Dear returning Carmageddon fans
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 !
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 !
C1 Map Problem
- Mastro 666
- motorised death
- Posts: 968
- Joined: Thu Jan 26, 2006 6:24 pm
- Contact:
C1 Map Problem
Hi!
I'm trying to convert my C2 map The Nameless Level to C1.
It's being 4 hours I've worked on loading a texture and I still can't do it! I just don't know what doesn't work.
Any help is welcome. :D
I'm trying to convert my C2 map The Nameless Level to C1.
It's being 4 hours I've worked on loading a texture and I still can't do it! I just don't know what doesn't work.
Any help is welcome. :D
- Toshiba-3
- BRender Actor
- Posts: 5515
- Joined: Sun Jun 08, 2003 12:14 am
- Location: MagnaChem Data Unit
- Contact:
C1 Map Problem
Okay, several problems here.
Actually the materials/textures loading process is working, but some materials and textures from the very start are faulty so it stops loading directly.
I hope you still have the non preprocessed build of the track because you must add .MAT at the end of every material. Also it'd be very wise that you use material identifier formatting that makes sense. Stuff like fw, fds, sdf, hghg etc. don't help at all. Rather use something like this: TNL_ROAD.MAT, TNL_PST1.MAT, TNL_NOSE.MAT etc. The prefix is very handy and prevents conflicts within the game. Stick to the 8.3 naming format. This applies to the filenames as well! The_Nameless_Level.dat... that's 18.3! Just call these files TNLEVEL.DAT/.ACT/.MAT/.PIX/.TXT.
Also in the .MAT file, pixelmap references must have .PIX after their name (check other C1 MAT files you'll see what I mean).
Another very big problem is that the black colour in your textures is actually transparent ingame. You apparently forgot that the C1 ingame palette has two black colors: ID0 which is transparent and ID240 which is the real black. If you don't pay attention when converting your textures ID0 will always be used instead of ID240. I suggest you use my C1 palettes (in my C1 helpers) to convert your textures more easily (black is directly asigned to ID240).
The current problem probably lies into the pix pack. BOARDS2.PIX seemed corrupted for example, but other textures/materials are also giving problem. You'd better start from scratch (non preprocessed track) and follow the textures/materials closely.
Last thing is that you used CIRCUIT.PIX or similar to make your pix pack. I'd suggest you'd build your pix pack yourself, I wrote a tutorial explaining how to do it.
Actually the materials/textures loading process is working, but some materials and textures from the very start are faulty so it stops loading directly.
I hope you still have the non preprocessed build of the track because you must add .MAT at the end of every material. Also it'd be very wise that you use material identifier formatting that makes sense. Stuff like fw, fds, sdf, hghg etc. don't help at all. Rather use something like this: TNL_ROAD.MAT, TNL_PST1.MAT, TNL_NOSE.MAT etc. The prefix is very handy and prevents conflicts within the game. Stick to the 8.3 naming format. This applies to the filenames as well! The_Nameless_Level.dat... that's 18.3! Just call these files TNLEVEL.DAT/.ACT/.MAT/.PIX/.TXT.
Also in the .MAT file, pixelmap references must have .PIX after their name (check other C1 MAT files you'll see what I mean).
Another very big problem is that the black colour in your textures is actually transparent ingame. You apparently forgot that the C1 ingame palette has two black colors: ID0 which is transparent and ID240 which is the real black. If you don't pay attention when converting your textures ID0 will always be used instead of ID240. I suggest you use my C1 palettes (in my C1 helpers) to convert your textures more easily (black is directly asigned to ID240).
The current problem probably lies into the pix pack. BOARDS2.PIX seemed corrupted for example, but other textures/materials are also giving problem. You'd better start from scratch (non preprocessed track) and follow the textures/materials closely.
Last thing is that you used CIRCUIT.PIX or similar to make your pix pack. I'd suggest you'd build your pix pack yourself, I wrote a tutorial explaining how to do it.
- Mastro 666
- motorised death
- Posts: 968
- Joined: Thu Jan 26, 2006 6:24 pm
- Contact:
- Mastro 666
- motorised death
- Posts: 968
- Joined: Thu Jan 26, 2006 6:24 pm
- Contact:
C1 Map Problem
Done.you must add .MAT at the end of every material.
Done.Stick to the 8.3 naming format.
Done.Also in the .MAT file, pixelmap references must have .PIX after their name
Done.I'd suggest you'd build your pix pack yourself
But...
:( x 1000
Mr Tosh I need some help...
Last edited by Mastro 666 on Wed Aug 14, 2013 2:04 am, edited 1 time in total.
- Toshiba-3
- BRender Actor
- Posts: 5515
- Joined: Sun Jun 08, 2003 12:14 am
- Location: MagnaChem Data Unit
- Contact:
C1 Map Problem
I won't be able to help you by this weekend as I'll be out.
Just wait till monday and then I'll do my best to figure this out!
[edit] I had a quick look now! Fix is easy, you did nice progress.
[nmg]img830.imageshack.us/img830/1226/dump0000.png[/nmg]
As you can see the first texture is loaded but not the second one. This means either the first texture is somehow corrupted or the game can't find the second one.
Here the game can't load the second texture because there's an offset of 1 byte.
Open up your MSLEVEL.PIX file in your hexeditor and go look at the end of the first texture entry/start of the second ; where there are a lot of 00. Actually you have one 00 too much there.
Remember: every texture entry must finish with eight 00 and then the next texture entry starts with 00 00 00 03.
Just delete the one 00 byte too much.
Same at the end of the file, only eight 00, nothing more. You have more in this case. CarmagEdit adds null bytes as well (usualy one) at the end of the pixelmap pack, don't forget to remove it, because you might forget about it if you decide to add another texture entry after the end of the file.
You can download the fixed one here to compare and see the differences: MSLEVEL.PIX
Keep up the good work sir! Modding C1 isn't easy at all :]
Just wait till monday and then I'll do my best to figure this out!
[edit] I had a quick look now! Fix is easy, you did nice progress.
[nmg]img830.imageshack.us/img830/1226/dump0000.png[/nmg]
As you can see the first texture is loaded but not the second one. This means either the first texture is somehow corrupted or the game can't find the second one.
Here the game can't load the second texture because there's an offset of 1 byte.
Open up your MSLEVEL.PIX file in your hexeditor and go look at the end of the first texture entry/start of the second ; where there are a lot of 00. Actually you have one 00 too much there.
Remember: every texture entry must finish with eight 00 and then the next texture entry starts with 00 00 00 03.
Just delete the one 00 byte too much.
Same at the end of the file, only eight 00, nothing more. You have more in this case. CarmagEdit adds null bytes as well (usualy one) at the end of the pixelmap pack, don't forget to remove it, because you might forget about it if you decide to add another texture entry after the end of the file.
You can download the fixed one here to compare and see the differences: MSLEVEL.PIX
Keep up the good work sir! Modding C1 isn't easy at all :]
- Mastro 666
- motorised death
- Posts: 968
- Joined: Thu Jan 26, 2006 6:24 pm
- Contact:
C1 Map Problem
+1 Internet to you Sir!
Thanks a lot for your help
:)
Last edited by Mastro 666 on Wed Aug 14, 2013 2:05 am, edited 1 time in total.
- Toshiba-3
- BRender Actor
- Posts: 5515
- Joined: Sun Jun 08, 2003 12:14 am
- Location: MagnaChem Data Unit
- Contact:
C1 Map Problem
I had noticed your other problem but now that I have some time and came back in this topic I see you edited it out. Solved the problem?
If so, how's it progressing? Getting the hang of it? :)
If so, how's it progressing? Getting the hang of it? :)
- Mastro 666
- motorised death
- Posts: 968
- Joined: Thu Jan 26, 2006 6:24 pm
- Contact:
C1 Map Problem
Hi Tosh!! Im been working on a conversion for a few days.
I just thought I might show you guys what I have been working on :D
4 Peds...but I need like 1000 more! :O
Check the timer:
I just thought I might show you guys what I have been working on :D
4 Peds...but I need like 1000 more! :O
Check the timer:
Last edited by Mastro 666 on Wed Aug 14, 2013 2:06 am, edited 1 time in total.
- Razor
- Stomping-on-Kittens
- Posts: 3431
- Joined: Sat Dec 01, 2007 6:38 pm
- Location: Beaver City
- Contact:
C1 Map Problem
Wasn't expecting this, now that is damn cool, Mastro.
[ Razor @ Carmageddon Webmasters Alliance Network ] [ My Downloads ] [ My Carma Items ] [ Conversion lists ]
To download the BETA Mod and more information on my other work, visit me @ https://razor.cwaboard.co.uk
To download the BETA Mod and more information on my other work, visit me @ https://razor.cwaboard.co.uk
- Toshiba-3
- BRender Actor
- Posts: 5515
- Joined: Sun Jun 08, 2003 12:14 am
- Location: MagnaChem Data Unit
- Contact:
C1 Map Problem
Awesome! One month ago I was thinking about porting the Beaver Woods myself! But it's a lot of work.
How will you handle the smashable parts (windows)? Make them rocksolid? Don't forget you can set these materials as semi transparent using the W/75OWS.MAT type of trigger identifier (will work in Splat Pack only though).
How stable is it btw? When working on test addon tracks for C1 they are always unusualy unstable here :-/
I'd suggest using the blueish shadetab in this case, considering the blue sky :]
Keep up the good work
How will you handle the smashable parts (windows)? Make them rocksolid? Don't forget you can set these materials as semi transparent using the W/75OWS.MAT type of trigger identifier (will work in Splat Pack only though).
How stable is it btw? When working on test addon tracks for C1 they are always unusualy unstable here :-/
I'd suggest using the blueish shadetab in this case, considering the blue sky :]
Keep up the good work
- Mastro 666
- motorised death
- Posts: 968
- Joined: Thu Jan 26, 2006 6:24 pm
- Contact:
C1 Map Problem
Yes.How will you handle the smashable parts (windows)? Make them rocksolid?
Works great!How stable is it btw?
Don't forget you can set these materials as semi transparent using the W/75OWS.MAT
I tried it but don't work...
Last edited by Mastro 666 on Wed Aug 14, 2013 2:07 am, edited 1 time in total.
- Mastro 666
- motorised death
- Posts: 968
- Joined: Thu Jan 26, 2006 6:24 pm
- Contact:
C1 Map Problem
I tried this code like five times and it won't work on my C1 map:
&SPRITE.ACT
yLollipop
Constant // Can be changed to distance, sharp, smooth, always, whatever...
No path // You can ofcourse put the thing on a path
No object // Same goes for animating the object itself
If you guys have any idea that will very helpfull.
Thanks!
EDIT: Just to let you know, i got it working this way:
&SPRITE.ACT
ylollipop
Constant // Can be changed to distance, sharp, smooth, always, whatever...
No path // You can ofcourse put the thing on a path
No object // Same goes for animating the object itself
:nice:
&SPRITE.ACT
yLollipop
Constant // Can be changed to distance, sharp, smooth, always, whatever...
No path // You can ofcourse put the thing on a path
No object // Same goes for animating the object itself
If you guys have any idea that will very helpfull.
Thanks!
EDIT: Just to let you know, i got it working this way:
&SPRITE.ACT
ylollipop
Constant // Can be changed to distance, sharp, smooth, always, whatever...
No path // You can ofcourse put the thing on a path
No object // Same goes for animating the object itself
:nice:
- Toshiba-3
- BRender Actor
- Posts: 5515
- Joined: Sun Jun 08, 2003 12:14 am
- Location: MagnaChem Data Unit
- Contact:
C1 Map Problem
Sorry for the lack of support lately, Mastro.
Good to see you worked the problem out by yourself but I'm very surprised the term is case sensitive!
But well, any progress and pictures from your own track? :]
Good to see you worked the problem out by yourself but I'm very surprised the term is case sensitive!
But well, any progress and pictures from your own track? :]
- Mastro 666
- motorised death
- Posts: 968
- Joined: Thu Jan 26, 2006 6:24 pm
- Contact:
C1 Map Problem
1 Vid:But well, any progress and pictures from your own track? :]
1 Picture:
Last edited by Mastro 666 on Wed Aug 14, 2013 2:08 am, edited 1 time in total.
- Toshiba-3
- BRender Actor
- Posts: 5515
- Joined: Sun Jun 08, 2003 12:14 am
- Location: MagnaChem Data Unit
- Contact:
C1 Map Problem
Hehe nice work there Mastro, you are getting the hang of it!
That saw powerup there (which makes the peds stickied on the car) isn't it from the Splat Pack? If so the the track might not work with the normal C1.
[edit] just noticed it's pedestrain harvest and is from C1 so it's ok :)[/edit]
That saw powerup there (which makes the peds stickied on the car) isn't it from the Splat Pack? If so the the track might not work with the normal C1.
[edit] just noticed it's pedestrain harvest and is from C1 so it's ok :)[/edit]
Check who’s online
Users browsing this forum: No registered users and 165 guests