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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 !
[WIP - Halogaland] Peroxodisulfa Acid
- Halogaland
- turbo bastard
- Posts: 447
- Joined: Thu Jun 02, 2011 12:28 pm
- Location: Vienne, France
Re: [WIP - Halogaland] Peroxodisulfa Acid
What is this game :D? I put those turbines, because, those things are turbines on the original spoiler? Right?
- Halogaland
- turbo bastard
- Posts: 447
- Joined: Thu Jun 02, 2011 12:28 pm
- Location: Vienne, France
Re: [WIP - Halogaland] Peroxodisulfa Acid
IG images :
- Razor
- Stomping-on-Kittens
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Re: [WIP - Halogaland] Peroxodisulfa Acid
Texturing again :(
[ 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
- Halogaland
- turbo bastard
- Posts: 447
- Joined: Thu Jun 02, 2011 12:28 pm
- Location: Vienne, France
Re: [WIP - Halogaland] Peroxodisulfa Acid
always the same comments, you know what, I give up, because this time I really have spend lot of time on the textures, they are slightly the same as the original, but I see that noone like it, so I give up. I've more important things to do, I spend much time for the community, and in exchange, nothing!
- Pip the pest
- turbo bastard
- Posts: 357
- Joined: Mon Mar 30, 2009 3:03 am
Re: [WIP - Halogaland] Peroxodisulfa Acid
I think you are over reacting, the folks here are only trying to advise you. Look forward to your next project
- Halogaland
- turbo bastard
- Posts: 447
- Joined: Thu Jun 02, 2011 12:28 pm
- Location: Vienne, France
Re: [WIP - Halogaland] Peroxodisulfa Acid
where do you see the advise in "texturing again :("? I see none, I see noone who could explain how he does his textures, that's so simple to criticize, but harder to explain why those criticisms
- Pip the pest
- turbo bastard
- Posts: 357
- Joined: Mon Mar 30, 2009 3:03 am
Re: [WIP - Halogaland] Peroxodisulfa Acid
Okay, so maybe my diplomacy is not the best, I'll put it another way: spend some time in Photoshop or what ever you use and practice your texturing, it will be worth it in the end.
- Halogaland
- turbo bastard
- Posts: 447
- Joined: Thu Jun 02, 2011 12:28 pm
- Location: Vienne, France
Re: [WIP - Halogaland] Peroxodisulfa Acid
i used ps here and on all of my cars, for example, the Pink Pulverizer and Lumberer have shades, done with 3dsmax and PS.
- roadkill804
- hit n run
- Posts: 126
- Joined: Fri Jun 04, 2010 3:25 am
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Re: [WIP - Halogaland] Peroxodisulfa Acid
Remember that practice makes perfection.
I'm just a lurker.
- Toshiba-3
- BRender Actor
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Re: [WIP - Halogaland] Peroxodisulfa Acid
There are two problems here:
- the texturing indeed, you are giving quite an amount of geometrical details to your cars, but your textures take them away because they offer them no visual support. While this is a very common problem with amateur 3D assets, it is very noticeable here because it contrasts with your models. Additionaly you consume a lot of resources for nothing at the moment. Looking at your textures the visual detail is almost nonexistant but still your textures remain large.
- the second problem is the biggest one and actually explains the first. You said it yourself:
The way I see it you are in the quantity-over-quality race. And yeah, people don't really like this and you can't blame them for that. You should make things for yourself only.
- the texturing indeed, you are giving quite an amount of geometrical details to your cars, but your textures take them away because they offer them no visual support. While this is a very common problem with amateur 3D assets, it is very noticeable here because it contrasts with your models. Additionaly you consume a lot of resources for nothing at the moment. Looking at your textures the visual detail is almost nonexistant but still your textures remain large.
- the second problem is the biggest one and actually explains the first. You said it yourself:
You are making a lot of stuff just to please the community and not you? The fact you give up so easily actually shows it. So here: why would you spend time improving your texturing skills if it doesn't matter to you?I see that noone like it, so I give up. I've more important things to do, I spend much time for the community, and in exchange, nothing!
The way I see it you are in the quantity-over-quality race. And yeah, people don't really like this and you can't blame them for that. You should make things for yourself only.
- Halogaland
- turbo bastard
- Posts: 447
- Joined: Thu Jun 02, 2011 12:28 pm
- Location: Vienne, France
Re: [WIP - Halogaland] Peroxodisulfa Acid
I think I got it with the textures, didn't I? :
- Razor
- Stomping-on-Kittens
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Re: [WIP - Halogaland] Peroxodisulfa Acid
The texturing is much better now, there's still a few blurry ones like that 'Bad Year' textures on the back and the 'STAINLESS' texture under the door but it looks far better than it did before.
Also I'd like to add that the 'imneNr' (i think?) sponsor on the front should be either Bitchelin or immobile, just a minor niggle so it sticks with sponsors Stainless originally came up with/took the piss out of, but other than that the textures are vastly improved on before.
Also I'd like to add that the 'imneNr' (i think?) sponsor on the front should be either Bitchelin or immobile, just a minor niggle so it sticks with sponsors Stainless originally came up with/took the piss out of, but other than that the textures are vastly improved on before.
[ 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
- Halogaland
- turbo bastard
- Posts: 447
- Joined: Thu Jun 02, 2011 12:28 pm
- Location: Vienne, France
Re: [WIP - Halogaland] Peroxodisulfa Acid
I think Bitchelin will fit better XD, because I really didn't see what was written on those sponsors XD, I saw ImncNr, why? I don't XD, my eyes ^^, for the bad year, I'll try my best to have it better, but it's hard
- roadkill804
- hit n run
- Posts: 126
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- Location: Portugal
- Halogaland
- turbo bastard
- Posts: 447
- Joined: Thu Jun 02, 2011 12:28 pm
- Location: Vienne, France
Re: [WIP - Halogaland] Peroxodisulfa Acid
Hi people, I want to ask you a thing, how can we make an object moving from back to front, front to back (as the things on Otis' car? I'm doing a my own mecha :p
- Harmalarm
- road raged psycho
- Posts: 1302
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Re: [WIP - Halogaland] Peroxodisulfa Acid
you will need to use a groove for this. what you need is to setup a linear path groove somehing down the lines of;
OBJECT NAME //actor name
not a lollipop //lollipop
constant //contant or distance from where it should render
straight
linear //absolute, harmonic, linear or flash
x,y,z //centre position
0.5 //CyclesPerSecond
x,y,z //Distance in all axis
and by the way, that texturing on the porche looks way better than all your previous creations. Good thing you are focusing on bringing that to the next level.
OBJECT NAME //actor name
not a lollipop //lollipop
constant //contant or distance from where it should render
straight
linear //absolute, harmonic, linear or flash
x,y,z //centre position
0.5 //CyclesPerSecond
x,y,z //Distance in all axis
and by the way, that texturing on the porche looks way better than all your previous creations. Good thing you are focusing on bringing that to the next level.
- Halogaland
- turbo bastard
- Posts: 447
- Joined: Thu Jun 02, 2011 12:28 pm
- Location: Vienne, France
Re: [WIP - Halogaland] Peroxodisulfa Acid
Thanks Harm! (you've just forgotten the "NO MOVEMENT" text at the end :p)
Here some images of the car :
Porker 3 : LowPoly is finished, I just need to finish to correct the blurry bugs
Here some images of the car :
Porker 3 : LowPoly is finished, I just need to finish to correct the blurry bugs
- Mad_Maxine
- Pink
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Re: [WIP - Halogaland] Peroxodisulfa Acid
Well look, the textures are getting better here, gives it that dirt grime feel, same kinda feel when i played gta3 anybody rember those textures with the dark edges?
My main concern here is the bodys are very detailed in the model, but the engine just apears to be a square block, its the same as the orignal 1998 carmageddon 2 cars personally i think once you put something into the engines here your cars will see the benifit,
My main concern here is the bodys are very detailed in the model, but the engine just apears to be a square block, its the same as the orignal 1998 carmageddon 2 cars personally i think once you put something into the engines here your cars will see the benifit,
- Halogaland
- turbo bastard
- Posts: 447
- Joined: Thu Jun 02, 2011 12:28 pm
- Location: Vienne, France
Re: [WIP - Halogaland] Peroxodisulfa Acid
the Porker has been completed :
http://thesprayshop.net/content/porker-3
I did my best for the BADYEAR and STAINLESS logo, but I failed :s
http://thesprayshop.net/content/porker-3
I did my best for the BADYEAR and STAINLESS logo, but I failed :s
- Razor
- Stomping-on-Kittens
- Posts: 3431
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Re: [WIP - Halogaland] Peroxodisulfa Acid
hah, yeah. I get that.same kinda feel when i played gta3 anybody rember those textures with the dark edges?
[ 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
- Pip the pest
- turbo bastard
- Posts: 357
- Joined: Mon Mar 30, 2009 3:03 am
Re: [WIP - Halogaland] Peroxodisulfa Acid
That's a big improvement Hal well done, and thanks for not giving up.
- Halogaland
- turbo bastard
- Posts: 447
- Joined: Thu Jun 02, 2011 12:28 pm
- Location: Vienne, France
Re: [WIP - Halogaland] Peroxodisulfa Acid
Here's some news : New side windows, new engine bay :
- Halogaland
- turbo bastard
- Posts: 447
- Joined: Thu Jun 02, 2011 12:28 pm
- Location: Vienne, France
Re: [WIP - Halogaland] Peroxodisulfa Acid
I improved the textures of Road Chaser SRT-666 :
- Mad_Maxine
- Pink
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Re: [WIP - Halogaland] Peroxodisulfa Acid
Most of that looks fine, tho the numbers on the back look blured, good to see the textures still improving, still bloody windows and cleane car look a lil odd but ya, only other comment is its a little of a mix, highway patrol viper with an (aparently) british emergancy number on the side, reminds me of when i had midtown madness, woo mustang cops in london,
- Halogaland
- turbo bastard
- Posts: 447
- Joined: Thu Jun 02, 2011 12:28 pm
- Location: Vienne, France
Re: [WIP - Halogaland] Peroxodisulfa Acid
I'd like so much having no more blurry textures, but the fact is that I work with BeMax (ase2asc really don't want to work), so it destroys all materials :s, for the bloody windows, do not worry, I'll remove them
- Halogaland
- turbo bastard
- Posts: 447
- Joined: Thu Jun 02, 2011 12:28 pm
- Location: Vienne, France
Re: [WIP - Halogaland] Peroxodisulfa Acid
Killer kitty is coming :
- roadkill804
- hit n run
- Posts: 126
- Joined: Fri Jun 04, 2010 3:25 am
- Location: Portugal
- Halogaland
- turbo bastard
- Posts: 447
- Joined: Thu Jun 02, 2011 12:28 pm
- Location: Vienne, France
Re: [WIP - Halogaland] Peroxodisulfa Acid
First test ingame, I need to do the skin, I know :p
- Razor
- Stomping-on-Kittens
- Posts: 3431
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Re: [WIP - Halogaland] Peroxodisulfa Acid
It's looking great already.
[ 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
- Halogaland
- turbo bastard
- Posts: 447
- Joined: Thu Jun 02, 2011 12:28 pm
- Location: Vienne, France
- Halogaland
- turbo bastard
- Posts: 447
- Joined: Thu Jun 02, 2011 12:28 pm
- Location: Vienne, France
Re: [WIP - Halogaland] Peroxodisulfa Acid
2 cars realeased, because largely finished :p
Killer Kitty, with renders as promised (they are in the TIFFRGB):
http://thesprayshop.net/content/killer-kitty-mk-ii
Road Chaser SRT-666, with renders too (they are in the TIFFRGB):
Killer Kitty, with renders as promised (they are in the TIFFRGB):
http://thesprayshop.net/content/killer-kitty-mk-ii
Road Chaser SRT-666, with renders too (they are in the TIFFRGB):
- Econobrick
- Stucco
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Re: [WIP - Halogaland] Peroxodisulfa Acid
The cops operate out of the same building as the phone sex line in c1?
- Halogaland
- turbo bastard
- Posts: 447
- Joined: Thu Jun 02, 2011 12:28 pm
- Location: Vienne, France
Re: [WIP - Halogaland] Peroxodisulfa Acid
lol, YES XD!
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