Dear returning Carmageddon fans Image

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 !

Highway To Hell/Anarchie Road track WIP progress...

The greatest unfinished sequel ever!
User avatar
coffeycup
Genesis
Posts: 4848
Joined: Sun Sep 27, 1998 6:00 pm
Contact:

Re: Highway To Hell/Anarchie Road track WIP progress...

Post by coffeycup »

I don't know anything about settings.
But that sucks your game is going that, that shouldn't be happening, yuck. :techsupport:
User avatar
Pip the pest
turbo bastard
Posts: 357
Joined: Mon Mar 30, 2009 3:03 am

Re: Highway To Hell/Anarchie Road track WIP progress...

Post by Pip the pest »

Mine is the same as well. And when taking a pic the car shadow always vanishes.

Image
User avatar
Deep_Blue
Road Puppy
Posts: 4554
Joined: Wed Jan 10, 2001 12:00 pm
Location: In the Wind

Re: Highway To Hell/Anarchie Road track WIP progress...

Post by Deep_Blue »

Oh! OK...I'm not the only one...

The (sand?) texture between Silverton and the reservoir also looks weird and kinda 'jiggles/moves' funny like snow effect on an old TV as I'm moving over it same as the lines in the road do.
Doesn't detract too much from the experience but it definitely ain't right.
***When I die may I be surrounded by scattered chrome and burning gasoline***
User avatar
coffeycup
Genesis
Posts: 4848
Joined: Sun Sep 27, 1998 6:00 pm
Contact:

Re: Highway To Hell/Anarchie Road track WIP progress...

Post by coffeycup »

The jiggly Silverton happens to me too. It is ,I think, because that was the one texture that was 256x128 instead of a square?

Shit I don't know why that road noise happens to you and Pip. Mine's fine.
User avatar
Deep_Blue
Road Puppy
Posts: 4554
Joined: Wed Jan 10, 2001 12:00 pm
Location: In the Wind

Re: Highway To Hell/Anarchie Road track WIP progress...

Post by Deep_Blue »

OK here's a shot heading straight south on the east side of Mundi Mundi.

The road texture is good and clear but the 'sand' (or ...well...I'm not really sure what it is because it won't sit still...) texture on both sides of the road has that noisiness.
It 'seethes' like boiling water when I'm moving past it like it can't figure out what direction to map out in.
goodroadbadsand.jpg
goodroadbadsand.jpg (55.15 KiB) Viewed 5255 times
Maybe my graphics setup just has trouble with displaying very fine details (in only one direction?) in a moving environment??
***When I die may I be surrounded by scattered chrome and burning gasoline***
User avatar
coffeycup
Genesis
Posts: 4848
Joined: Sun Sep 27, 1998 6:00 pm
Contact:

Re: Highway To Hell/Anarchie Road track WIP progress...

Post by coffeycup »

Oh I thought you said road was screwy too. That section of ground shimmers(?) for me too.
I tried changing it to a 256x256 but still did it. If your road is doing it try making the 2 lane tiff a 256 square
User avatar
Harmalarm
road raged psycho
Posts: 1302
Joined: Tue May 13, 2008 3:56 am
Location: Den Haag, Holland
Contact:

Re: Highway To Hell/Anarchie Road track WIP progress...

Post by Harmalarm »

Well in the last shot of D_B you can still see the road has artifacts. Look closely at the bottom left corner of the road. You can see horizontal segmentation of the texture.

It almost seems as if 'texture dithering' is set on by default. It is a feature of c2 (and c1) but is hardly used.

I am using NGlide and it works like a charm. I never had any of these display issues. Never had them with Zeckenacks' either... so it is either a glide-wrapper setting, or a video driver issue?

I can also play in d3d (without sound in win7) and the textures are still fine.
User avatar
Toshiba-3
BRender Actor
Posts: 5511
Joined: Sun Jun 08, 2003 12:14 am
Location: MagnaChem Data Unit
Contact:

Re: Highway To Hell/Anarchie Road track WIP progress...

Post by Toshiba-3 »

IMO the problem most probably comes from the uvw mapping.
I encountered the problem here and there but it was far from D_B's pic.
I guess the hardware makes the difference as to how severe the problem shows.
We should check the UVW in MAX.

Also Coffey you can improve the loading time by increasing the preprocessing matrix, it looks like 3x1 here, I would have gone with something like 16x16 or more for such a large track :)
Image / carmageddon add-ons at road reaction
User avatar
coffeycup
Genesis
Posts: 4848
Joined: Sun Sep 27, 1998 6:00 pm
Contact:

Re: Highway To Hell/Anarchie Road track WIP progress...

Post by coffeycup »

Oh crap that 3x1 was left from a previous map. Let me try to process it again at 16x16. Heck maybe that'll fix the textures too.
User avatar
Mastro 666
motorised death
Posts: 968
Joined: Thu Jan 26, 2006 6:24 pm
Contact:

Re: Highway To Hell/Anarchie Road track WIP progress...

Post by Mastro 666 »

Toshiba-3 wrote:increasing the preprocessing matrix
Is that possible with PT2? How would I do that?
User avatar
coffeycup
Genesis
Posts: 4848
Joined: Sun Sep 27, 1998 6:00 pm
Contact:

Re: Highway To Hell/Anarchie Road track WIP progress...

Post by coffeycup »

Mastro 666 wrote:Is that possible with PT2? How would I do that?
When Processing Dialog box pops up its the first Options button. I didn't know about it either, Harm told me. :lol:

AND WHAT A DIFFERENCE! I made it 16x16 and mine now loads in under 15 seconds. Thank you Tosh!
I updated zip, but if you don't want to download everything again I made a patch. It also contains a labeled map.
Maxpatch.zip
(1.14 MiB) Downloaded 133 times
It didn't fix jiggly ground texture though for me.

On another note...
I found these great panoramas of the area. I think we got it damn close.
User avatar
Deep_Blue
Road Puppy
Posts: 4554
Joined: Wed Jan 10, 2001 12:00 pm
Location: In the Wind

Re: Highway To Hell/Anarchie Road track WIP progress...

Post by Deep_Blue »

Whoa!

Thanks for th' patch, man!

Loading time is down from 5 minutes to 1.5 minutes on my lil' netbook now!
Vanilla C2/Maxed Out! on Acer Aspire One netbook
Vanilla C2/Maxed Out! on Acer Aspire One netbook
AAOC2.jpg (37.6 KiB) Viewed 5201 times
***When I die may I be surrounded by scattered chrome and burning gasoline***
User avatar
C2 Scientist
jaywalker
Posts: 2059
Joined: Tue Mar 26, 2002 5:00 pm
Location: Finland
Contact:

Re: Highway To Hell/Anarchie Road track WIP progress...

Post by C2 Scientist »

I think I've seen texturing artifacts like that before. While I'm not 100% sure, it could be caused either by a texture being applied to really, really long polygons, or by a really long continuous UV map (think of a very long road).
User avatar
Deep_Blue
Road Puppy
Posts: 4554
Joined: Wed Jan 10, 2001 12:00 pm
Location: In the Wind

Re: Highway To Hell/Anarchie Road track WIP progress...

Post by Deep_Blue »

Mad_Max_RW wrote:Good god almighty what a crazy track. I can get up to 700mph on a straight away for a couple minutes and barely cross an inch on the worldmap. The only other thing I can compare it to is the Mad Max 1 track for the ancient freeware Racer X game. I wish I can find that one again. Some guy recreated all of the locations from the first movie and brilliantly strung it together as a rally race with dozens of shortcuts. A complete lap would take a couple hours and there were no empty spaces. There was the MFP HQ, the farms, bridges, forest, the beaches, everything. Your map is the logical sequel I waited almost a decade for.
Ah. 'K. Finally found that game, got it to work and added the "Anarchy Road" track by Aussie Muscle.
AnarchyRacer.jpg
AnarchyRacer.jpg (83.1 KiB) Viewed 4844 times
You're right. It does have a lotta references to MM1, but the physics suck and it doesn't even come close to "Maxed Out!"

Sorry to dredge up an old thread, but I hadda resolve this issue to my own satisfaction.. ;)
***When I die may I be surrounded by scattered chrome and burning gasoline***
Post Reply

Check who’s online

Users browsing this forum: No registered users and 233 guests