Carma gets Hard boiled

When the mayhem started! Discussion, mods and troubleshooting.
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The Joker
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Re: Carma gets Hard boiled

Post by The Joker »

Toshiba-3 wrote: Mon May 31, 2021 9:32 am Oh right. Yes it's definitely possible to do that (basically setting components as child to the wheel). I'm just not 100% sure how to achieve that from within CarEd..!

I think you have to rename the wheel models to something different, and instead create new "groups" named FRWHEEL etc, and put the corresponding wheel and hubcap/rim/whatever into each group. Like so:
Screenshot 2021-05-31 112437.png

However I haven't tested compiling the car etc with such a setup. I imagine that's how it should be done. Give a try and report back :grin:
Alright, finally tested it and compiling the wheels like that makes them stationary.
However adding .DAT makes the front wheels move while steering, still stationary though.
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Toshiba-3
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Re: Carma gets Hard boiled

Post by Toshiba-3 »

If you could upload the files (both the cared OBJ and BRender files), I'll give it a look.
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The Joker
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Re: Carma gets Hard boiled

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Hello,

Excuse me for the late reply.
Thanks but in the meantime i figured out how to make the wheels spin.

Probably asked it before but is it possible to build and setup Carmageddon 2 cars by only using Cared?
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Toshiba-3
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Re: Carma gets Hard boiled

Post by Toshiba-3 »

Ah great that you got it working on your own! And yes CarEd was specifically made to create C2 cars, it should even be easier. IIRC CarEd ships with a rather good tutorial for creating a basic C2 car.

I suggest you also give Maxine's great C2 CarEd tutorial a read: viewtopic.php?t=9009
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Re: Carma gets Hard boiled

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Ok i created a Carma 2 car and mostly followed the tutorial that was indeed shipped with Cared (Maxines tutorial also includes Plaything2 which does not work on my PC :help: ). Set everything up and start the game, select the car (Which menu images do not want to appear) and as soon as a race is selected and loading, the game dies :supermad: .
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Re: Carma gets Hard boiled

Post by Toshiba-3 »

For Plaything2, right-click on the executable, go into properties, then compatibility tab, and check 16 bit colours ("High Color". That should do it.

As for the issue, once again I can't help without having access to the files. If I were you I'd post the files by default.
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Re: Carma gets Hard boiled

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Sorry.
Here you go:
https://joker.toshiba-3.com/71ForelliBastard.rar

Plaything2 after setting it to 16 bit colours says "Failed to create empty document".
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Re: Carma gets Hard boiled

Post by Toshiba-3 »

Alright, a few issues but you're not too far off.
First: the menu images need to be named after the car's folder, so in this case: sexxesA, sexxesB, sexxesC, sexxesD, sexxesE, sexxesF. The driver pic filename is the short driver name from Opponent.txt +"64". Look at the other cars to get the idea. Example: The Plow's driver is Don Dumpster, his shortname in opponent.txt is "don", so the driver pic filename is "don64".
Secondly, you've got two FUNKs in the txt file at the moment but they are the exact same (same material and same effect). That is something you can't have in C1/C2, so remove one of them. Also it seems they serve no purpose for the time being so I'd suggest removing both for now.
Finally... the main model has too many vertices (1839 instead of 1024). Optimizing the whole car with PT2 removes a lot of vertices but still not enough on the main model (still at 1323 instead of 1024 after optimizing). I simply suggest you detach both exhaust pipes as their own element as they represent 200 vertices, you can also detach the driver models, seats, fenders.

As for Plaything2 not running, I think you're running the wrong one? Try cesm's previous modded PT2. If that doesn't cut it, try the original one.
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The Joker
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Re: Carma gets Hard boiled

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Ok so the menu images work now, the Funks are gone and the passenger/exhausts & the middle wheels are removed. Still to many i think as the game still dies when loading a level (Is 1024 the limit?).
By detaching Driver, Seats and Fenders you mean putting them in a new component group?

Got Plaything2 running in the meantime, but the textures do not want to load.

BTW What is weird (To me) is that Carma1 has no problem with a model like this but Carma2 has, why is that though?
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Re: Carma gets Hard boiled

Post by Toshiba-3 »

Just let them as their own component, no need to group them together or anything. C2 cars can have a myriad of components.

With PT2, you must first import the ACT file, it'll then ask for the DAT and MAT files, PT2 will look for the tiff files into the tiffrgb folder. When you save the modifications, it'll create an SDF file that you can open directly the next time. Keep in mind that modifications you make in PT2 can't be loaded by CarEd, so PT2 must be used once you're done working on the model within CarEd (or for quick ingame tests ofcourse).

I believe C2 has that 1024 vertices limit because of the dynamic deformation applied to all crushable elements (by default everything but the wheels). C1 has precalculated crush datas for only 3 models (main, bonnet and simple models) so it didn't force the vertice limit. C2 however seems to prepare each car element for crushing upon loading the race, I imagine having too many complex models to deform could have been a strain on computers from the late 90s so that limit was put in place.
It's easy to work around it though: either split the models in several elements, or put a groove on the hipoly element to disable crushing (not sure it can be done on the main component though).

Don't forget you can check the vertice and triangle count of each element from within PT2 via the registry (Edit > Show PT2 Registry). And also optimise all elements by selecting the master element, then Object > Misc Obj Operations > Optimize. Can also check for errors with the same path.

BTW, it'd be better to create a new topic in the C2 subforum if you start releasing and discussing C2 stuff :eek:
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The Joker
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Re: Carma gets Hard boiled

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Toshiba-3
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Re: Carma gets Hard boiled

Post by Toshiba-3 »

:wink:
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The Joker
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Re: Carma gets Hard boiled

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Thank you very much for testing :grin:
Finally discovered how to make Driver 2 like wheel models :eek: .

Now then...

The Martians landed and have had enough of the human race.
They decided to use mankinds own weapons on them.
Using scrap parts such as truck cabs, wheels and train chassis
they created these monstrosities to blast the humans to a pulp.
The martians continue to slide...through crowds hoping to end the human race soon...forever.
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Image
http://joker.toshiba-3.com/WarOfTheWorlds.rar


Also, Red John and a Battlecar decided to show up for some reason.
It truly is the end of the world as we know it.
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http://joker.toshiba-3.com/RedPol.rar
http://joker.toshiba-3.com/BattleCar.rar
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Lince DJ
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Re: Carma gets Hard boiled

Post by Lince DJ »

Hi Joker!
The install lines are the same for HalfTrack and WarTruck, loading both the WarTruck car (the one with single weapon).

The install sound lines are differents, this it´s ok.

Please, check it.
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Re: Carma gets Hard boiled

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Sorry about that.

Fixed
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Toshiba-3
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Re: Carma gets Hard boiled

Post by Toshiba-3 »

Quickly tested your last cars :sbsmile: Just the usual GFR problem with REDPOL, fix:

Code: Select all

4,-1,-1,-1		// Left-front suspension parts GroovyFunkRef
3,-1,-1,-1		// Right-front suspension parts GroovyFunkRef
6,-1			// Left-rear suspension parts GroovyFunkRef
5,-1			// Right-rear suspension parts GroovyFunkRef
15,16,2,1		// Driven wheels GroovyFunkRefs (for spinning)
10,9,-1,-1		// Non-driven wheels GroovyFunkRefs (for spinning)
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WadeSullivan
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Re: Carma gets Hard boiled

Post by WadeSullivan »

Ahn the truck HLFTRK (war of the worlds tank track), when i try to play it, after i chose the grid position the game closes O_o
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Re: Carma gets Hard boiled

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I'm sorry Wade, i have no idea what the cause could be?



Here is some Psychedelia on wheels (Thanks to Tosh for setting it up correctly)
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Mastro 666
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Re: Carma gets Hard boiled

Post by Mastro 666 »

Image

:beer:
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Re: Carma gets Hard boiled

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Thanks for testing :beer:
Updated the Archive with a suspension fix by Tosh


Also, would someone like to take care of my pet car when i'm out of the house?
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Toshiba-3
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Re: Carma gets Hard boiled

Post by Toshiba-3 »

Great job, worked right away :swheel:
DUMP0004.png
WadeSullivan wrote: Sun Sep 19, 2021 5:53 pm Ahn the truck HLFTRK (war of the worlds tank track), when i try to play it, after i chose the grid position the game closes O_o
Not sure why it works in my Carma95 despite GFR being misconfigured, but yeah try to replace the GFRs with these lines:

Code: Select all

2				// Number of steerable wheels
7				// GroovyFunkRef of 1st steerable wheel
8				// GroovyFunkRef of 2nd steerable wheel
4,-1,-1,-1			// Left-front suspension parts GroovyFunkRef
3,-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)
10,9,-1,-1			// Non-driven wheels GroovyFunkRefs (for spinning)
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