Dear returning Carmageddon fans Image

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 !

People of Earth!

When the mayhem started! And its expansion pack made by interns!
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Econobrick
Stucco
Posts: 1720
Joined: Wed Apr 05, 2000 7:14 pm
Location: Sutter and Belmont
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Post by Econobrick »

Crush data! Is there anything happening with that?
It's key to having an enjoyable add-on and you all know it.
Progress must be made...then the fun will begin?!
Go forth and generate!

Get 'er done!



For your health!
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Toshiba-3
BRender Actor
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Joined: Sun Jun 08, 2003 12:14 am
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Post by Toshiba-3 »

Hello! Nothing since this:
Crush Header:

0.450000 // damage multiplier. This is low for strong vehicles and high for small, light vehicles

0.150000,0.400000 // unknown. seems to always be the same
0.050000 // (same)
0.050000 // (same)
0.000000 // (same)
0.000000 // (same)
93 // number of vertices

For each crush vertex:

65 // vertex index
-0.1682, -0.1328, -0.4427 // min position for this vert
-0.0682, -0.0540, -0.3427 // max position for this vert
0.0121, 0.0156, 0.0062 // multiplier for left/top/rear collisions
0.0378, 0.0234, 0.0437 // multiplier for right/bottom/front collisions
74 // number of child vertices (used if the main vertex is hit)

Child vertex #1:

5 // vertex index. This starts at -1 and is added for each vertex. So this vertex is 4 (-1 + 5) in PlayThing
178 // distance of this vert from the parent vertex

Child vertex #2:

1 // vertex index. This is vertex 5 in PlayThing (-1 + 5 + 1)
133 // distance
We... need the... GENERATOR!
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Econobrick
Stucco
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Post by Econobrick »

mhmm!

...TO BE CONTINUED?!
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