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 !
Flummery v0.3.8.9
[Tool] Flummery v0.3.7.5
Fixed the NullBall. Now shows green, wireframe and through other messages.
Can load C1 car.txt files through File > Open. Don't worry about unencrypting them first either!
Material Editor now supports BMP files.
The Transform panel is now super awesome. Freeze has been enabled too.
Added "invert texture 'v' coordinates" to the Object menu.
FBX import: Blender exported FBXs now import perfectly. Not sure about everything else though.
- Gravedrinker
- hit n run
- Posts: 215
- Joined: Tue Mar 04, 2014 6:54 pm
[Tool] Flummery v0.3.7.5
- TwIsTeDMiNd
- speed freak
- Posts: 722
- Joined: Wed May 23, 2012 4:46 pm
[Tool] Flummery v0.3.7.5
[Tool] Flummery v0.3.7.5
Cheers, I'll raise an issue.TwIsTeDMiNd wrote:Unhandled exception error happen if Object>New>OK and Object>Remove>OK are selected while no project is loaded.
[Tool] Flummery v0.3.7.5
EDIT: with version 0.3.6.4 worked, but the X-axis was inverted ...
is now rotated in different directions, and if I try to rotate it explodes ....
https://drive.google.com/file/d/0Bxt-hUWDTtoGY2FYSTdqanBfSEk/edit?usp=sharing
[Tool] Flummery v0.3.7.5
:( Fix blender, break max. Sorry hermit, I'll get this fixed!hermit wrote:I give up ... I do not know how to configure the axes :(EDIT: with version 0.3.6.4 worked, but the X-axis was inverted ...
is now rotated in different directions, and if I try to rotate it explodes ....https://drive.google.com/file/d/0Bxt-hUWDTtoGY2FYSTdqanBfSEk/edit?usp=sharing
[Tool] Flummery v0.3.7.5
to have the values reset after reading
edit : I noticed that the program behaves erratically if the decimal separator is a comma (,)
- Mad Max RW
- motorised death
- Posts: 1159
- Joined: Sat Sep 23, 2000 4:00 pm
[Tool] Flummery v0.3.7.5
- Mad Max RW
- motorised death
- Posts: 1159
- Joined: Sat Sep 23, 2000 4:00 pm
[Tool] Flummery v0.3.7.5
[Tool] Flummery v0.3.7.5
If textures are not showing correctly in the game then it's likely you haven't set up the materials correctly. Make sure the material names for the car don't have punctuation or any symbols in, it's best if they are just letters and numbers and make sure you use unique names for both the materials and the textures. If two textures have the same filename then the game will only load one of them.
If the car always crashes the game on load then it's likely because the Structure.xml is incorrect. If the game only crashes sometimes then it could be that you're missing the Driver node.
None of those problems are inherent to exporting from 3DSMax. The only time exporting from 3DSMax instead of another problem could be an issue is if Flummery has a problem loading the FBX. Anything else, especially bugs with the model in the game such as incorrect textures or crashing, is certainly due to the car (or level) not being set up correctly.
[Tool] Flummery v0.3.7.5
Hermit, I notice I have some files from you. I'll get these looked at right now.
[Tool] Flummery v0.3.7.5
file FBX
https://drive.google.com/file/d/0Bxt-hUWDTtoGWlRYcjg3Y0NMdUU/edit?usp=sharing
these are the axes of 3dstudio (2015)
https://lh5.googleusercontent.com/99rJaEb9BzHf0yjajmZ7g-Gb1_0itvjK3vBnh293zeaF6aRTQcqgq4jYfiWHS9c2jGCbk9ryH2A=w1886-h843
these are the axes in Flummery after importing the FBX file
https://lh3.googleusercontent.com/40UDbxs7zWhYTpDPxU1cGEPYKg6cClVb4CMIf57C4d7zmcNUQfxpjHFeRJD7-VjRc2HzArVMk2E=w1886-h843
I hope to be helpful :)
[Tool] Flummery v0.3.7.5
[Tool] Flummery v0.3.7.5
damn google :(
3d studio (2015)
http://oi61.tinypic.com/kco0gk.jpg
Flummery
http://oi61.tinypic.com/f3cch2.jpg
[Tool] Flummery v0.3.7.5
As to your box car, I've almost finished fixing it up and I'll pass it back to you either this evening or tomorrow. I apologise for taking so long on it.
Re: Flummery v0.0.3.4
Toshiba-3 wrote:Are you sure Stainless won't just subcontract modding tools to you and rename Flummery into Acolyte or something?
This is getting better and better.
lol, it is coming along very nicely and looking impressive!
- Mad Max RW
- motorised death
- Posts: 1159
- Joined: Sat Sep 23, 2000 4:00 pm
[Tool] Flummery v0.3.7.5
[Tool] Flummery v0.3.7.5
If you just mean the axis isn't the same, then as Errol mentioned the axis is just different between Max and C:R, here's how they compare:
I'm not sure but I think Flummery's axis also slightly different to C:R too, so it's a two stage axis conversion going on.
Max Axis -> C:R Axis
X -X
Y -Z
Z Y
[Tool] Flummery v0.3.7.5
- Mad Max RW
- motorised death
- Posts: 1159
- Joined: Sat Sep 23, 2000 4:00 pm
[Tool] Flummery v0.3.7.5
This is what's screwing me. Trying to position everything correctly early in the morning is the worst kind of frustration.Trent wrote:
If you just mean the axis isn't the same, then as Errol mentioned the axis is just different between Max and C:R, here's how they compare:
Max Axis -> C:R Axis
X -X
Y -Z
Z YI'm not sure but I think Flummery's axis also slightly different to C:R too, so it's a two stage axis conversion going on.
[Tool] Flummery v0.3.7.5
[Tool] Flummery v0.3.7.5
I will wait for the official SDK
[Tool] Flummery v0.3.7.5
It's not just you, it's anyone using 3dsmax. It has been fixed and will be rolled out in the next version of Flummery but the fix has had side-effects, this is the nature of the beast. If you'd rather wait for Acolyte then feel free. Trent's 3dsMax scripts will be along soon too and they'll meet your needs as well.
I guess I'm coming across as grumpy, this is mostly as I'm dropping every spare minute I have into Flummery and it's not going anywhere, just spinning round and round FBX importing. I've got massive plans for interactive structure.xml configuration and fancy things like that which I just can't get to until I finish this seemingly endless succession of fixes for what has to be the most convoluted, retarded format ever inflicted upon the face of this planet.
Yeah, fuck FBX :|
[Tool] Flummery v0.3.7.5
was not to offend your work.Errol wrote: If you'd rather wait for Acolyte then feel free.
I hope not to be misunderstood.
is that I do not want to waste your time
other people have managed to create a car, so do not think that they have found all my problems.
(sorry for my english)
[Tool] Flummery v0.3.7.5
Well that's the thing, the only person who has released any mods made from scratch using 3DSMax is me, and only Suspension Test used Flummery (that was back when Errol first implemented FBX and I ended up doing it piece by piece with lots of manual hex editing of files and hacks to get it working), while the hover countslash and hover eagle mods were made using my MaxScript tools and never touched Flummery. Everyone else who has released mods (FatCat, Hex1gon and Gravedrinker) use Blender so they wouldn't have the same problems as you've had.hermit wrote:
other people have managed to create a car, so do not think that they have found all my problems.
Hopefully I should be able to get my MaxScript ready for a first release soon, I've just about finished rebuilding the export routine I just have an issue with triangles being saved back to front. I've also got a few other things to sort out for the first basic release but it shouldn't be too much longer.
[Tool] Flummery v0.3.7.5
- Flummery sepratore the decimal Windows, but it should always use the point (10,000.00) .In many countries the comma is used (10,000.00)
- If the wheel points are attached directly to the main body of the game crashes
[Tool] Flummery v0.3.7.5
The wheels rotate around the origin of their parent, so having them attached directly to the main body will cause them to spazz out. Also the point of suspension and point of steering properties for each wheel need to be in their parent, not in the wheel nods themselves otherwise they won't work correctly. In cars as detailed as the official cars this isn't a problem as usually there is a wheel hub they're are attached to, but if it's a basic car with just the body and wheels you need to have a null node in the same position as each wheel which the wheels at attached to.
Re: Flummery v0.3.6.4
- KakkaHousu
- speed freak
- Posts: 566
- Joined: Fri Nov 15, 2013 5:53 pm
[Tool] Flummery v0.3.7.5
Errol plans to ad Wreckfest support! Flummery is going to be best modding tool in universe!Errol wrote:Jori Virtanen wrote:
There are no official tools at this point, just what people can scrounge up. We're not sure what kind of modding support we'll end up including, but we're aiming for robust modability. We love mods, and we sure don't want to make things hard for y'all.
So, for now, do what you will with whatever you can find, but don't mod anything that affects multiplayer. That's the only rule at this point -- no cheating in online games :)Fantastic, cheers! I'll release a little tool for converting to and from bmap files in the next day or two and only add things to Flummery once I've worked out the model formats.
[Tool] Flummery v0.3.7.5
- KakkaHousu
- speed freak
- Posts: 566
- Joined: Fri Nov 15, 2013 5:53 pm
[Tool] Flummery v0.3.7.5
[Tool] Flummery v0.3.7.5
- MrDeviance
- turbo bastard
- Posts: 419
- Joined: Wed May 28, 2014 7:30 pm
[Tool] Flummery v0.3.7.5
But I am sure that will only remain a dream.
[Tool] Flummery v0.3.7.5
Check who’s online
Users browsing this forum: No registered users and 112 guests