pulldown menu,
checking steerable for the 2 front wheels. And then hit 'Done'
That's how I do it and it works everytime.
Otherwise I don't know why you get an error.
Re: Car setup help!
Yeehaww!
Now it works
I suppose that a file (maybe DAT one) got converted bad form 3ds to Carma2, or maybe a writing error by PT2 when i've saved the first time. In first place that actors thing, then after some attempts i've closed and opened again PT2 and a Wheel was disappeared! in the object list it was still there, but it was assigned to an other wheel so there was 2 different objects in the same one! WTF!? i've tried to rename objects hexing the DAT file, but i've just broken it..
after hours of pain i've just converted again the 3ds to carma2 and everything worked fine
the only weird thing (after wrong proportion) is that sm. groups got messed ingame, but on PT2 are ok, i guess that when Milkshape exported in 3DS had unjointed parts of many shapes :\
Now it works
I suppose that a file (maybe DAT one) got converted bad form 3ds to Carma2, or maybe a writing error by PT2 when i've saved the first time. In first place that actors thing, then after some attempts i've closed and opened again PT2 and a Wheel was disappeared! in the object list it was still there, but it was assigned to an other wheel so there was 2 different objects in the same one! WTF!? i've tried to rename objects hexing the DAT file, but i've just broken it..
after hours of pain i've just converted again the 3ds to carma2 and everything worked fine
the only weird thing (after wrong proportion) is that sm. groups got messed ingame, but on PT2 are ok, i guess that when Milkshape exported in 3DS had unjointed parts of many shapes :\
- The_Bollocks
- Ford Man!
- Posts: 1294
- Joined: Sat May 17, 2003 1:13 pm
- Location: Dublin, Ireland
Re: Car setup help!
Cool! Nice one.
1982 Ford Escort Mk3 1.3 L (restoration project)
1990 Nissan Micra K10 L (my first car, currently in long term storage)
1995 Ford Escort Mk6 1.3 CL (current everyday car)
1990 Nissan Micra K10 L (my first car, currently in long term storage)
1995 Ford Escort Mk6 1.3 CL (current everyday car)
Re: Car setup help!
i had the same thing but with a map tester i done a while ago said error when grouping it into a map, thought wt the hell tried it in game an dit worked was really pleased
not much :P
http://i668.photobucket.com/albums/vv48 ... -21-29.jpg
not much :P
http://i668.photobucket.com/albums/vv48 ... -21-29.jpg
Re: Car setup help!
Wow, that's nice! I like it!
Re: Car setup help!
Thanks guys
right now i'm spending some time to study how .txt and .wam stuffs works
i'm learning some crushable stuffs, like detach bodyparts and make the driver uncrushable
but i've not catched how to setup doors (for hoods)
i've tried also to mess on grooves. in the way of copy/paste-from-an-other-car-and-see-what-happens.
i've tried to make the driver's head to rotate calling the head TESTA.ACT and copy the groove from others but nothing happens
tried the same on suspensions wich animate, but in a totally crazy way and i've not understood how values works
right now i'm spending some time to study how .txt and .wam stuffs works
i'm learning some crushable stuffs, like detach bodyparts and make the driver uncrushable
but i've not catched how to setup doors (for hoods)
i've tried also to mess on grooves. in the way of copy/paste-from-an-other-car-and-see-what-happens.
i've tried to make the driver's head to rotate calling the head TESTA.ACT and copy the groove from others but nothing happens
tried the same on suspensions wich animate, but in a totally crazy way and i've not understood how values works
Re: Car setup help!
Umm, did you try searching? Its not like we've never talked about doors before here.
http://www.cwaboard.com/ubbthreads/show ... #Post78471
http://www.cwaboard.com/ubbthreads/show ... #Post46940
There' tutorials on my site for suspension setup
http://www.cwaboard.com/ubbthreads/show ... #Post78471
http://www.cwaboard.com/ubbthreads/show ... #Post46940
There' tutorials on my site for suspension setup
Re: Car setup help!
Ok, yesterday i've setup everything i was able to do:
Smashables, Flapping Doors, moving head, correct suspensions animation, scrubs coordinates, moved pivots rotation point, need to do mess few other stuffs.
Now, i'm messing on B.Boxes, and i've got a question. i've searched around and found this tip:
----------------------------------------------------------------------------------------
Bounding shapes
This shape definition is used for all collisions in the game.
It is important to get this shape to fit your car as
close as possible. It will add a lot of realism to your car. If you are adding a lot
of suspension, remember to raise this shape as needed. - CarEd Tutorial
You need to edit the coords for the BB in your car's TXT file:
EXAMPLE ONLY
1 // Number of 'Bounding shapes' entries.
polyhedron // Type
8
-0.190,0.050,-0.384 // L B F (left bottom front)
0.190,0.050,-0.384 // R B F (right bottom front)
0.190,0.1504,-0.384 // R T F (right top front)
-0.190,0.1504,-0.384 // L T F (left top front)
-0.190,0.050, 0.3659 // L B R (left bottom rear)
0.190,0.050, 0.3659 // R B R (right bottom rear)
0.2169,0.2170, 0.4018 // R T R (right top rear)
-0.208,0.2170, 0.4018 // L T R (left top rear)
------------------------------------------------------------------------------------
In this example, is explained the vertex order but is a simple box.
My question is: how it's supposed to be the vertex order on more complex shapes?
and, is this shape good as a b.box?
this model is composed of 3 objects: 2 boxes for wheels and a bit more complex one for main body.
Smashables, Flapping Doors, moving head, correct suspensions animation, scrubs coordinates, moved pivots rotation point, need to do mess few other stuffs.
Now, i'm messing on B.Boxes, and i've got a question. i've searched around and found this tip:
----------------------------------------------------------------------------------------
Bounding shapes
This shape definition is used for all collisions in the game.
It is important to get this shape to fit your car as
close as possible. It will add a lot of realism to your car. If you are adding a lot
of suspension, remember to raise this shape as needed. - CarEd Tutorial
You need to edit the coords for the BB in your car's TXT file:
EXAMPLE ONLY
1 // Number of 'Bounding shapes' entries.
polyhedron // Type
8
-0.190,0.050,-0.384 // L B F (left bottom front)
0.190,0.050,-0.384 // R B F (right bottom front)
0.190,0.1504,-0.384 // R T F (right top front)
-0.190,0.1504,-0.384 // L T F (left top front)
-0.190,0.050, 0.3659 // L B R (left bottom rear)
0.190,0.050, 0.3659 // R B R (right bottom rear)
0.2169,0.2170, 0.4018 // R T R (right top rear)
-0.208,0.2170, 0.4018 // L T R (left top rear)
------------------------------------------------------------------------------------
In this example, is explained the vertex order but is a simple box.
My question is: how it's supposed to be the vertex order on more complex shapes?
and, is this shape good as a b.box?
this model is composed of 3 objects: 2 boxes for wheels and a bit more complex one for main body.
Re: Car setup help!
Just use 3 BBoxes for yours, it'd be something like
EXAMPLE ONLY
3 // Number of 'Bounding shapes' entries.
// FIRST SHAPE - BODY
polyhedron // Type
16 // COMPLEX SHAPE FOR BODY
-0.190,0.050,-0.384 // L B F (left bottom front)
0.190,0.050,-0.384 // R B F (right bottom front)
0.190,0.1504,-0.384 // R T F (right top front)
-0.190,0.1504,-0.384 // L T F (left top front)
-0.190,0.050,-0.384 // L B F (left bottom middle front)
0.190,0.050,-0.384 // R B F (right bottom middle front)
0.190,0.1504,-0.384 // R T F (right top middle front)
-0.190,0.1504,-0.384 // L T F (left top middle front)
-0.190,0.050,-0.384 // L B F (left bottom middle rear)
0.190,0.050,-0.384 // R B F (right bottom middle rear)
0.190,0.1504,-0.384 // R T F (right top middle rear)
-0.190,0.1504,-0.384 // L T F (left top middle rear)
-0.190,0.050, 0.3659 // L B R (left bottom rear)
0.190,0.050, 0.3659 // R B R (right bottom rear)
0.2169,0.2170, 0.4018 // R T R (right top rear)
-0.208,0.2170, 0.4018 // L T R (left top rear)
// SECOND SHAPE FRONT WHEELS
polyhedron // Type
8 // just a box shape
-0.190,0.050,-0.384 // L B F (left bottom front)
0.190,0.050,-0.384 // R B F (right bottom front)
0.190,0.1504,-0.384 // R T F (right top front)
-0.190,0.1504,-0.384 // L T F (left top front)
-0.190,0.050, 0.3659 // L B R (left bottom rear)
0.190,0.050, 0.3659 // R B R (right bottom rear)
0.2169,0.2170, 0.4018 // R T R (right top rear)
-0.208,0.2170, 0.4018 // L T R (left top rear)
// THIRD SHAPE REAR WHEELS
polyhedron // Type
8 // just a box shape
-0.190,0.050,-0.384 // L B F (left bottom front)
0.190,0.050,-0.384 // R B F (right bottom front)
0.190,0.1504,-0.384 // R T F (right top front)
-0.190,0.1504,-0.384 // L T F (left top front)
-0.190,0.050, 0.3659 // L B R (left bottom rear)
0.190,0.050, 0.3659 // R B R (right bottom rear)
0.2169,0.2170, 0.4018 // R T R (right top rear)
-0.208,0.2170, 0.4018 // L T R (left top rear)
EXAMPLE ONLY
3 // Number of 'Bounding shapes' entries.
// FIRST SHAPE - BODY
polyhedron // Type
16 // COMPLEX SHAPE FOR BODY
-0.190,0.050,-0.384 // L B F (left bottom front)
0.190,0.050,-0.384 // R B F (right bottom front)
0.190,0.1504,-0.384 // R T F (right top front)
-0.190,0.1504,-0.384 // L T F (left top front)
-0.190,0.050,-0.384 // L B F (left bottom middle front)
0.190,0.050,-0.384 // R B F (right bottom middle front)
0.190,0.1504,-0.384 // R T F (right top middle front)
-0.190,0.1504,-0.384 // L T F (left top middle front)
-0.190,0.050,-0.384 // L B F (left bottom middle rear)
0.190,0.050,-0.384 // R B F (right bottom middle rear)
0.190,0.1504,-0.384 // R T F (right top middle rear)
-0.190,0.1504,-0.384 // L T F (left top middle rear)
-0.190,0.050, 0.3659 // L B R (left bottom rear)
0.190,0.050, 0.3659 // R B R (right bottom rear)
0.2169,0.2170, 0.4018 // R T R (right top rear)
-0.208,0.2170, 0.4018 // L T R (left top rear)
// SECOND SHAPE FRONT WHEELS
polyhedron // Type
8 // just a box shape
-0.190,0.050,-0.384 // L B F (left bottom front)
0.190,0.050,-0.384 // R B F (right bottom front)
0.190,0.1504,-0.384 // R T F (right top front)
-0.190,0.1504,-0.384 // L T F (left top front)
-0.190,0.050, 0.3659 // L B R (left bottom rear)
0.190,0.050, 0.3659 // R B R (right bottom rear)
0.2169,0.2170, 0.4018 // R T R (right top rear)
-0.208,0.2170, 0.4018 // L T R (left top rear)
// THIRD SHAPE REAR WHEELS
polyhedron // Type
8 // just a box shape
-0.190,0.050,-0.384 // L B F (left bottom front)
0.190,0.050,-0.384 // R B F (right bottom front)
0.190,0.1504,-0.384 // R T F (right top front)
-0.190,0.1504,-0.384 // L T F (left top front)
-0.190,0.050, 0.3659 // L B R (left bottom rear)
0.190,0.050, 0.3659 // R B R (right bottom rear)
0.2169,0.2170, 0.4018 // R T R (right top rear)
-0.208,0.2170, 0.4018 // L T R (left top rear)
Re: Car setup help!
Thanks coffey
i've tried these coords, but C2 crashes in the loadscreen without any error °_°
----------------------------------------------------------------------------------------
3 // Number of 'Bounding shapes' entries.
polyhedron // Type
16
-0.086,0.022,-0.234 // L B F (left bottom front)
0.033,0.022,-0.234 // R B F (right bottom front)
0.033,0.089,-0.276 // R T F (right top front)
-0.086,0.089,-0.276 // L T F (left top front)
-0.097,0.131,0.068 // L B F (left bottom middle front)
0.043,0.131,0.068 // R B F (right bottom middle front)
0.043,0.208,0.208 // R T F (right top middle front)
-0.097,0.208,0.085 // L T F (left top middle front)
-0.097,0.163,0.288 // L B F (left bottom middle rear)
0.043,0.163,0.288 // R B F (right bottom middle rear)
0.036,0.220,0.186 // R T F (right top middle rear)
-0.090,0.220,0.186 // L T F (left top middle rear)
-0.105,0.022,0.325 // L B R (left bottom rear)
0.051,0.022,0.325 // R B R (right bottom rear)
0.043,0.163,0.288 // R T R (right top rear)
-0.097,0.163,0.288 // L T R (left top rear)
polyhedron // Type
8
-0.175,0.022,-0.232 // L B F (left bottom front)
0.121,0.022,-0.232 // R B F (right bottom front)
0.121,0.082,-0.232 // R T F (right top front)
-0.175,0.082,-0.232 // L T F (left top front)
-0.175,0.022,-0.147 // L B F (left bottom rear)
0.121,0.022,-0.147 // R B F (right bottom rear)
0.121,0.082,-0.147 // R T F (right top rear)
-0.175,0.082,-0.147 // L T F (left top rear)
polyhedron // Type
8
-0.264,0.022,0.124 // L B F (left bottom front)
0.209,0.022,0.124 // R B F (right bottom front)
0.209,0.150,0.124 // R T F (right top front)
-0.264,0.150,0.124 // L T F (left top front)
-0.264,0.022,0.274 // L B R (left bottom rear)
0.209,0.022,0.274 // R B R (right bottom rear)
0.209,0.150,0.274 // R T R (right top rear)
-0.264,0.150,0.274 // L T R (left top rear)
----------------------------------------------------------------------------------------
i've tried these coords, but C2 crashes in the loadscreen without any error °_°
----------------------------------------------------------------------------------------
3 // Number of 'Bounding shapes' entries.
polyhedron // Type
16
-0.086,0.022,-0.234 // L B F (left bottom front)
0.033,0.022,-0.234 // R B F (right bottom front)
0.033,0.089,-0.276 // R T F (right top front)
-0.086,0.089,-0.276 // L T F (left top front)
-0.097,0.131,0.068 // L B F (left bottom middle front)
0.043,0.131,0.068 // R B F (right bottom middle front)
0.043,0.208,0.208 // R T F (right top middle front)
-0.097,0.208,0.085 // L T F (left top middle front)
-0.097,0.163,0.288 // L B F (left bottom middle rear)
0.043,0.163,0.288 // R B F (right bottom middle rear)
0.036,0.220,0.186 // R T F (right top middle rear)
-0.090,0.220,0.186 // L T F (left top middle rear)
-0.105,0.022,0.325 // L B R (left bottom rear)
0.051,0.022,0.325 // R B R (right bottom rear)
0.043,0.163,0.288 // R T R (right top rear)
-0.097,0.163,0.288 // L T R (left top rear)
polyhedron // Type
8
-0.175,0.022,-0.232 // L B F (left bottom front)
0.121,0.022,-0.232 // R B F (right bottom front)
0.121,0.082,-0.232 // R T F (right top front)
-0.175,0.082,-0.232 // L T F (left top front)
-0.175,0.022,-0.147 // L B F (left bottom rear)
0.121,0.022,-0.147 // R B F (right bottom rear)
0.121,0.082,-0.147 // R T F (right top rear)
-0.175,0.082,-0.147 // L T F (left top rear)
polyhedron // Type
8
-0.264,0.022,0.124 // L B F (left bottom front)
0.209,0.022,0.124 // R B F (right bottom front)
0.209,0.150,0.124 // R T F (right top front)
-0.264,0.150,0.124 // L T F (left top front)
-0.264,0.022,0.274 // L B R (left bottom rear)
0.209,0.022,0.274 // R B R (right bottom rear)
0.209,0.150,0.274 // R T R (right top rear)
-0.264,0.150,0.274 // L T R (left top rear)
----------------------------------------------------------------------------------------
Re: Car setup help!
I don't know. That looks like its set up right.
do you have this at the end of your code?:
0 // Number of sub-parts.
END OF MECHANICS STUFF
Otherwise I'd just try one shape at a time to see if its just one thats bad.
What I don't understand is the x axis numbers on the 8 sided box for the wheels.
usually the left side number is a negative of the the right side. you have
-0.175 ,0.022,-0.232 // L B F (left bottom front)
0.121 ,0.022,-0.232 // R B F (right bottom front)
-0.175 and 0.121. Is your model not centered?
do you have this at the end of your code?:
0 // Number of sub-parts.
END OF MECHANICS STUFF
Otherwise I'd just try one shape at a time to see if its just one thats bad.
What I don't understand is the x axis numbers on the 8 sided box for the wheels.
usually the left side number is a negative of the the right side. you have
-0.175 ,0.022,-0.232 // L B F (left bottom front)
0.121 ,0.022,-0.232 // R B F (right bottom front)
-0.175 and 0.121. Is your model not centered?
Re: Car setup help!
yep, model is not centered :\
in milkshape it was centered, but facing in the opposite side. So i've just rotated it right for C2, then exported in .3ds but accidentally i've rotated around "center of mass" instead of "origin", and the result was that offset on x axis. Only after a while messing on coordinates in car's.txt i've noticed it wasn't centered.
Already tried to use B.boxes separately, even tested on other cars, but same result
in milkshape it was centered, but facing in the opposite side. So i've just rotated it right for C2, then exported in .3ds but accidentally i've rotated around "center of mass" instead of "origin", and the result was that offset on x axis. Only after a while messing on coordinates in car's.txt i've noticed it wasn't centered.
Already tried to use B.boxes separately, even tested on other cars, but same result
- TTR
- Psycho Maniac
- Posts: 5277
- Joined: Wed Oct 15, 2003 3:40 am
- Location: Rotterdam, Holland
- Contact:
Re: Car setup help!
Try this, all the bottom coords should have the same height, so make them all the same..?
Shit..i actually posted..heh..
Shit..i actually posted..heh..
Re: Car setup help!
now it works!
I've splitted the main shape in 2 boxes. After that, C2 was crashing anyway but this time appeared the error "wheels outside all shapes". Then i've noticed that FRWHEEL was in a stupid position: "-0.412" instead of "-0.142" on x coords.
The old b.box won't work anyway, but this one looks good enough
Last step, finish texturing
I've splitted the main shape in 2 boxes. After that, C2 was crashing anyway but this time appeared the error "wheels outside all shapes". Then i've noticed that FRWHEEL was in a stupid position: "-0.412" instead of "-0.142" on x coords.
The old b.box won't work anyway, but this one looks good enough
Last step, finish texturing
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