Dear returning Carmageddon fans
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 !
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 !
Wrestling with c1 cars
- Spectre2011
- hit n run
- Posts: 115
- Joined: Fri Aug 19, 2011 3:59 am
Re: Wrestling with c1 cars
Thanks, I'll see what I can do.
*EDIT*
Damn...I just edited the angular momentum, and the car grid image disappears
and the level refuses to start. what the hell?!, Should I post my car's text file, or would that be overkill?
*EDIT, again* actually I made the bounding box not pass the wheels before editing the angular momentum , only fitting the body, and thats when the engine to the game might of hiccuped.
Just for the record I'm using dos box, just incase that helps.
also here is my data for angular momentum. 0.2 ,0.3, 0.4 I tried to make it around the bounding box.
*EDIT*
Damn...I just edited the angular momentum, and the car grid image disappears
and the level refuses to start. what the hell?!, Should I post my car's text file, or would that be overkill?
*EDIT, again* actually I made the bounding box not pass the wheels before editing the angular momentum , only fitting the body, and thats when the engine to the game might of hiccuped.
Just for the record I'm using dos box, just incase that helps.
also here is my data for angular momentum. 0.2 ,0.3, 0.4 I tried to make it around the bounding box.
Last edited by Spectre2011 on Mon Jul 29, 2013 4:18 pm, edited 1 time in total.
Re: Wrestling with c1 cars
zip up the whole folder not just text.
You probably fat-fingered something messing with the physics.
It's easy to mess up if you don't know what you're doing.
Why not just stick with the default CarEd generated physics for now?
Remember..baby steps..baby steps. One at a time.
You probably fat-fingered something messing with the physics.
It's easy to mess up if you don't know what you're doing.
Why not just stick with the default CarEd generated physics for now?
Remember..baby steps..baby steps. One at a time.
- Spectre2011
- hit n run
- Posts: 115
- Joined: Fri Aug 19, 2011 3:59 am
Re: Wrestling with c1 cars
Ok here it is, I hope they are up to date, if not I'll gladly fix that
I'm going to try the cared physics, and see what happens.
*edit*
When I use the cared generated text I get "fatal error, cant load independant resolution file.
I'm going to try the cared physics, and see what happens.
*edit*
When I use the cared generated text I get "fatal error, cant load independant resolution file.
- Attachments
-
- Spunky_v.1.rar
- (36.73 KiB) Downloaded 104 times
Re: Wrestling with c1 cars
Am at work right now, will look at tonight unless someone else does it first.
Usually that 'independant-resolution' error is when you screw up the OPPONENT.TXT if I remembers correctly.
Usually that 'independant-resolution' error is when you screw up the OPPONENT.TXT if I remembers correctly.
Re: Wrestling with c1 cars
Aw shit. I'm an idiot for telling you to use CarEd generated. I spaced out and forgot you were trying to get it into C1.
I'm having trouble trying to decrypt your TXT file.
I'm having trouble trying to decrypt your TXT file.
- Spectre2011
- hit n run
- Posts: 115
- Joined: Fri Aug 19, 2011 3:59 am
Re: Wrestling with c1 cars
Dont sweat it, anyway here is a alternate txt file I borrowed from the regular eagle and tailored it to my car, I think I botched the physics engine with that first one so bad it broke the game.coffeycup wrote:Aw shit. I'm an idiot for telling you to use CarEd generated. I spaced out and forgot you were trying to get it into C1.
I'm having trouble trying to decrypt your TXT file.
also I think I figured out the problem...My tires are hitting the wheelwells so hard its jittering it up and down, messing with ride height might fix this right?
*edit*
I think I have the bbox and angular momentum fixed..
- Attachments
-
- SPUNKY.rar
- (16.12 KiB) Downloaded 99 times
- Toshiba-3
- BRender Actor
- Posts: 5511
- Joined: Sun Jun 08, 2003 12:14 am
- Location: MagnaChem Data Unit
- Contact:
Re: Wrestling with c1 cars
Ok ok ok. The first real BIG problem is that you're working with C1 still encrypted.
Do yourself a favor and decrypt everything. It is the standard with C1 modding.
Secondly remove the crush datas and replace them with this:
Third: Material identifiers should be unique to your car. You have materials named FRONT, STOP, TYRE, etc. Try to put a unique prefix like so: SPK_FRNT.MAT, SPK_STOP.MAT, SPK_TYRE.MAT... Also try not to break the 8.3 naming format. Speaking of materials, I see you have one named WW. A little longer would be better, some situations in C1 and C2 might crash upon identifiers that are shorter than 4 characters. Also you seem to make use of simp_mat M39.MAT. In order for the game to use it correctly you must remove it manually from the .MAT file (via hex editing). The game will then load the default one from the REG folder. Using simp_mats when possible is a good idea btw.
Still about identifiers: the model identifiers. Especially the wheels. They are called FRWHEEL.DAT etc. Just like for C2. However C1 has a shared pool of models in memory. Only actors are kinda isolated per car. So if you load another addon car with the same problem (one of my first addons for example) in the same race as your addon car. Well the game will overwrite the wheel models with the ones from the latest loaded addon because they share the same model identifier. Resulting in them having the same wheels ingame.
You can change the model identifiers with Plaything2 by selecting the actor and hit SHIFT+G, and then making sure you only rename the model (untick actor renaming).
4th: "My tires are hitting the wheelwells" Nope. There's no collision between wheels and the rest of the car. They go through both visualy and for the physic calculations.
By the way, your car is a tad big and is hovering 10cm from the ground.
Currently, the bbox should be like this:
-0.172, 0.06, -0.37 // min x, min y, min z
0.172, 0.3, 0.382 // max x, max y, max z
0 // number of extra points v. 3
Keep the bbox a bit tidier than what the model looks like, or else it might result in frustrative collisions for the player. Your Z values were way off though. No need for additional points.
Y values for wheels in the mechanics can stay as 0.
The angular momentum should be much larger (your model is too large), like this:
0.35, 0.3, 0.95
5th: I know it's still wip but don't forget to change most values. Remove useless resources (esp. in mat/pix loading).
You should use TRixx to compile your PIX pack and not edit an existing one, the filename block lenghts are off.
Change stuff like wheel diameter, reflective material, center of mass, and overal physics (don't simply use the Eagle's ones, your car is very different from the Eagle).
Pixelmaps didn't load here. I didn't try to fix that and see where the problem was. But now that I'm writing this, I understand you probably edited an existing MAT file (and that explains why there was a simp_mat heh). Well don't do that. Simply use the MAT file generated by PT2 and add .PIX behind the filename entries.
Do yourself a favor and decrypt everything. It is the standard with C1 modding.
Secondly remove the crush datas and replace them with this:
Code: Select all
// CRUSH DATA
0.700000
0.050000,0.300000
0.050000
0.050000
0.000000
0.000000
0
// CRUSH DATA
0.450000
0.150000,0.400000
0.050000
0.050000
0.000000
0.000000
0
// CRUSH DATA
0.700000
0.050000,0.300000
0.050000
0.050000
0.000000
0.000000
0
Still about identifiers: the model identifiers. Especially the wheels. They are called FRWHEEL.DAT etc. Just like for C2. However C1 has a shared pool of models in memory. Only actors are kinda isolated per car. So if you load another addon car with the same problem (one of my first addons for example) in the same race as your addon car. Well the game will overwrite the wheel models with the ones from the latest loaded addon because they share the same model identifier. Resulting in them having the same wheels ingame.
You can change the model identifiers with Plaything2 by selecting the actor and hit SHIFT+G, and then making sure you only rename the model (untick actor renaming).
4th: "My tires are hitting the wheelwells" Nope. There's no collision between wheels and the rest of the car. They go through both visualy and for the physic calculations.
By the way, your car is a tad big and is hovering 10cm from the ground.
Currently, the bbox should be like this:
-0.172, 0.06, -0.37 // min x, min y, min z
0.172, 0.3, 0.382 // max x, max y, max z
0 // number of extra points v. 3
Keep the bbox a bit tidier than what the model looks like, or else it might result in frustrative collisions for the player. Your Z values were way off though. No need for additional points.
Y values for wheels in the mechanics can stay as 0.
The angular momentum should be much larger (your model is too large), like this:
0.35, 0.3, 0.95
5th: I know it's still wip but don't forget to change most values. Remove useless resources (esp. in mat/pix loading).
You should use TRixx to compile your PIX pack and not edit an existing one, the filename block lenghts are off.
Change stuff like wheel diameter, reflective material, center of mass, and overal physics (don't simply use the Eagle's ones, your car is very different from the Eagle).
Pixelmaps didn't load here. I didn't try to fix that and see where the problem was. But now that I'm writing this, I understand you probably edited an existing MAT file (and that explains why there was a simp_mat heh). Well don't do that. Simply use the MAT file generated by PT2 and add .PIX behind the filename entries.
Re: Wrestling with c1 cars
First off, props to you Spectre for getting it this far.
Tosh is definitely the guy for C1 help. I haven't messed with C1 in a dog's age. But yeah, you can run the game with all the TXT decrypted, you don't need to encrypt it back.
Tosh is definitely the guy for C1 help. I haven't messed with C1 in a dog's age. But yeah, you can run the game with all the TXT decrypted, you don't need to encrypt it back.
- Spectre2011
- hit n run
- Posts: 115
- Joined: Fri Aug 19, 2011 3:59 am
Re: Wrestling with c1 cars
Thank you for pointing me in the right direction, Toshiba.
Looks like I'll have to take a short break, then I'll do a major overhaul to that
escort.
Looks like I'll have to take a short break, then I'll do a major overhaul to that
escort.
Re: Wrestling with c1 cars
Sez Tosh:
"By the way, your car is a tad big and is hovering 10cm from the ground."
THAT'S what the hell I was trying to remember!
Tosh...That hovering causes all kinds of falling/bounciness, right?
Trying to remember one of my first C1 cars that did that.
"By the way, your car is a tad big and is hovering 10cm from the ground."
THAT'S what the hell I was trying to remember!
Tosh...That hovering causes all kinds of falling/bounciness, right?
Trying to remember one of my first C1 cars that did that.
***When I die may I be surrounded by scattered chrome and burning gasoline***
- Toshiba-3
- BRender Actor
- Posts: 5511
- Joined: Sun Jun 08, 2003 12:14 am
- Location: MagnaChem Data Unit
- Contact:
Re: Wrestling with c1 cars
Well IMO, meshes being too big or hovering only has a visual impact ingame.
But if you don't set the physics up correctly in regard to these visual issues, yes it's going to bounce and look like it's having a seizure.
All this C1 activity lately really makes me want to put the C1 addon car tutorial in priority.
Especially trying to explain as clearly as possible the actor/model system and the differences between C1 and C2.
For those interested, this page explains a lot about all the aspects of actors within BRender:
https://rr2000.cwaboard.co.uk/R4/BRENDER/ ... #HEADING21
But if you don't set the physics up correctly in regard to these visual issues, yes it's going to bounce and look like it's having a seizure.
All this C1 activity lately really makes me want to put the C1 addon car tutorial in priority.
Especially trying to explain as clearly as possible the actor/model system and the differences between C1 and C2.
For those interested, this page explains a lot about all the aspects of actors within BRender:
https://rr2000.cwaboard.co.uk/R4/BRENDER/ ... #HEADING21
- Harmalarm
- road raged psycho
- Posts: 1302
- Joined: Tue May 13, 2008 3:56 am
- Location: Den Haag, Holland
- Contact:
Re: Wrestling with c1 cars
Yes Tosh, I think that would be very useful. Even though I have wiggled my way through the 3d formats I am even having a hard time remembering the differences between the actor/model behavior of both games. I think a good tutorial will set things straight once and for all.
Re: Wrestling with c1 cars
Yeah, I think I have forgotten whatever little I knew about C1.
Besides back then it was all about reskinning and modifying existing cars.
Getting a brand new addon car like Chrome God or HK Phooey was a big deal.
Ah such simple times it twas, sigh.
Besides back then it was all about reskinning and modifying existing cars.
Getting a brand new addon car like Chrome God or HK Phooey was a big deal.
Ah such simple times it twas, sigh.
- Spectre2011
- hit n run
- Posts: 115
- Joined: Fri Aug 19, 2011 3:59 am
Re: Wrestling with c1 cars
Hey is it ok if I just put this project on the back-burner, and switch to c2 for a little while?I'm somewhat a little better with editing c2.
Just working with what I've learned.
besides there is tons of tutorials for c2. is it a wise move?
Just working with what I've learned.
besides there is tons of tutorials for c2. is it a wise move?
- Alex Self A 9
- hit n run
- Posts: 115
- Joined: Thu Jan 02, 2014 2:46 pm
- Location: Hamadian base
Re: Wrestling with c1 cars
Maybe so.
Add on cars are more common in Carmageddon 2.
Add on cars are more common in Carmageddon 2.
CARMAGEDDON 1 ALL DA WAY!
YEEEEE-HAAAAAAWWWW
YEEEEE-HAAAAAAWWWW
Re: Wrestling with c1 cars
Sure why not? I always felt C2 was a little easier to modify any way.
- Mad_Maxine
- Pink
- Posts: 3232
- Joined: Tue Jan 10, 2006 1:24 pm
- Contact:
Re: Wrestling with c1 cars
C2 is the best place to start, C1 is a pain in the ass in every way possible.
And the greatest thing about the comunity here is nobody will judge anything you do (unless you just convert stock cars from need for speed and fill the game with veyrooons and lambgeneys, then Ill have to stab you)
Everyone makes what they want, and as long as its your creation everything is apreciated.
Youll find its nice like that, Make a car someone dosent like? they might comment but you wont get that nasty 'This is a shit car why did you make it' replys. this aint no GTA comunity.
Go forth, Make C2 stuff!, cars, peds, drones, there all real simple... Only maps get a little complicated.
Enjoy and stuff!
And the greatest thing about the comunity here is nobody will judge anything you do (unless you just convert stock cars from need for speed and fill the game with veyrooons and lambgeneys, then Ill have to stab you)
Everyone makes what they want, and as long as its your creation everything is apreciated.
Youll find its nice like that, Make a car someone dosent like? they might comment but you wont get that nasty 'This is a shit car why did you make it' replys. this aint no GTA comunity.
Go forth, Make C2 stuff!, cars, peds, drones, there all real simple... Only maps get a little complicated.
Enjoy and stuff!
Re: Wrestling with c1 cars
Well, maps don't need to be complicated.
A small arena style with no smashables or noncars is pretty straight forward.
But anyway make whatever.
I sorta had a 'bucket list' of projects...
Make a car with moving suspension
make a car with smashable glass
do tank tracks
make a ped
etc. etc.
A small arena style with no smashables or noncars is pretty straight forward.
But anyway make whatever.
I sorta had a 'bucket list' of projects...
Make a car with moving suspension
make a car with smashable glass
do tank tracks
make a ped
etc. etc.
- Mad_Maxine
- Pink
- Posts: 3232
- Joined: Tue Jan 10, 2006 1:24 pm
- Contact:
Re: Wrestling with c1 cars
Ive only just masterd that I belive (well not masterd but I can make it work) I really think that adds a lot to cars, Everyone should ad suspension and funks and groves! Movin cars yo!coffeycup wrote: Make a car with moving suspension
Pain in the ass but possible. Mabye I should make a tutorial on that becaues It took me ages to figure out some thigns wich I dont think are fully explained... .Also must fix cared tutorial as some images have dissapeard for no aparent reson despite still being on image shack... It changed the link adress... WHY!?coffeycup wrote: make a car with smashable glass
I belive there is a tutorial on this and im too lazy to make one anyway, Stupid setting up limbs is an ass! .. Yeah my encoragement is to say everything sucks...coffeycup wrote: make a ped
coffeycup wrote: do tank tracks
Mabye we should all just get togeather and make a mega tutorial page for EVERYTHING! with pics, and easy to understand stuff!,
Make a car. Add suspension groves, funks, smashables,
Make a ped!
Then mabye map making? hell Knows I dident understand any of the map making tutorial.
Thred sucessfully hijacked.
EDIT: I just ruined the site banner.
Re: Wrestling with c1 cars
You didn't ruin the banner. I think it's awesome.
- Toshiba-3
- BRender Actor
- Posts: 5511
- Joined: Sun Jun 08, 2003 12:14 am
- Location: MagnaChem Data Unit
- Contact:
Re: Wrestling with c1 cars
IMO, you have less stuff to prepare for Carmageddon 1 than for Carmageddon 2 but it takes much more time if you want to do it correctly and want to avoid game constraints (like the palettes) destroying your work.
All in all, the fact you have to do pixelart with that shitty palette, setup actors manually (Harm's script can handle that from MAX), hex editing .MAT files and other stuff (the .DAT file if you want to avoid duplicated models), well it's time consuming even though the final product looks less complex than a C2 car.
All in all, the fact you have to do pixelart with that shitty palette, setup actors manually (Harm's script can handle that from MAX), hex editing .MAT files and other stuff (the .DAT file if you want to avoid duplicated models), well it's time consuming even though the final product looks less complex than a C2 car.
- Spectre2011
- hit n run
- Posts: 115
- Joined: Fri Aug 19, 2011 3:59 am
Re: Wrestling with c1 cars
Ok I'm back to c1 modding for now. ( sorry im bad at complex stuff in cared.)
I'm on my gramp's computer running the standalone c1/sp meld thing. (my cd has a corrupt file)
I'm going to try to figure out how to get photos to change to the c1 race/menu pallete.
as for that overhaul I mentioned, its gonna take a while, but I'll post my progress on the model...
I'm on my gramp's computer running the standalone c1/sp meld thing. (my cd has a corrupt file)
I'm going to try to figure out how to get photos to change to the c1 race/menu pallete.
as for that overhaul I mentioned, its gonna take a while, but I'll post my progress on the model...
- Spectre2011
- hit n run
- Posts: 115
- Joined: Fri Aug 19, 2011 3:59 am
Re: Wrestling with c1 cars
Here's what I got so far, for low poly it took me 3 hours I think. is that normal?
- Attachments
-
- Yeah some triangles are off...
- spunkvan.png (6.7 KiB) Viewed 6495 times
Re: Wrestling with c1 cars
That looks cool
- Spectre2011
- hit n run
- Posts: 115
- Joined: Fri Aug 19, 2011 3:59 am
Re: Wrestling with c1 cars
Many thanks, I'm done with the model right now, I'm trying to learn how to really keep the data clean.
- Toshiba-3
- BRender Actor
- Posts: 5511
- Joined: Sun Jun 08, 2003 12:14 am
- Location: MagnaChem Data Unit
- Contact:
Re: Wrestling with c1 cars
Nice progress indeed! Getting the hang of it it seems!
Still some triangulation issues here and there but nothing that textures won't be able to hide
Still some triangulation issues here and there but nothing that textures won't be able to hide
- Spectre2011
- hit n run
- Posts: 115
- Joined: Fri Aug 19, 2011 3:59 am
Re: Wrestling with c1 cars
I have a confession to make, apart from cared modelling, I don't know how to figure out whats needed for the technical stuff, I mean I have some, just some knowledge of how handle filenames, and I haven't scratched the surface of photo realistic texturing.
I could probably do it, but its gonna take me a while to understand c1 physics.
I'm not beating myself up over it, dont worry. I'm just being honest.
Off to coding school for me, heh.
I could probably do it, but its gonna take me a while to understand c1 physics.
I'm not beating myself up over it, dont worry. I'm just being honest.
Off to coding school for me, heh.
Re: Wrestling with c1 cars
Well, don't go getting all Oprah on us, we don't need heartfelt apologies.
You don't need to learn EVERYTHING all at once.
You can probably use the physics from another car for now.
Probably reuse a bunch of paperwork from a similar vehicle.
As far as texturing, that's why I tell people to start with reskinning an existing car as a first project.
You need to know how to do it anyways if you want to make your own cars.
Anyway, don't worry about how long anything takes etc.
Fuck around and have fun and hopefully you'll end up with something you can drive.
You don't need to learn EVERYTHING all at once.
You can probably use the physics from another car for now.
Probably reuse a bunch of paperwork from a similar vehicle.
As far as texturing, that's why I tell people to start with reskinning an existing car as a first project.
You need to know how to do it anyways if you want to make your own cars.
Anyway, don't worry about how long anything takes etc.
Fuck around and have fun and hopefully you'll end up with something you can drive.
- Spectre2011
- hit n run
- Posts: 115
- Joined: Fri Aug 19, 2011 3:59 am
Re: Wrestling with c1 cars
Thanks for the advice,
I should start modding for myself until I get really good.
thats the advice that I somehow remember from another post that was
a long time ago.
My last successful thing was a silly red car for c2, so I guess I should go back on that foundation
for the time being.
I should start modding for myself until I get really good.
thats the advice that I somehow remember from another post that was
a long time ago.
My last successful thing was a silly red car for c2, so I guess I should go back on that foundation
for the time being.
- Alex Self A 9
- hit n run
- Posts: 115
- Joined: Thu Jan 02, 2014 2:46 pm
- Location: Hamadian base
Re: Wrestling with c1 cars
I'm going to go your path, Spectre, I should re-texture a car,
Or for Carmageddon 1 car making, You could make a Carmageddon 2 Car and follow Deep Blue's Carma 2 to Carma 1 Conversion, It's on Mac Carpocalypse. Wish you luck, Spec, I have Faith in you.
Or for Carmageddon 1 car making, You could make a Carmageddon 2 Car and follow Deep Blue's Carma 2 to Carma 1 Conversion, It's on Mac Carpocalypse. Wish you luck, Spec, I have Faith in you.
CARMAGEDDON 1 ALL DA WAY!
YEEEEE-HAAAAAAWWWW
YEEEEE-HAAAAAAWWWW
Check who’s online
Users browsing this forum: No registered users and 296 guests