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Re: Tosh's car releases
The Joker on Sat Mar 03, 2018 10:02 am
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Toshiba-3 wrote:
IronHorse


Toshiba-3 wrote:
Big Eagle


Toshiba-3 wrote:
Big Dump



Well....damn :shock:

Nice work as always Tosh :smile:



To be honest though, i kind of like the Big dump downsized (If it comes to C1).
Probaply because of enviorments like the mine level.


Last edited by The Joker on Thu May 31, 2018 4:52 pm, edited 3 times in total.
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Toshiba-3 on Sun Mar 04, 2018 7:56 pm
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@Wade: Those are jpegs! I asked for the BMP files to check the colors/palette directly, I guess you'd have to zip them up and upload the file somewhere. You're using Photoshop right? Maybe I'll do a little step-by-step tutorial.

About the bigMagnaDump, scaling it down kinda beats the purpose of this large vehicle IMO. Also if I had to scale it down to fit the mine tunnels, well it'd become the Tiny Dump :grin:
I'll only downscale it if I really can't load it properly ingame.
Here's the C1 MagnaChem skin I made for it:
Image
Image
Image / carmageddon add-ons at road reaction
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Harmalarm on Mon Mar 05, 2018 9:59 am
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Really digging the skin Tosh. It looks a lot more bad-ass instead of vanilla. Kind of funny to see some of the textures used from the tracks :)
The Joker on Mon Mar 05, 2018 5:11 pm
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Toshiba-3 wrote:
@Wade: Those are jpegs! I asked for the BMP files to check the colors/palette directly, I guess you'd have to zip them up and upload the file somewhere. You're using Photoshop right? Maybe I'll do a little step-by-step tutorial.

About the bigMagnaDump, scaling it down kinda beats the purpose of this large vehicle IMO. Also if I had to scale it down to fit the mine tunnels, well it'd become the Tiny Dump :grin:
I'll only downscale it if I really can't load it properly ingame.
Here's the C1 MagnaChem skin I made for it:


What i meant is on the first few pictures its good enough in size .

With these textures it looks indeed more like it was always in Carmageddon 1 from the start .
WadeSullivan on Mon Mar 05, 2018 10:32 pm
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Oh ok Tosh my bad XD, yes im using PS.

And....IM SO anxious to see that bigbump now in C1 :shock: :shock:
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Toshiba-3 on Mon Mar 05, 2018 11:17 pm
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@Harm: Yes, they are all existing stock C1 textures, most from tracks. Some I edited a bit.

WadeSullivan wrote:
And....IM SO anxious to see that bigbump now in C1 :shock: :shock:


Here we go then :swink:

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Image / carmageddon add-ons at road reaction
WadeSullivan on Mon Mar 05, 2018 11:19 pm
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OHHH MY FUCKING CARMA GOD! :shock: :shock: :shock:
download?download?download?download?download?download? :rockon:
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Toshiba-3 on Mon Mar 05, 2018 11:22 pm
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Ha! Not yet, still have some stuff to do on the model and bbox adjusting. Then the cockpit model+images, then the distance model, then menu images and damage indicator. Fun! :yingyang:
Image / carmageddon add-ons at road reaction
WadeSullivan on Mon Mar 05, 2018 11:24 pm
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One day i will make some cars like you and help you out :swheel: :swheel:
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QTZ on Tue Mar 06, 2018 4:25 am
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I think it look too much decorated, also the bottom part of "roof" it's rather not for cars. This too much look like made from parts of the town...

About pixelmaps I think we should move to pixelmap topic viewtopic.php?t=9348 . Also I think the problem is in the jpeg compression - always save the file in bmp format (or for example in png for storage / presentation purpose).
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Toshiba-3 on Thu Mar 08, 2018 9:26 pm
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The Big Dump is basically a building on wheel so it's ok :yingyang:

It's done! The car FLI file is as big as the Big Dump :swink:
Image

-> ROD VIBRATION 3000
Image / carmageddon add-ons at road reaction
WadeSullivan on Thu Mar 08, 2018 10:49 pm
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I LOVE YOU MAN!!!!!! :banana: :banana: :banana: :banana: :banana:
Downloaded, tested and approved!!!!

Tosh is hard to make a tutorial to create or import cars from carma 2 to carma 1?
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Mastro 666 on Sat Mar 10, 2018 1:04 am
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Great work! :rockon:

Image

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// Foro del Carmageddon & Mastro's Carmageddon Web
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QTZ on Sat Mar 10, 2018 10:37 pm
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Vlad on the sky? :eek: The say that Vikings probably was able to fly :wink:
It's great to "see you" Mastro :smile:
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Toshiba-3 on Mon Jun 18, 2018 3:30 pm
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Image

Would have been a waste not to release it :sbsmile:
Comes with a custom crush data too but it generates the goddamn error upon exiting the race. Tried to avoid it but to no avail. Up to you to use it or not.
Reminder that the DOS version doesn't mind these crush datas, or that a modified Carma95 that doesn't crash exists here.

Download is this way: http://rr2000.toshiba-3.com/carmageddon-1#cars
Image / carmageddon add-ons at road reaction
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Mastro 666 on Tue Jun 19, 2018 1:47 am
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Pretty good. This may sound really off the wall, but listen to me. You've got to believe me. I've not gone crazy, and I'm not fooling around. At first I thought I was losing my mind. But now I know I'm not. It's not me. This whole town. It's being invaded by the Otherworld. A world of someone's nightmarish delusions come to life. Little by little the invasion is spreading. Trying to swallow up everything in darkness.

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// Foro del Carmageddon & Mastro's Carmageddon Web
The Joker on Tue Jun 19, 2018 9:04 am
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Toshiba-3 wrote:
Image

Would have been a waste not to release it :sbsmile:
Comes with a custom crush data too but it generates the goddamn error upon exiting the race. Tried to avoid it but to no avail. Up to you to use it or not.
Reminder that the DOS version doesn't mind these crush datas, or that a modified Carma95 that doesn't crash exists here.

Download is this way: http://rr2000.toshiba-3.com/carmageddon-1#cars


Good thing i'm only using the DOS version.

Great work as always Tosh.


Mastro 666 wrote:
Image



Is that Cyburbia :eek: ?
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Toshiba-3 on Sun Jun 24, 2018 5:41 pm
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Almost deleted the folder with these then finally decided against it and finished them. Took way more time than I thought... Most of the menu pics are screwed thanks to C1's awesome menu palette :sdead:

Image

FYI, these models were made by DelkoDuck for the Turbo Run alpha. That project evolved into Drift Stage.

At RR2000.
Image / carmageddon add-ons at road reaction
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Mastro 666 on Sun Jun 24, 2018 11:37 pm
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Congrats! :beer:

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// Foro del Carmageddon & Mastro's Carmageddon Web
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hazardic on Tue Jun 26, 2018 2:29 pm
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Toshiba-3 wrote:
Almost deleted the folder with these then finally decided against it and finished them. Took way more time than I thought... Most of the menu pics are screwed thanks to C1's awesome menu palette :sdead:

Image

FYI, these models were made by DelkoDuck for the Turbo Run alpha. That project evolved into Drift Stage.

At RR2000.

ha-ha, pantera, countach, lotus, testarossa - fkn brilliant :beer:
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Toshiba-3 on Wed Jul 18, 2018 7:14 pm
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Image

Subaru Cusco Subaru Impreza GT (JGTC) '99
from Gran Turismo 2
for Carmageddon 1 yay

For once I spent more time on the physics side than anything else. This convinced me the game engine could have powered realistic racing sims back then.
The model and texture are superb, really top notch work from Polyphony Digital. I also spend quite some time trying to emulate some kind of fake reflections on the car as can be seen in GT2. In the end, I just kept it on the windows as covering the whole shell made for a model which crush data crashed the race upon exiting (the usual error - I think there's a polycount limit for models to have a crush data).
Learned that several diferent funks can be added on the same material like so:
Code:
S\50RENV.MAT
   constant
   rock
      absolute   // mode
      11         // GroovyFunkRef
      angle doesn't matter in this case
      50,-50      // x,y center
   no lighting thank you
   flic
      accurate
      S2CIRENV.FLI

NEXT FUNK

S\50RENV.MAT   // whoa! we can add other funks on the same material!
   constant
   slither
      harmonic
      0.015,0.015
      20,20
   no lighting thank you
   not this time


Really too bad there's no way to enable the color blending for car materials :/ I read in the BRender docs that there's a flag to enable the use of such a blend table but no tools seemed to allow that (not even PT1).

So yeah, for once this has a more realistic (I hope) handling which I found quite fun to race around. The car is fast but much weaker though. Steering wheel is on the right by the way :)

It's at Road Reaction.

[edit] Just updated the archive with a semi-transparent reflection. It loses the dithering effect but being semi-transparent makes it less in-your-face.
Image / carmageddon add-ons at road reaction
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Razor on Wed Jul 18, 2018 8:24 pm
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Toshiba makes the best mods, everybody loves Toshiba. Thank you, Toshiba! :thumbsup:
[ Razor @ Carmajunkies ] [ My Downloads ] [ My Carma Items ] [ Conversion lists ]
For information about the progress of my TDR2000 to Carma2 mod visit my site @ http://r.carmajunkies.com
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Harmalarm on Mon Jul 23, 2018 8:38 pm
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Sweet mod man. Where did you get the model? I remember trying all kinds of things with the material flags, but could not find anything hidden back then. Perhaps it can still be done with some hex editing... nice find for the funks by the way!
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Toshiba-3 on Mon Jul 23, 2018 9:24 pm
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Razor pointed me to some programs to extract then view the content directly from the GT2 disks. Very impressive models and textures!

Also I figured out how to enable the use of a blendtable for a given car material, but some conflict against the level materials seems to occur (don't mind the redish backdrops):
Image
It seems like the semitransparent material must absolutely have an opaque (but maybe semitransparent) non-level material behind it to be displayed properly (if that makes sense). I'll investigate further this week. I'm also trying to hijack the fogtable and see how else the blendtables can be used.
If you want to check, I've updated the Impreza with such a semitransparent material (S2CIRENV.MAT) as the reflection is always drawn against the main texture anyway (it was the idea in the first place).

Basically you just tell the material to also load a BLENDTABLE (type 1Eh). SHADETABLE is 1Fh and COLOURMAP (the texture) 1Ch. I tried to load a FOGTABLE via a hypothetical 1Dh but to no avail. I see that the executable references index_fog along index_shade and index_blend but I don't know if it really expects to use it elsewhere than via the hardcoded dark/fog depthcue modes. AFAIK acidfog.tab (yellow) and bluegit.tab (blue) aren't used.
Image / carmageddon add-ons at road reaction
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Harmalarm on Fri Jul 27, 2018 10:40 pm
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Thanks for the info. Still travelling though, so in about 3 weeks I'll be able to have a look also... :)
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Toshiba-3 on Sun Aug 12, 2018 12:38 am
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Forgot to release last month the driveable dronecar I setup for this tweet:
https://twitter.com/toshiba_3/status/10 ... 9584271360

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It's at RR2000.
Really nothing special. I'm just glad I've been able to set it up without altering the original DAT MAT and PIX files. Also interesting (but actually not surprising) how it's also possible to load resources from other folders like this:
Code:
1                              // Number of pixelmap files for this car [lomem]
   ..\REG\PIXELMAP\DC2.PIX
1                              // Number of pixelmap files for this car [320*200]
   ..\REG\PIXELMAP\DC2.PIX
1                              // Number of pixelmap files for this car [hires/glide]
   ..\REG\PIXELMAP\DC2.PIX
0                              // Number of shadetable files for this car
1                              // Number of material files for this car [lomem]
   ..\REG\MATERIAL\DC2.MAT
1                              // Number of material files for this car [320*200]
   ..\REG\MATERIAL\DC2.MAT
1                              // Number of material files for this car [hires/glide]
   ..\REG\MATERIAL\DC2.MAT
1                              // Number of model files for this car
   ..\REG\MODELS\&37DC2.DAT
Image / carmageddon add-ons at road reaction
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Toshiba-3 on Fri Nov 09, 2018 2:46 pm
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Image

EDWARD CARNBY from Alone in the Dark 1
-> https://rr2000.toshiba-3.com/carmageddon-1#cars

When I remembered the intro had a vehicle, I had to put it in C1 with Edward behind the wheel. I used AITD Room viewer to display the models and Intel GPA to capture them.

The main hurdle was to translate the colors from AITD to C1... The models use flat colors save for a handful of triangles. For example, AITD has nice shades of blueish greens, and C1 doesn't :spissd: I think I didn't do too bad at keeping the overal aesthetic.
The way I mapped the models is plain planar, just moved some vertices to map the textured triangles properly, but still without splitting any vertex. This is great because it kept the vertex count low and the model doesn't crack open when deformed ingame.
I tried to keep resources low, spheres and wheels are instanced (even for the bonnet and simple models), colors are just untextured materials. But an interesting trick this time is how I set three gradients up using different portions of the same pixelmap. Thanks to PlayThing1, I could change the material matrix to make the first material use only the top half of the pixelmap, the second the bottom half, and the third the whole (matrix unchanged). I think it's possible to go much further with this technique.

But wait, this car uses 30+ color materials and C1 doesn't like that! "How did you do that?" you ask. Well I split the colors into a second MAT file which I put into REG\MATERIAL. "B-But that's cheating!" ...indeed, I answer, and we'll leave it at that :ssmile:

The car is quite slow ofcourse without APO. Its physics setup makes it the wild ride at max APO though :slol:

Edit: a little teaser:
Image / carmageddon add-ons at road reaction
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Harmalarm on Wed Nov 14, 2018 12:57 pm
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Still at it strong huh? Respect :cool:

So when a model has multiple map vertices around a single mesh vertex the model will split when deforming? That's odd, as I believe some of the original cars have this as well and they never seemed to split like that.

Perhaps in the deformation algorithm this can be added, because it should not be too hard to compare vertex positions and add them to the influence ranges when they are in the same world space.

I like the car handling in the movie. Seems like the car has proper weight, something I miss in a lot of custom cars. :thumbsup:
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Toshiba-3 on Wed Nov 21, 2018 12:09 am
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Yes, still at it very strong :swheel: Currently on a bigger project for C1 (which put aside the 1920s one, but I'll come back to it as soon as I'm done).

Errol did tweak the algorithm used by CrushIt to make it "weld" very close vertices. Either it doesn't work, or then the ingame deformation works differently. However I'm pretty sure this beheaviour happens with the original unmodified C1 cars too. But maybe to a lesser extent. Smoothing groups might have a say in this too.

I played a lot with the physics while working on the Subaru Impreza, so I got more confidence to customize the car setup myself instead of copy-pasting the setups of the original cars. Most C1/C2 addon cars were plagued by that "uninspired" physics setup, which made all the cars stupidly overpowered (the original cars are to blame as well!) and thus it felt kinda off to dare to make a car slower and heavier heh
Image / carmageddon add-ons at road reaction
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