Hi,
I've reverse engineered the C1 crush data enough for it to be possible to create custom crush data for addon cars.
Heres the file format: http://blog.1amstudios.com
Enjoy
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C1 crush data explained
- jeff_1amstudios
- driver
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C1 crush data explained
OpenC1 - Open-source Carmageddon engine! http://www.1amstudios.com/projects/openc1
- Econobrick
- Stucco
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Re: C1 crush data explained
It's great to finally have some kind of grip on this mess.
Fantastic work, sir!
On the other hand, to manually generate the data needed for a few-hundred polygon car seems like a job best assigned to death row inmates?! Not to be a downer.
To harness this into a program where one could open a car model, deform it by manipulating the vertices manually and generating that into a useable list would truly be a godsend. (a pt2 add-on or whatnot) Though I know you have more than enough on your plate as it is.
I can only imagine what kind of undertaking that'd be... If I had even the slightest knowledge of programming, I'd attempt it. But that's obviously not the case.
Fantastic work, sir!
On the other hand, to manually generate the data needed for a few-hundred polygon car seems like a job best assigned to death row inmates?! Not to be a downer.
To harness this into a program where one could open a car model, deform it by manipulating the vertices manually and generating that into a useable list would truly be a godsend. (a pt2 add-on or whatnot) Though I know you have more than enough on your plate as it is.
I can only imagine what kind of undertaking that'd be... If I had even the slightest knowledge of programming, I'd attempt it. But that's obviously not the case.
- jeff_1amstudios
- driver
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Re: C1 crush data explained
Yeah - its definitely not something you'd want to generate by hand. The format is so nasty it has to have been created by an internal tool stainless used. It possible for me to create a similar too to make it easier - unfortunately I dont think its really possible to auto-magically generate crush data for a model because to know how it should crush means the tool needs to understand the 3d-model as a real car.
Possibly I could make a quick tool that once youve chosen say 20-30 main crush points using PlayThing, my tool could guess at some child vertices for each one and output it as a text blob you can copy into the custom car.txt
Possibly I could make a quick tool that once youve chosen say 20-30 main crush points using PlayThing, my tool could guess at some child vertices for each one and output it as a text blob you can copy into the custom car.txt
OpenC1 - Open-source Carmageddon engine! http://www.1amstudios.com/projects/openc1
- Econobrick
- Stucco
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Re: C1 crush data explained
!
Seems like that would do the job as well as one could hope.
It's anybody's guess, but whatever Stainless had rigged up probably wasn't much more involved than that...if at all.
Seems like that would do the job as well as one could hope.
It's anybody's guess, but whatever Stainless had rigged up probably wasn't much more involved than that...if at all.
- Lumberjack
- road raged psycho
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Re: C1 crush data explained
Good effort, a real 1am job indeed. Impressive though. Seems like a tool just like Econobrick suggested would be useful, having the ability to load the model and warp it to its most crushable state, then spit out the values
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