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Carma gets Hard boiled
The Joker created Carma gets Hard boiled on Sun Sep 23, 2018 12:06 pm
Post
Goodday to all.

So...

Anyone ever wanted to drive this car?


No?

Well now you can

Image
Image

except with wheels :grin: .
https://joker.toshiba-3.com/EASTWOOD.rar


Last edited by The Joker on Sun Sep 23, 2018 4:14 pm, edited 2 times in total.
User avatar
Toshiba-3 on Sun Sep 23, 2018 1:53 pm
Post
Congrats on the first release on your own :ssmile:

You just forgot to replace the BUGATTIX and EABONT simple/bonnet models with the EAGLE's default (and thus it crashed on my computer as it couldn't find these files). That part of code should look like that:
Code:
1                              // Number of pixelmap files for this car
EASTWOOD.PIX
1                              // Number of pixelmap files for this car
EASTWOOD.PIX
1                             // Number of pixelmap files for this car
EASTWOOD.PIX
0                              // Number of shadetable files for this car
1                             // Number of material files for this car
EASTWOOD.MAT
1                            // Number of material files for this car
EASTWOOD.MAT
1                          // Number of material files for this car
EASTWOOD.MAT
3                              // Number of model files for this car
EAGLEX.DAT
EASTWOOD.DAT
EBONNET.DAT
3                              // Number of alternative actors
8,EAGLEX.ACT                     // Minimum distance away, actor name
0,EASTWOOD.ACT                     // Minimum distance away, actor name
-1,EBONNET.ACT                    // Minimum distance away, actor name
Image / carmageddon add-ons at road reaction
The Joker on Sun Sep 23, 2018 2:04 pm
Post
Hopefully its fixed now, i forgot to add the bonnet model :mad: :sad: .
User avatar
Mastro 666 on Sun Sep 23, 2018 6:36 pm
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Congrats man! :beer:

Image
// Foro del Carmageddon & Mastro's Carmageddon Web
The Joker on Sun Sep 23, 2018 6:59 pm
Post
Thanks :beer:





I guess its better to keep one topic for all vehicles?
Anyway,
Here are two vehicles based on a car and truck from the playstation game "Red Asphalt".

https://joker.toshiba-3.com/Bone&Hooka.rar

I was not able to recreate them properly :crazy:
So just alterd them, and went with it.
User avatar
Mastro 666 on Mon Sep 24, 2018 12:42 am
Post
Wickid' Doc Voodoo: :thumbsup: works fine.
Bone Daddie: :twisted: "Can't load opponent mug-shot file"
// Foro del Carmageddon & Mastro's Carmageddon Web
The Joker on Mon Sep 24, 2018 6:58 am
Post
Fixed.

https://joker.toshiba-3.com/Bone&Hooka.rar

Odd that the hooka did work, as i forgot that mug shot file aswell :investigate: .
LinksofSphynx on Wed Sep 26, 2018 6:11 am
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I'm loving the Eastwood, Joker.

Image

Image

It's big, crude, and stylish. Everything works perfectly and it's fun to drive.

:sbsmile:
The Joker on Wed Sep 26, 2018 2:03 pm
Post
Thanks, glad the car turned out better then i thought.







I made some small adjustments to the bone crusher and big hooka, i was not satisfied especially with the crusher model.

Image
Image

https://joker.toshiba-3.com/Bone&Hooka.rar
WadeSullivan on Thu Sep 27, 2018 4:58 am
Post
Image

Bug wheels =/ and i tried to fix on the CesmPlaything2, and i couldn´t open the file there.
The Joker on Thu Sep 27, 2018 8:06 am
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I forget alot i see :crazy: .

Hopefully its fixed now

https://joker.toshiba-3.com/Bone&Hooka.rar
LinksofSphynx on Thu Sep 27, 2018 5:12 pm
Post
The two Red Asphalt vehicles work fine for me, as well. One oddity I noticed, though, is that the back wheel and front right wheel of the Hooka seem to be powered, but the left front one isn't.
User avatar
Toshiba-3 on Sat Oct 06, 2018 5:43 pm
Post
EASTWOOD still uses BUGATTIX.ACT for simple model, and BIGHOK uses SLEDX.ACT. This means that an unmodded Carma1 might crash upon loading the cars as vanilla Carma1 doesn't have these files.

You asked me to look after several cars over the last weeks but I couldn't find the time nor the motivation to get back into it. If you still need help with some cars, list them and their problems and upload an archive with the files.

About the tank tracks, it just a matter of applying a rolling FUNK on the materials used to map the tank tracks. Have a look at FAUST.TXT. You'll see the FUNK uses a groovyfunkref exactly like GROOVES do.

Here's a breakdown of FAUST.TXT/King Merc:
Code:
0               // Number of steerable wheels [NO WHEELS IT'S A TANK]

-1,-1,-1,-1         // Left-front suspension parts GroovyFunkRef [NO SUSPENSIONS FOR THIS CAR]
-1,-1,-1,-1         // Right-front suspension parts GroovyFunkRef
-1,-1            // Left-rear suspension parts GroovyFunkRef
-1,-1            // Right-rear suspension parts GroovyFunkRef

-1,-1,2,1         // Driven wheels GroovyFunkRefs (for spinning) [HERE ARE OUR 1 & 2 FOR THE FUNKS]
-1,-1,-1,-1         // Non-driven wheels GroovyFunkRefs (for spinning)

0.1               // Driven wheels diameter
0.3               // Non-driven wheels diameter

START OF FUNK

HFUNDER.MAT
constant
roll
absolute
// THE 1 BELOW IS THE FIRST GROOVYFUNKREF, IT REFERS THE POTENTIAL SPINNING SPEED
// TO BE USED AS THE ROLLING SPEED IN THIS FUNK
0,1               // speed of movement along the x axis, same for the y axis
no fucking lighting
no animation you cunt

NEXT FUNK

// THIS FUNK MAKES THE LITTLE WHEEL TEXTURES SPIN
HFWHEEL.MAT
constant
spin
controlled
2
no fucking lighting
no animation you cunt

END OF FUNK


It's important you understand how GroovyFunkRefs work. The numbers aren't important, they just increment with the amount of Refs needed. They serves as 'shortcuts' if you want, between the calculated pivot, suspension and spin values and the FUNK/GROOVE effect that will make use of them. So if you need to use the pivot movement of the front left wheel, you will increment the amount of steerable wheels and add a new number in the list right under it, then also use that new number in a GROOVE.
Similarly for suspension and spin movement, you replace one of the -1 in the corresponding lines (according to the wheels you're setting up) by a new number and report that new number in a GROOVE or FUNK.

Have a look at the GROOVES in BLKEAGLE.TXT and you'll see the lone numbers correspond to pivot/suspension/spin movement in the list of GroovyFunkRefs right above said GROOVES.
Image / carmageddon add-ons at road reaction
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