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OK I made a map (sort of) imported easily from C2 (for a start)
OK I made a map (sort of) imported easily from C2 (for a start)
The other 5 pages are mostly for Trent, Errol and I.
(old stuff below.)
Working on C1 maps to make them CR ready hopefully.
Ran them thru Flummery with TIFF files in the proper folders.
Using Minge to Zad up the files properly SO FAR they at least show up in Minge.
Update >I tested using the AcidReign map. I got the race to show up in the Game list as something like "Acidreign_u" or something
But when I load it I sort of get a ton of blank spots and black buildings.
This was with hardly any physical labor at all. Just opening the map "AcidReign" from C2 and saving it to CR format . Copying over some files from a CR map (Bleak Cit in this case). Changing the name from Bleak City to AcidReign in some text files. Running it thru Minge and selecting it in the CarModgeddon game.
I will say this. CR did not crash .
Here is a link to the ZAD I created . It will at least run somewhat in CarModGeddon. You can try playing with the TXT files and see if you can get anywhere.
http://s000.tinyupload.com/index.php?file_id=25140570019223394906
I cannot figure out why it is throwing me in what looks like Bleak City though maybe there is a typo I am not seeing.
Oh and in Flummery it looks like the powerups are under the center of the map as well like they were in PT2.
PS I am real sleepy but I feel like Sheldon when he is close to a major breakthru :)
OK I made a map (sort of) imported easily from C2 (for a start)
OK I made a map (sort of) imported easily from C2 (for a start)
Thats cool.Errol wrote:Hey starbuck. I'll write/film a little tutorial for porting C2 maps to C:R using Flummery as soon as I get the next public release out the door.
I think I realized when I was sleeping that one level.CNT file is actually from the Bleak City map. I didnt see yet how to make that one.
Track it down later.
OK I made a map (sort of) imported easily from C2 (for a start)
OK Weird.
Downloaded the file of Errols Testes track and stuck all the files into one directory called Testmap. Zadded it up and THAT map works fine.
Guess tomorrow I will start dissecting it.
Damn you Errol :) Seriously tho, thanks for giving that sample.
OK I made a map (sort of) imported easily from C2 (for a start)
Basically there's a lot more to setting up a level than just the level's model. Here's a break down of what all the different files do:
- MT2 Files: These are the materials which tell the game how to render a piece of a model, they need to have the same name as the materials assigned to the model.
- TDX/IMG Files: These are the textures which the materials use, they need to be named the same as the texture definitions in the MT2 files.
- MDL Files: These are the actual mesh objects which make up a model
- Level.CNT: This tells the game how all the various MDLs are positioned, orientated and scaled in a level
- Setup.LOL: This sets up all the various environment settings such as sun light, post process profile, ambient lighting, fog, shadows, clipping planes, etc.
- Level.LOL: This tells the game which accessories to place in the level and where to place them. You are using Bleak City's Level.LOL file so it is loading all Bleak City's accessories. The minimum you need for a level is this: http://pastebin.com/wpZGvHnd Just change the 4th vector in the transform group to the location of where you want the starting grid.
- Powerups.LOL: Exactly the same as type of file as Level.LOL except it references powerup Pickups and not Accessories. You use the names from the Pickups folder, not the names of the Powerups themselves.
- Minimap_Definition.LOL: This defines how the map is displayed, setting what the min and max area of the minimap is and the min bounds and max bounds of the level in regards to the minimap image.
- Audio.LOL: Tells the game what audio scripts to load, most entries point to generic audio scripts the game uses but you can have an audio script in your level's folder to define audio specific to your level, such as ambient sounds
- Environment.LOL: Tells the game what name to use for the environment group
- Environment.TXT: don't know if it's even needed, has nothing of any value but every level has it
- Routes.TXT: The navigation paths for the AI racers
- Level.TXT: Sets the event names, flavour text, images & backgrounds; the environment group; the race layers; any additional ped files for each event.
- PedFile.xml: The global PedFile.xml which is used to define placement of pedestrians in the level
- PedFile_*****.XML: Additional PedFiles which are used on a per event basis, as defined in the Level.TXT
I haven't had time to fix up my ports of the C1 levels for the full version of the game yet, but I've just quickly packed up the Acid Reign map for you to take a look at and see how it's done. It's not entirely working, there are issues with paths not being set up right and accessories not having correct collisions and checkpoints not working, minimap not perfect, etc. hence why I haven't released the whole pack publicly yet, but it's a fair example: http://trent.incarnated.co.uk/downloads/mods/C1Industrial_B.zad
And if you want a further example, here is a small map I made to test car damage: http://trent.incarnated.co.uk/downloads/mods/TrentTestMap.zad
Hope this all helps.
OK I made a map (sort of) imported easily from C2 (for a start)
I was able yesterday to make a level what looks like complete files actually designed for that level yesterday. I was able to name on part "level" and that little square showed up. MT2 and IMG files were there this time. But it still showed up blank except for that little square that showed up and it did have IMG files and MT2 files.. But I blame that on myself for working when I was tired.
I made sure but I deleted so many trials of it that I lost track of what was what.
I figured out what most of the files are on my own (I THINK) but I will read your post when I can get it to assimilate deeper.
I also may try later actually importing the "un processed" caramgeddon track to as well as just make a flat plane myself and see how that goes. Depending on what you typed. My tracks were named something like "0 0" when opened up in Flummery.
The weird names in the files you mentioned actually got changed when making a ZAD from Minge. They arent like that originally. I will retest it again to confirm and get back to you on that..
I am trying to get the bare bones setup in there then work one thing at a time. Thanks for the basic files.
I will be starting from scratch today and matching them up to your files and see where I do wrong. Thanks again.
OK I made a map (sort of) imported easily from C2 (for a start)
Here is the folder I Zadded
http://s000.tinyupload.com/index.php?file_id=81465441466486665121
Here is the Zad aft using "LeveL" in Minge with the default settings
http://s000.tinyupload.com/index.php?file_id=05740986853766764150
I am using Windows 10 preview 10162 if that matters.
Which could be the whole problem.I am having (one of them anyway). I could possibly rename the files within Winrar by hand but I have no idea which file is which.
Can you tell if its something I am doing ? I have tried zipping the folders up in Winrar and changing the extension but then Minge or CR will not start with that RARed file in the CR folder
PS I know that there is not enough here to get a map into the game. Just a sample of Zadding.
OK I made a map (sort of) imported easily from C2 (for a start)
OK I made a map (sort of) imported easily from C2 (for a start)
Cool forgot that. Will try my next map that way. Havent used the zip function since Carama2 :)Errol wrote:starbuck, a zad is a renamed zip, not a renamed rar. Try manually creating a zip with winrar and renaming that.
OK I made a map (sort of) imported easily from C2 (for a start)
Errol you can delete it if you want . I just dont know if there are any relative parts in this post here.
http://s000.tinyupload.com/index.php?file_id=80379505498617018930
OK Here is sort of an update. This is using the same format I was using at the beginning of my posts but of course these are all with clean files.
Using ZIP for the folders and renaming it to ZAD did not get it to show up in Minge or in the game. I will figure that out later.
This file is one that was ZADded using Minge and the names got changed on the MDL files.
I used Minge to make the ZAD and the same exact folder DID show up in Minge and CR.
I unzipped the ZAD then I changed SOME of the MDL files names back to the original names like for example "3 0" using a renaming program and Zipped them back up and renamed the file to ZAD.
Now if you were to run this file in CR you will notice that a very many polygons show up in the game if you use the Replay Cam modes.
So I THINK that Minge might be messing up the files.
I only did the things I mentioned above. I have not been able to check if the testures are fine and I did not rescale the map or nothing yet. I just did a very short test of a little modification without going all the way.
OK I made a map (sort of) imported easily from C2 (for a start)
http://s000.tinyupload.com/index.php?file_id=00432276003752934175
The above has texture issues I know. But the map does show up in the game now. Same "procedure I followed for a couple days now.
What the problem was is when I was ZADding the files. The Minge program was taking " " (blank space) and adding "%20" into that space. "1 0" was becoming "1%200".
So a minor bug Trent that could be in Windows 10. I will try to figure out how you avoided that issue later.
OK I made a map (sort of) imported easily from C2 (for a start)
OK I made a map (sort of) imported easily from C2 (for a start)
Now guys , here is the next issue.
I have tried in the material editor reloading the PNG textures of the (hundred) materials that show up in the bottom of Flummery. One at a time mind you :) That didnt do nothing. The models in Flummery do instantly save the changes in the view windows.
Is there a way to get the new PNG textures on the models without sticking them on there one polygon at a time ? (Of for example placing them in 3D Studio ?) Or do I have to place them one polygon at a time basically like PT2.
And if so I tried using the little "select" button above the windows but that doesnt seem to do anything.
How does placing textures on there work ?
OK I made a map (sort of) imported easily from C2 (for a start)
OK I made a map (sort of) imported easily from C2 (for a start)
I know I sound strange but my brain aint working. How do you place textures on the models now because it doesnt seem to work like PT2.Errol wrote:I haven't the slightest clue what you're asking.
I tried using the select button (V) but it doesnt change anything I select or select a polygon.
Also in PT2 on the left you used to be able to see an item closeup in PT2 by double clicking on it and nothing happens their either.
Basically for me I can only zoom in the windows, rotate the models, really nothing else when clicking inside the veiw windows.
OK I made a map (sort of) imported easily from C2 (for a start)
And yes today is one of my "bad days" where I can not even tie my shoelaces together.
OK I made a map (sort of) imported easily from C2 (for a start)
Flummery doesn't do any of that material stuff yet as the main focus is on supporting people making their models in other 3D packages. As of time of writing you can't apply materials to objects in Flummery.starbuck wrote:How do you place textures on the models now because it doesnt seem to work like PT2....snip...
Basically for me I can only zoom in the windows, rotate the models, really nothing else when clicking inside the veiw windows.
I'm also not following why you'd need to apply materials or why you're loading PNGs or anything. The basic C2 to C:R process is:
File > Open > Carmageddon 2 > Actor
Select root node (the first node under Scene in the Overview panel)
Object > Modify model... > Modify geometry...
Scaling
By axis x: 6.9, y: 6.9, z: -6.9
Check apply to hierarchy
Ok
Tools > Carmageddon 2 > Convert &Actors to Entities
File > Save As... > Carmageddon Reincarnation > Environment
That should get you a fully textured map ready for C:R. You'll still need to do the paperwork, copy some files about and whatnot but that is the basic flow.
OK I made a map (sort of) imported easily from C2 (for a start)
I think I am getting too mixed up with PT2.
I tried a lot of different things except "Tools > Carmageddon 2 > Convert &Actors to Entities". And I was doing 2.0 not 6.9. I also did them in some ungodly order too. Forgot what I was doing a lot of times.
Think I will take a break for the day. Thanks again for the details
OK I made a map (sort of) imported easily from C2 (for a start)
How did you get the textures onto the original maps when you made your maps?
All I can think is the hard way, by hand in 3Dstudio. Thats after importing it into 3dsmax 2.0 then exporting the dats to 3DS format or something.
EDIT I was able to import a map into 3DSMax that loked like the map. It must have been an error on my part. Something about the selection of the object or something.
Or am I doing something stupid again :) And if you see the misc file here and there (like that one you mentioned) in my files thats because I am the messy type of scientist. :)
OK I made a map (sort of) imported easily from C2 (for a start)
Loading a C2 map into Flummery will also load and apply the textures. Flummery has native tiff support and will load any referenced texture from the tiffrgb folder inside the map folder. Then, when saving as map you tick the "process materials" checkbox and it will convert those tiffs into TDX files ready for C:R.
Also, why would you be importing into 3dsmax 2.0? Harmalarm wrote scripts to load and save all C1 and C2 formats natively into modern versions of 3D Studio Max.
OK I made a map (sort of) imported easily from C2 (for a start)
Will try that later. I thought it didnt work right. Now I cant be sure.
I am sure I got Harmalarms scripts but forgot I had them
OK I made a map (sort of) imported easily from C2 (for a start)
http://s000.tinyupload.com/index.php?file_id=61687951159354793746
There are two files in there. The ZAD of the file using Winzip and naming it to ZAD.
The RAR file is the original Carma1 map with TIFs.
You can run it in CR and see there are no textures.
I followed the steps you put above and used the "process materials" button. I did nothing else different at all then what you said above and I did it twice to make sure.
So please what am I missing.
Trent BTW I think I know why you saw some things of the Annihilator in there. I think it was because when a used Minge to ZAD up the directories for the map I had the Annihilator in my Minge list under cars and checked marked. dont know exactly if that helps. One time I ZADded up files and had more than I started with.
OK I made a map (sort of) imported easily from C2 (for a start)
Unless of course its something I am doing :)
I did get an error on that AcidReign file when saving the environment file on the new program.
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.NotImplementedException: Gah
at Flummery.Stripper.Adjacency.CreateDatabase()
at Flummery.ContentPipeline.Stainless.MDLExporter.Export(Asset asset, String path)
at Flummery.frmSaveAsEnvironment.btnOK_Click(Object sender, EventArgs e)
etc
I will try again after dinner.
OK I made a map (sort of) imported easily from C2 (for a start)
Also, your handcrafted zad looks ok but the reason you're not getting any textures ingame is that CarMODgeddon has a bug in which it doesn't support TDX files. This is why I've done all the work on the IMG format for Trent so he could bundle an auto TDX > IMG conversion in Minge. Unfortunately you're running foul of a bug in Minge too.
Looks like you're stuck for the time being through no fault of your own.
OK I made a map (sort of) imported easily from C2 (for a start)
"Also, your handcrafted zad looks ok but the reason you're not getting any textures ingame is that CarMODgeddon has a bug in which it doesn't support TDX files. This is why I've done all the work on the IMG format for Trent so he could bundle an auto TDX > IMG conversion in Minge. Unfortunately you're running foul of a bug in Minge too."
Oh. I assumed they patched that hence the mods that have been showing up.
Well so now what I have left to worry about is why Carma2 GOG and STEAM doesnt run. At least for that I still have the old CD and an old patch.
Thanks for letting me know. And thanks for reading. Still great job on all you do, been glad you stepped into the picture 10 years ago.
OK I made a map (sort of) imported easily from C2 (for a start)
Only 10 years?! December 6th, '98 is when I took my first step into the world of Carmageddon modding. It'll be 17 years this December!starbuck wrote:been glad you stepped into the picture 10 years ago.
OK I made a map (sort of) imported easily from C2 (for a start)
Oh my god. Has it been that long ? I assumed 10 years was an over exaggeration. I was WAY off.!Errol wrote:starbuck wrote:been glad you stepped into the picture 10 years ago.Only 10 years?! December 6th, '98 is when I took my first step into the world of Carmageddon modding. It'll be 17 years this December!
I started playing C1 since it came out and cant remember who the first modder was. I even remember first editing the images for the game. Then I remember getting super excited when someone made the Oscar Mayer mobile for Carma2.
I used to buy modding books by the ton. Even remember first modding real games like Doom etc. I think the first modding program I tried was call Q Radiant or something.
Too bad my real history isnt recorded right on this forum. I still had the same email address and this username when the forum "reopened" as when I first came here. All I had to do was have the system reset my password. I probably showed up here within 6 months after you.
And there was something called the CWA forum ? You , cesm, coffeecup.
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OK I made a map (sort of) imported easily from C2 (for a start)
starbuck wrote:And there was something called the CWA forum ? You , cesm, coffeecup.
:|
https://www.cwaboard.co.uk
OK I made a map (sort of) imported easily from C2 (for a start)
So Errol the IMG conversion now doesnt work either ? Cause I have a program that make IMG files, in batches, but that doesnt seem to work to make CR style IMG files.
So we are waiting on Trent to release a proper IMG conversion ? I am assuming cause my program "Paintshop Pro" cant read HIS IMG format files in that map sample he sent me.
OK I made a map (sort of) imported easily from C2 (for a start)
I've been reverse-engineering the format for Trent and he has been using my code in MINGE to automate the conversion from TDX to IMG.
Since the initial MINGE release we discovered that C:R doesn't like IMG files compressed with RLE compression where the compressed size is under 50% (as I said, the format is complex) so I've been extending the code to support Huffman compression too. This new code will be added to MINGE upon his return from holiday.
I've been adding a "ZADfor CarMODgeddon" option into Flummery when saving cars or levels which also converts textures to IMG. You can use this for your C2 to C:R conversions as it'll be available at the same time as the fix to the Stripper code.
OK I made a map (sort of) imported easily from C2 (for a start)
Return from Holiday !!! Damn ! :)Errol wrote:Stainless IMG files are a completely different format unfortunately. They're also quite complex, covering multiple different pixelformats and compression methods.I've been reverse-engineering the format for Trent and he has been using my code in MINGE to automate the conversion from TDX to IMG.
Since the initial MINGE release we discovered that C:R doesn't like IMG files compressed with RLE compression where the compressed size is under 50% (as I said, the format is complex) so I've been extending the code to support Huffman compression too. This new code will be added to MINGE upon his return from holiday.I've been adding a "ZADfor CarMODgeddon" option into Flummery when saving cars or levels which also converts textures to IMG. You can use this for your C2 to C:R conversions as it'll be available at the same time as the fix to the Stripper code.
Wait. Wait. Wait. Check my calendar. Wait. :)
OK I made a map (sort of) imported easily from C2 (for a start)
This error has been fixed in v0.3.7.1 and I have successfully saved Acid Reign as a C:R map myself.starbuck wrote:
I did get an error on that AcidReign file when saving the environment file on the new program.See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.************** Exception Text **************
System.NotImplementedException: Gah
at Flummery.Stripper.Adjacency.CreateDatabase()
at Flummery.ContentPipeline.Stainless.MDLExporter.Export(Asset asset, String path)
at Flummery.frmSaveAsEnvironment.btnOK_Click(Object sender, EventArgs e)
etc
Unfortunately you're still going to be stuck for a short time as you need the IMG files MINGE generates but MINGE will trip over the spaces in your file names. v0.3.7.2 will solve these problems too!
OK I made a map (sort of) imported easily from C2 (for a start)
And on that subject of Flummery 3.7.1 crashing it didnt crash on me either. I tested it the second I saw it and downloaded it :)
Holding my breath on Minge getting those IMG files right. Where the hell is Trent !. Hope he is enjoying his vacation making us suffer :)
Even if I COULD work on learning the new text files and stuff for the maps, I cant really test anything anyway cause I cant tell where the walls are yet . Keep driving into them :) One time I hit the "wall" on Acid Reign (CR) so hard I flew thru the window into what looked like and empty space but it had blood all over it :)
OK I made a map (sort of) imported easily from C2 (for a start)
It was 0.3.7.0 that crashed when saving Acid Reign. One of developments I did for 0.3.7.1 was pre-processing the meshes so they wouldn't cause errors when tristripping.starbuck wrote:on that subject of Flummery 3.7.1 crashing it didnt crash on me either
Not sure if you've misunderstood what I said above? The IMG code is mine, I'll have it done before Trent returns and build it into Flummery. You won't need to wait for Minge.starbuck wrote:Holding my breath on Minge getting those IMG files right. Where the hell is Trent !. Hope he is enjoying his vacation making us suffer :)
OK I made a map (sort of) imported easily from C2 (for a start)
So you are saying that ts built into Flummery 3.7.1?
Cause I did not see any IMG files in the folders and the map still comes out untextured when following all the steps above, including the "process materials" button. There is no image files in the folder.
Am I missing some step ?.
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