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Flummery v0.3.8.9
[Tool] Flummery v0.3.7.5
I also attempted to put a UV mapped texture onto the model but when imported into flummery it didn't show. And the wheel offsets were imported but for some
reason in game in the car selection screen, they're leaning sideways... And in game everything is invisible. Would there be any tutorial on how to make / setup a car in blender? even if it's on a cube people will get the idea as it seems i don't have it yet XD
spending hours in a call with alex gave me a good idea how to fix most of this but i still came up empty handed somehow.
- KiLLerBoy_001
- driver
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[Tool] Flummery v0.3.7.5
i Cant seems to work with decimals when doing part placements
if i type 0.5 and press ENTER it changes to 5 and moves it WAY to much this should be fixed
[Tool] Flummery v0.3.7.5
- KiLLerBoy_001
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[Tool] Flummery v0.3.7.5
i had a share of issues with that and my gta5 tool back in the day ill check it out far ya
EDIT
Yep after setting the decimal splitter to DOT instead of Comma in my localization settings and restarting flummery all is fine
[Tool] Flummery v0.3.7.5
- KiLLerBoy_001
- driver
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[Tool] Flummery v0.3.7.5
Error is in the spoiler
-------------------------------------------------------------------------------------------------------------------------
• When Renaming a part , pleas make it so the current name of the part is in the entry box not a empty one.
• Make it generate a "vfx_anchors.lol" if there are parts with "VFX_Exhaust...." in the name
Example of "vfx_anchors.lol"
Replace
id = "attach_point_{Random number}", with id = "attach_point_61", or id = "attach_point_62", etc
lump_name = "{Part Name}", with lump_name = "VFX_Exhaust_FR", or lump_name = "VFX_Exhaust_RL", etc
if theyre are multiple you just generate more in this file
module((...), vfx_anchors_definition)
tags = {
{
id = "Exhaust",
{
id = "attach_point_{Random number}",
lump_name = "{Part Name}",
offset = {
0,
0,
0
},
angle = {
0,
0,
0
},
scale = {
1,
1,
1
}
},
{
id = "attach_point_{Random number}",
lump_name = "{Part Name}",
offset = {
0,
0,
0
},
angle = {
0,
0,
0
},
scale = {
1,
1,
1
}
}
}
}
then also make sure to place
in "vehicle_setup.cfg"
[attachment]
ExhaustParticles
vfx effects.f_exhaustsmoke01
underwater_vfx effects.f_underwaterexhaust
anchor Exhaust
hell you could even make the "VFX_Exhaust....." parts have a flag and make a combo for the for one of the following choices
that in turn alters the "vfx effects.f_exhaustsmoke01" entry created in "vehicle_setup.cfg"
f_exhaustsmoke01
f_exhaustsmoke02
f_exhaustsmoke03
f_exhaustsmoke04
f_exhaustsmoke05
f_exhaustsmoke06
exhaust01
exhaust02
exhaust03
exhaust04
exhaust05
f_diesel_exhaustsmoke02
f_diesel_exhaustsmoke03
f_diesel_exhaustsmoke04
f_yankv8_exhaustsmoke01
f_yankv8_exhaustsmoke02
f_yankv8_exhaustsmoke03
f_yankv8_exhaustsmoke04
f_yankv8_exhaustsmoke05
[Tool] Flummery v0.3.7.5
It'll come, just probably not any time soon given that it is so easy to do manually.
- KiLLerBoy_001
- driver
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[Tool] Flummery v0.3.7.5
TrueErrol wrote:Proper VFX support is coming in a later version as I want it to be UI driven rather than name driven. The biggest hurdle is parsing the .lol back in to populate the UI properly as Flummery only recently gained native lol support.It'll come, just probably not any time soon given that it is so easy to do manually.
wish my visual studio worked on W10 so i could create some tools. Anyway its looks good for what it is right now.
once you work through all the hurdles it will be very coowl indeed.
if i find anything else ill let ya know, ill be playing with it for a few anyways
[Tool] Flummery v0.3.7.5
- KiLLerBoy_001
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[Tool] Flummery v0.3.7.5
tried installing it right after win10 upgrade though had lots of issues with it so ill try later again i guessErrol wrote:Visual Studio 2015 works a treat on W10 and is completely free. It will also be the easiest to modify Flummery in going forwards as I've moved things over to .NET 4.6 which is supported natively in VS2015.
- KiLLerBoy_001
- driver
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[Tool] Flummery v0.3.7.5
you probally knew this but alpha layers arent taking into account
Original MT2
MT2 After export
<?xml version="1.0"?>
thereby losing all alpha data Normal + spec mapsping is lost aswell ....
<?xml version="1.0"?>
[Tool] Flummery v0.3.7.5
Until the next version is out you might as well just copy the mt2 files from the original tez over the top of your copied tez.
In all honesty, there is very little point to the process you're using; it would be much easier to just copy and paste the whole car to a new folder and manually edit the things that need changing.
- KiLLerBoy_001
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[Tool] Flummery v0.3.7.5
I know and i did this is just to illustrate the current issues with flummeryErrol wrote:Yup. This has been the focus of Flummery development the last three or four weeks.Until the next version is out you might as well just copy the mt2 files from the original tez over the top of your copied tez.
In all honesty, there is very little point to the process you're using; it would be much easier to just copy and paste the whole car to a new folder and manually edit the things that need changing.
[Tool] Flummery v0.3.7.5
As I said, I've been working on proper MT2 support for Flummery for a few weeks now...
It adds native support for every material type in the game (load and save) as well as support for importing normal/spec info from FBX files.
- KiLLerBoy_001
- driver
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[Tool] Flummery v0.3.7.5
cause most of the issues are caused by material mappings etc
- KiLLerBoy_001
- driver
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[Tool] Flummery v0.3.7.5
- TwIsTeDMiNd
- speed freak
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[Tool] Flummery v0.3.7.5
- KiLLerBoy_001
- driver
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[Tool] Flummery v0.3.7.5
Yeah he did but still ...twisted wrote:@KiLLerBoy doesn't nobby mentionned they've modified the way game handles materials and shit? That could explain the slow pace of Flummery development, maybe you should not get your hope up just yet, but the update is coming "sometime soon"!
[Tool] Flummery v0.3.7.5
Re: Flummery v0.3.7.5
[Tool] Flummery v0.3.7.5
The idea: having Blender send models directly to Flummery over a TCP socket. I ran the idea past Errol and he told me to go for it, so I installed Blender, forked and branched Flummery and started experimenting. As great an idea as it was, I had never used Blender before and never worked with sockets, so I had some swatting up to do. I have to admit, Blender is an absolute dream to script with compared to 3DSMax, you have easy access to pretty much everything and is has a sane language in python, instead of a schizophrenic one in MaxScript.
Anyway, after it didn't take too long to get to grips with TCP communication in C#, I knocked up some server code for Flummery and made a test client. That worked, so it was over to Blender to start scripting. Took a bit of time to get Blender converting values and strings to byes, but ones that was sorted it was fairly easy getting the two tools to commma. Soon I was sending actual mesh data across and... it wasn't rendering. Hello multi-threading access issues.The server code had to run in a separate thread so it could listen in the background, but adding meshes to the scene needed to create vertex buffer objects and index buffer objects on the GPU which needed to be done in the main thread! It took ages to pin point the problem but I eventually sorted it out and got it working!
So here is the result of a day's work, from not having a clue what I was doing to a working proof-of-concept:
Like I said, this has potential to support other software too, as it's a standard interface in Flummery, the other software just needs to let plugins have access to TCP sockets for a plugin to be written to send the models across.
[Tool] Flummery v0.3.7.5
Im wondering what sort of pressure this has on the socket as well as say gpu for rending things in two different place at the same time or can you model first then press GO and let it do its work ?, I mean like you would do in a app like blender to say render a car out of all those lines you draw up ?.
Anyways just a thought, good work getting it done though. And don't over do it :P
[Tool] Flummery v0.3.7.5
There's no "pressure" on sockets because sending data between software like this is exactly what they're meant to be used for, also as it's just talking to software on the same computer it doesn't use any network bandwidth. It's also not a "real time" link either, making a change in one won't automatically update it in the other if you're concerned about performance degredation from cache or memory thrashing due to so much data being read and written to and from memory owned by either software. Currently it only sends models over when you hit the button in Blender to do so, though I'm going to look into letting Flummery request an update. It certainly would be handy if Flummery could detect if there were changes to the model done in Blender and ask if you want to update Flummery's scene.
The GPU doent really get any heavier use than it usually would either, it very common to have multiple pieces of 3d software open at one time, in fact it's pretty much a necessity. You would typically leave blender open when taking models into flummery anyway and if you're doing itterative testing and tweaking of a model you woud also be running the game at the same time too. This interoperability feature does not effect the rendering side of things at all.
[Tool] Flummery v0.3.7.5
Well im glad you know your business in terms of how all that can mix and match when your running so many variants of 3d rendering all at once, But See how well you go with the whole importing thing and maybe you and Errol get to test something like a car model over TCP and see how well it goes ?.
Anyways great news that things like this are happening.
keep up all the good work :)
[Tool] Flummery v0.3.7.5
That is exactly the purpose of this exercise ;)lemonrev wrote:But See how well you go with the whole importing thing and maybe you and Errol get to test something like a car model over TCP and see how well it goes ?
Right now it is extremely basic, it just sends across vertex positions, vertex normals and polygon indices with no hierarchy between the objects so a complete car wouldn't work yet, but that is nothing to do with the method of communication, it's just because I haven't got blender packing up any other data yet.
I need to add parent/child relationships, UV coordinates, vertex colours, materials, textures, bones & skinning weights, support for different object types such as Null nodes, lights, etc. so I've got lots of work ahead of me with this but like I said that's just a matter of packing the data up.
The TCP communication works the way it does no matter what data is sent over it and it's all but instant with both applications being on the same machine so the amount of data doesn't really matter either. One piece of software is told to listen for incoming connections, the other piece of software connects to it and sends some data and the first piece of software receives the data, that's all there is to it. It is extremely simple to do and it doesn't matter what data is being sent between the two pieces of software, it just works.
The complex bit is getting the blender to pack up the right data and getting flummery to create the relevant objects from the data, which in itself isn't exactly complex either now I've got the basics down. Once I get all the necessary data being packed then sending a full car across will work exactly the same as sending random objects or a whole level, it makes no difference at all :)
I thought it was quite a common method of communication between apps :)FatCat wrote:That's a novel use of TCP i havent seen before :O
[Tool] Flummery v0.3.7.5
So you using TCP as a way to communicate between apps is new, as far as two apps communicating with each other. As for games yes its common as ABC's but thats a different type of app :P.
Well ill be watching out for your thread and watching what is going on. So i wish you luck with that Parent sub positions and whatnot that needs to be added.
I know you will get it figured out. Just a matter of time :).
[Tool] Flummery v0.3.7.5
I have absolutely no idea what you're talking about here :)lemonrev wrote:i think its slandered to pack up files and then convert them using yet another program then, Either using next app to open up object or get app to convert on fly new file that's been downloaded and once converted show up on screen for use.
No it really isn't a new concept at all. Using sockets to communicate between software has been done for decades:So you using TCP as a way to communicate between apps is new, as far as two apps communicating with each other.
http://www.it.uom.gr/teaching/distrubutedSite/dsIdaLiu/labs/lab2_1/sockets.html
https://en.wikipedia.org/wiki/Inter-process_communication#Approaches
https://www.cs.cf.ac.uk/Dave/C/node28.html
Even most of the info I was reading up about using TCP sockets in Blender was about using them to communicate with other software, such as motion capture software, 3d scanners or other such software. It's an extremely common thing to do.
- nicbou0321
- pedestrian
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[Tool] Flummery v0.3.7.5
[Tool] Flummery v0.3.7.5
The new vehicles have an updated MDL format, version 6.3, which is very different to the version 6.2 which all our mod tools support. We need to figure out what has changed in the file format and update the loading code accordingly. Until we do, the new cars will crash any of our mod tools.nicbou0321 wrote:It crashes a lot for me, i tried opening the new vehicles and none of them worked. Is there any way to fix that? or are you working on fixing that?
- '80s Time Warp
- Road Warrior
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[Tool] Flummery v0.3.7.5
I've had no trouble importing the Blitzkrieger via the Maxscript tools :)The new vehicles have an updated MDL format, version 6.3, which is very different to the version 6.2 which all our mod tools support. We need to figure out what has changed in the file format and update the loading code accordingly. Until we do, the new cars will crash any of our mod tools.
EDIT: Regardless - Big thanks to You and Errol for being on the case.
Twitter Manifestation. - Mods for Max Damage.
Please do not use my old/deadname.
[Tool] Flummery v0.3.7.5
Flummery fails to load any 6.3 MDLs because it had a list of allowed versions doesn't try to load if the version doesn't match up.
[Tool] Flummery v0.3.7.5
Errol (or Trent) you can see I made a map.
http://www.carmageddon.com/forum/topic/28873?page=5
Trent may have a bug in his scripts where textures are missing but I dont want to say anything in case the same happens with Flummery. If he gives a solution here to me that would be great. Sample file is the latest one in that thread. Below "Here is the full size map with texture defects."
So I exported to FBX and opened it up in Flummery then saved it. Save As / Carmageddon Reincarnation / Level. That ZAD is included below from Flummery.
And it all worked fine and showed up in game. Dont know if the textures are missing because I am just falling straight thru the map. I also went thru and went to Flip normals on the polys in MAX. Help please.
FBXs and ZAD included. http://s000.tinyupload.com/?file_id=82647594881088652295
[Tool] Flummery v0.3.7.5
To follow up about the 6.3 MDLs, it turns out there really isn't any difference between 6.3 and 6.2 at all that I can see. The issue I was having was actually something entirely different, the 6.3 was actually just a red herring. I poked around the file in a hex editor and noticed that after the material list there was entirely different data to what I was expecting: it should have been a face count and the PREP face data (32bit Integer for material ID and 3x 32bit Integer for vertex indices per face) but it was actually showing 453 counts of 3 floats followed by a 32bit Integer between 2 and 5. This immediately made me think they were positions and counts, or the unique vertex position data at the start of the USER data and a quick check of the unique vertex count confirmed this. Aha, eureka moment, there's no PREP data at all!'80s Time Warp wrote:The new vehicles have an updated MDL format, version 6.3, which is very different to the version 6.2 which all our mod tools support. We need to figure out what has changed in the file format and update the loading code accordingly. Until we do, the new cars will crash any of our mod tools.I've had no trouble importing the Blitzkrieger via the Maxscript tools :)
EDIT: Regardless - Big thanks to You and Errol for being on the case.
My MaxScript importer code didn't like this as it always expects PREP data to be present and, rather messily, it uses the face count variables defined by the PREP data to read the USER data. A few tweaks later and some further investigating to discover, obviously, the PREP->USER data maps for converting face and vertex indices also aren't present so I have it ignore that too if there's no PREP data. Now it works, hooray!
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