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PSX 2 C1 cars

When the mayhem started! And its expansion pack made by interns!
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Toshiba-3
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PSX 2 C1 cars

Post by Toshiba-3 »

This. These. Soon.

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Razor
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PSX 2 C1 cars

Post by Razor »

Looking fancy, Tosh. They sure do look smart in C1.
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hazardic
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PSX 2 C1 cars

Post by hazardic »

well as i remember when i was playing carma psx through ePSXe, the only cars which i liked were wingless eagle and four-wheels suppressor. the other additional cars looked for me quite alienly in carma races (maps too though lol). so it's very promising to add'em into carma anyway cause they are rather lowpoly and fit here perfectly
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Mastro 666
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PSX 2 C1 cars

Post by Mastro 666 »

I want it all, I want it all, I want it all, and I want it now.
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TTR
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PSX 2 C1 cars

Post by TTR »

Oooh they look really good in C1 :)
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Toshiba-3
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PSX 2 C1 cars

Post by Toshiba-3 »

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Bonjour! Voilà!

Converted to BRender format by our very Errol.
Ported and set up for C1 by myself :)
Check out the F-08 thing!

Get them at Rooooad Reaactiooon!
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Harmalarm
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PSX 2 C1 cars

Post by Harmalarm »

Oh yeah! Nice work guys! They look rather good in c1 indeed. By the way tosh, looking at that c1 car collection over at road reaction I realized that you have done so many cars already :o you have quite the endurance level, heh
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PSX 2 C1 cars

Post by TTR »

Played with them all, nice stuff!! I really like the F-08 cockpit :)
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PSX 2 C1 cars

Post by Halogaland »

Haaaiiiiiiiii JE T'AIME TOSH!!!!!!!!
Really really cool, thank you :P
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PSX 2 C1 cars

Post by roadkill804 »

Excelent work, Tosh.
Will you also convert them to C2?
I'm just a lurker.
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PSX 2 C1 cars

Post by Razor »

roadkill wrote:Excelent work, Tosh.
Will you also convert them to C2?
Errol is doing that.
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PSX 2 C1 cars

Post by Toshiba-3 »

:]

Harm, yes quite a collection indeed, and seeing Errol is making a crush data generator, I'll have to update them all.
TTR, I only modded a cockpit for F-08 but it's the only one that's really worth it?!

An ye, I just wanted to port these 8 unique cars to C1. IMO the PSX resources won't fit in C2. Errol's indeed going to port the whole lot to C2, and Razor is making a TC out of it.
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PSX 2 C1 cars

Post by Toshiba-3 »

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Bonjour! In case you don't lurk at devWAM!

Converted to BRender format by our very Errol.
Ported and set up for C1 by myself :)
Check out the F-08 thing!

Get them at Rooooad Reaactiooon!
Image / carmageddon add-ons at road reaction
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Mastro 666
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PSX 2 C1 cars

Post by Mastro 666 »

Errol is making a crush data generator
This guy is a genius ... Thumb-up.
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Razor
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PSX 2 C1 cars

Post by Razor »

Mastro 666 wrote:
Errol is making a crush data generator
This guy is a genius ... Thumb-up.
True story.
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Re: PSX 2 C1 cars

Post by autopilot »

Ooh man the 1930s/40s machines are super cool. I gotta see if I can get c1 working on this computro machine of mine. C2 has been a no go that ive given up completely.
Anyone figure out the c1 damage yet, are them cars uncrushable, or resemble bowls of shredded paper documents after they hit something?
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Re: PSX 2 C1 cars

Post by Errol »

:: You wanna build a snowman mod C:R? Get Flummery, the Carmageddon modders tool. ::
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PSX 2 C1 cars

Post by Econobrick »

"Aw shit, son!" You mean it's finally happening??

The last piece of the puzzle, C1 addon-wise?! (and THE most important one, at that!)
It's been like the bleedin' Bermuda Triangle up 'til now... anyone who said they'd make a crush data generator has mysteriously vanished?!

Good to know someone dependable is behind it this time. If anyone can do it, Errol be he?!
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Re: PSX 2 C1 cars

Post by Morbid Angel »

Yayyyy !!
I'm back on board !
I'm glad to be with you again ! thank you for the password reset, Errol ;)
:tongue:

What a sweet work ! i need to reinstall C1 now !
I tried on this morning ... but failed
:grin:
Damn Vista, it wont prevent me to enjoy C1 !!
:twisted:
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Re: PSX 2 C1 cars

Post by Toshiba-3 »

Sorry for the one year bump.

Just updated the 8 PSX cars with much better textures supplied by Errol.
The detail gain is 4:1. Just look at the attachement.
While I was at it, I spent some more time to make the textures better on the C1 palette.
So if you like these cars, just download them again. ALL the textures have been updated :swink:
Attachments
Sans titre-1.png
Sans titre-1.png (65.17 KiB) Viewed 10054 times
Image / carmageddon add-ons at road reaction
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Deep_Blue
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Re: PSX 2 C1 cars

Post by Deep_Blue »

Errol wrote:C1 crush damage you say... http://www.toxic-ragers.co.uk/news/2011 ... tle-crush/
:rockon: :rockon: :rockon: :rockon: :rockon: :rockon: :rockon: :rockon: :rockon: :rockon: :rockon: :rockon: :rockon: :rockon: :rockon: :rockon: :rockon: :rockon:
***When I die may I be surrounded by scattered chrome and burning gasoline***
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Re: PSX 2 C1 cars

Post by coffeycup »

Those do look great Tosh.
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Re: PSX 2 C1 cars

Post by Toshiba-3 »

Thanks there :ssmile:

Personaly I'm not that fond of these cars. The textures clearly shows that they were shrunk down without subsampling, careless for the PSX release. And that a rough palette job resulted in a lot of color loss.
And thus it was difficult not to lose even more with the C1 palette :sdead:
And as I said, this time I spent mroe time to keep a maximum of details (or even redraw bits) on the textures. Esp. the Spade's hood, Viper's Doors and X-Jing icescream thing.

Concepts however are rather ok, the F-08, Murky Marauder and Baz Mini are good stuff IMO.

@D_B: Errol hasn't worked on that since then :ssad:
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Re: PSX 2 C1 cars

Post by Deep_Blue »

Toshiba-3 wrote:
@D_B: Errol hasn't worked on that since then :ssad:

*Blargh* Oh well...Origami it is then...
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Re: PSX 2 C1 cars

Post by jeff_1amstudios »

Errol wrote:C1 crush damage you say... http://www.toxic-ragers.co.uk/news/2011 ... tle-crush/
I've already figured out what most of the Crush Data means. Theres a parser in OpenC1 where it is implemented. File format specs are here: http://blog.1amstudios.com/2010/05/sinc ... empts.html
OpenC1 - Open-source Carmageddon engine! http://www.1amstudios.com/projects/openc1
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Re: PSX 2 C1 cars

Post by Harmalarm »

:o oh wow, I totally missed that bit! With this information I might be able to script it in 3ds max! I wonder how to determine the number of child vertices though. It might be the same thing as the soft selection tools in max... interesting...
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Re: PSX 2 C1 cars

Post by jeff_1amstudios »

Yeah - the child vertices usually are a circle around the main vertex. In OpenC1, the distance value is used as a divisor on the amount to move in a collision.

I did have a debugging mode in OpenC1 where it would show the main crush vertex and its children and you could cycle through them... I wish I'd kept that in there now :)
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