Carma2 to GTA-SA project

topics related to the grandcarma mod only

Moderator: coffeycup

User avatar
Harmalarm
motorised death
Posts: 1195
Joined: Tue May 13, 2008 3:56 am
Location: Den Haag, Holland

Carma2 to GTA-SA project

Post by Harmalarm » Mon Jul 09, 2007 12:25 pm

Thought you guys might find this interesting

After doing my final exams, and work work work, i finally found some time to work on this.

It is coming along nicely. Took a long time to find a way to convert it, but i'm nearing completion. Right now, i've converted only the map parts, no tippables or movables yet. (they aren't really that exciting in SA anyway... :errr:) The lighting is rather cheap, but acceptable. And as allway, a couple of bugs need fixing.

As soon as it's done, i'll add a download link. For now, enjoy the screens :smile:

[img]http://img257.imageshack.us/img257/8452 ... kf5.th.jpg[/img]

[img]http://img223.imageshack.us/img223/3628 ... kx8.th.jpg[/img]

[img]http://img517.imageshack.us/img517/4140 ... yc7.th.jpg[/img]

[img]http://img262.imageshack.us/img262/5093 ... hw7.th.jpg[/img]

User avatar
Toshiba-3
アルカリ (単3形)
Posts: 3916
Joined: Thu Jul 24, 1986 12:13 pm
Location: Belgium/France
Contact:

Carma2 to GTA-SA project

Post by Toshiba-3 » Mon Jul 09, 2007 12:32 pm

Looking good ! :sglasses:

For the tippables, you shouldn't hesitate to use the ones from SA ; the trees from C2 are horrid, but at least you have their position.

Isn't the track a bit too big ? Looking at the pic with CJ on the moto, the road seems too large.

Good work so far, keep it up :]
Image / carmageddon add-ons at road reaction

User avatar
Harmalarm
motorised death
Posts: 1195
Joined: Tue May 13, 2008 3:56 am
Location: Den Haag, Holland

Carma2 to GTA-SA project

Post by Harmalarm » Mon Jul 09, 2007 12:50 pm

Nope, i've done the scaling by refering to a car model, and it's pretty acurate. when you look at the hight of the first floor of the buildings, you can see it's fine the way it is :nice:

and, yes, i was planning on taking the ones from SA. I'm just trying the lanterpost and trafficlights, since they are more carma-like, but the trees... you're absolutely right. :errr:

TTR
motorised death
Posts: 5091
Joined: Wed Oct 15, 2003 3:40 am
Location: Rotterdam, Holland

Carma2 to GTA-SA project

Post by TTR » Mon Jul 09, 2007 4:00 pm

LOL very funny :tup:

User avatar
coffeycup
Genesis
Posts: 3943
Joined: Mon Oct 10, 2005 7:05 pm
Contact:

Carma2 to GTA-SA project

Post by coffeycup » Mon Jul 09, 2007 4:16 pm

Wow, that looks great. Scale looks good to me. Can't wait to see what it looks like with peds and traffic in it.

cesm20
turbo bastard
Posts: 315
Joined: Thu Jan 18, 2001 5:00 pm

Carma2 to GTA-SA project

Post by cesm20 » Mon Jul 09, 2007 7:18 pm

As i already told you by MP, it's kinda ironic that someone is doing EXACTLY the opposite of what i am doing (porting GTA tracks to carma2), but now that i see the screenshots, it's in fact a great idea!

That is amazing, i honestly still don't know how the heck you managed to port the c2 models into 3dsmax and GTA SA, (even tough i know how to port stuff from 3dsmax to gta sa).

Can't wait for the download link to try it :) Continue the good work!

(if possible try porting a few cars, or is it too difficult ?)

TTR
motorised death
Posts: 5091
Joined: Wed Oct 15, 2003 3:40 am
Location: Rotterdam, Holland

Carma2 to GTA-SA project

Post by TTR » Mon Jul 09, 2007 8:11 pm

[quote=Cesm23](if possible try porting a few cars, or is it too difficult ?)[/quote]
Especially some of mines i like to contribute? (although i think they need fixing up !d'oh! :uho:

cesm20
turbo bastard
Posts: 315
Joined: Thu Jan 18, 2001 5:00 pm

Carma2 to GTA-SA project

Post by cesm20 » Mon Jul 09, 2007 8:18 pm

Well, yes that would be a good idea too, but some of the c2 classic cars would be good too :)

User avatar
Harmalarm
motorised death
Posts: 1195
Joined: Tue May 13, 2008 3:56 am
Location: Den Haag, Holland

Carma2 to GTA-SA project

Post by Harmalarm » Tue Jul 10, 2007 6:27 am

Well the porting from carmageddon 2 to max is done by Toshiba ( hail ) Couldn't have done it without him.

I was thinking the same, porting some origninal cars from c2. But i thought i'd take it one step at a time, and finish the track first.

If you guys like to contribute cars it would be more of a mod-thing. And that's a whole other story. Not a bad story to me, i'd like that, but i have to think about it.

Right now i'm working on the ped and car paths witch is complicated, but the rest is done! :sglasses:

User avatar
Harmalarm
motorised death
Posts: 1195
Joined: Tue May 13, 2008 3:56 am
Location: Den Haag, Holland

Carma2 to GTA-SA project

Post by Harmalarm » Tue Jul 10, 2007 8:24 am


TTR
motorised death
Posts: 5091
Joined: Wed Oct 15, 2003 3:40 am
Location: Rotterdam, Holland

Carma2 to GTA-SA project

Post by TTR » Tue Jul 10, 2007 2:59 pm

LOL

But if you are going to use c2 cars at least take remakes :funnyteeth: as c2 default cars are like 500 polys lol.

User avatar
Toshiba-3
アルカリ (単3形)
Posts: 3916
Joined: Thu Jul 24, 1986 12:13 pm
Location: Belgium/France
Contact:

Carma2 to GTA-SA project

Post by Toshiba-3 » Thu Jul 12, 2007 9:18 pm

Hi Harmalarm,

Your project is getting exciting, I'll convert all the other maps to MAX for you (take this as a reply to your PM btw) as soon as I can get enough free time.

I think it's possible to connect all the tracks together but it needs a lot of work in MAX though.
...or good ideas.

That last comparative pic is very cool heh~

Oh and BTW for you guys who maybe didn't notice : you can change your title ('member' by default) via the Profile tab.
Image / carmageddon add-ons at road reaction

User avatar
Harmalarm
motorised death
Posts: 1195
Joined: Tue May 13, 2008 3:56 am
Location: Den Haag, Holland

Carma2 to GTA-SA project

Post by Harmalarm » Fri Jul 13, 2007 9:57 am

Awesome! You just made me very happy! :nice:

About connecting the tracks, i was more thinking of placing them next to eachother, as islands. And i have to think of a way to 'close' them, since most of the tracks have high wall's as map boundry's. And these single faced high walls are pritty ugly seen from the back. Since San Andreas doesn't need these boundry's I think i'll have to turn them into mountain's or something...

anyway, i'm looking forward on working on the tracks. Thanx!

oh, and my MAX knowledge has heavilly improved... :nice:

TTR
motorised death
Posts: 5091
Joined: Wed Oct 15, 2003 3:40 am
Location: Rotterdam, Holland

Carma2 to GTA-SA project

Post by TTR » Fri Jul 13, 2007 3:50 pm

Good your max knowledge grew :tup:

Lol every C2 map in GTA...i would love to see Bleak City too though :grin:

Hey i got that same Micro Machines ambulance i think!

User avatar
Harmalarm
motorised death
Posts: 1195
Joined: Tue May 13, 2008 3:56 am
Location: Den Haag, Holland

Carma2 to GTA-SA project

Post by Harmalarm » Fri Jul 13, 2007 5:09 pm

No seriously! I have a lot of those micro machines... used to collect them. I have more over 150 i believe... :nyaha:

TTR
motorised death
Posts: 5091
Joined: Wed Oct 15, 2003 3:40 am
Location: Rotterdam, Holland

Carma2 to GTA-SA project

Post by TTR » Fri Jul 13, 2007 5:39 pm

I got quite a bunch too :grin: was also a collector, hey what's your age? 23?

cesm20
turbo bastard
Posts: 315
Joined: Thu Jan 18, 2001 5:00 pm

Carma2 to GTA-SA project

Post by cesm20 » Fri Jul 13, 2007 6:59 pm

[q]Lol every C2 map in GTA...i would love to see Bleak City too though[/q]

Very good idea ttr :) C1 and SP maps would be good too!

User avatar
Harmalarm
motorised death
Posts: 1195
Joined: Tue May 13, 2008 3:56 am
Location: Den Haag, Holland

Carma2 to GTA-SA project

Post by Harmalarm » Fri Jul 13, 2007 7:35 pm

Allmost, I'm 22 years old. :sglasses:

TTR
motorised death
Posts: 5091
Joined: Wed Oct 15, 2003 3:40 am
Location: Rotterdam, Holland

Carma2 to GTA-SA project

Post by TTR » Fri Jul 13, 2007 8:40 pm

<< Look! lol! (btw i just turned 24)

User avatar
Harmalarm
motorised death
Posts: 1195
Joined: Tue May 13, 2008 3:56 am
Location: Den Haag, Holland

Carma2 to GTA-SA project

Post by Harmalarm » Sat Jul 14, 2007 9:02 am

Haha... mine actually came from this website, but i have the red version. :p

Micro Machines museum

User avatar
Alex_Dynamite
motorised death
Posts: 1163
Joined: Sun Sep 19, 2004 1:18 pm
Location: Moose Jaw, Sask., Canada
Contact:

Carma2 to GTA-SA project

Post by Alex_Dynamite » Sat Jul 14, 2007 2:40 pm

Thats a very neat idea!
Speaking of joining maps, the Bleak City parts can be connected into one. Its been done before and available for C2.
I wounder how you will join the C2 maps? I know theres the freeway in Beaver city and some of the maps have tunnels, such as the train tunnel in Beaver Forest.

And I laughed out loud when I seen your twos avatars! :nyaha:

I just thought of something - Bleak City and Beaver City both have part of a freeway, I wounder if they could be connected? :uh:

User avatar
Harmalarm
motorised death
Posts: 1195
Joined: Tue May 13, 2008 3:56 am
Location: Den Haag, Holland

Carma2 to GTA-SA project

Post by Harmalarm » Sat Jul 14, 2007 4:57 pm

well the nuclear silo can be attached to the desert map quite easilly i guess, others are more island-like.

I know beaver city has one point where a highway is easilly connected, and the airport and ski-track can be connected that way. And most maps contain water-edges, so i could allways use the ocean as a connection. ( but that would be rather lame)

i dont know, i'll think of it while working on them i guess... :uho:

crash
hit n run
Posts: 126
Joined: Wed Dec 27, 2006 7:23 am

Carma2 to GTA-SA project

Post by crash » Sat Jul 14, 2007 9:50 pm

I don't think it would hurt much, maybe it would even make it a little better, but remove some of the water/ocean facing edges and create mostly a huge land mass (unlike gta and c2). Water is cool but not that much of it LOL Maybe get creative and add some land in between the pieces of maps to fill it in a little? Pretty much add land where you would have the water between the pieces.

User avatar
Harmalarm
motorised death
Posts: 1195
Joined: Tue May 13, 2008 3:56 am
Location: Den Haag, Holland

Carma2 to GTA-SA project

Post by Harmalarm » Mon Jul 16, 2007 2:44 pm

A breakthrough today! i finally found a way to create descent paths... Cars driving around the city on the highway, and in town... ped paths still need to be done though... :)

here's a little eye candy... I think the trees and grass really make the map come to life!

[img]http://img514.imageshack.us/img514/3962 ... ar3.th.jpg[/img]

[img]http://img253.imageshack.us/img253/7187 ... oj8.th.jpg[/img]

i'll release a beta version in the next few days. It will contain the beaver city map, and nothing extra yet, since I didn't discover the power of scripting yet... :uho:

TTR
motorised death
Posts: 5091
Joined: Wed Oct 15, 2003 3:40 am
Location: Rotterdam, Holland

Carma2 to GTA-SA project

Post by TTR » Mon Jul 16, 2007 3:39 pm

Oh lol very cool!

User avatar
Harmalarm
motorised death
Posts: 1195
Joined: Tue May 13, 2008 3:56 am
Location: Den Haag, Holland

Carma2 to GTA-SA project

Post by Harmalarm » Wed Jul 18, 2007 9:34 am

This morning i woke up, started up my pc, and saw that Toshiba had done some other great conversions for me. I immediatle started modding and had exported the Carrier map in about 2 hours... :sglasses:

check this out;

[img]http://img178.imageshack.us/img178/2875 ... da7.th.jpg[/img]

[img]http://img412.imageshack.us/img412/3861 ... tl9.th.jpg[/img]

Off course i still gotta release that béta i promised, so i'll be working on that first... but things are becoming much more interesting that i first had in mind.

User avatar
Toshiba-3
アルカリ (単3形)
Posts: 3916
Joined: Thu Jul 24, 1986 12:13 pm
Location: Belgium/France
Contact:

Carma2 to GTA-SA project

Post by Toshiba-3 » Wed Jul 18, 2007 9:53 am

Oh wow ! That was quick !

I gotta dig up my SA copy and install it again in order to test your upcoming beta then.
Don't hesitate to take your time though... Holidays as you said :wink:

Heh Beaver City at the horizon... will there be a way to go on the carrier without helicopter/airplane ?
Image / carmageddon add-ons at road reaction

User avatar
Harmalarm
motorised death
Posts: 1195
Joined: Tue May 13, 2008 3:56 am
Location: Den Haag, Holland

Carma2 to GTA-SA project

Post by Harmalarm » Wed Jul 18, 2007 10:01 am

Well, you can get there by boat, and get in through the side of the ship... Bit i kinda like it to be an area that is hard to get to you know. Can't get on one of thoes shipt that easy in real life to eh? :smile:

TTR
motorised death
Posts: 5091
Joined: Wed Oct 15, 2003 3:40 am
Location: Rotterdam, Holland

Carma2 to GTA-SA project

Post by TTR » Wed Jul 18, 2007 10:21 am

Yeah i'm also surprised it's going this quick :smile: But you're not going to remove the checkpoints?

User avatar
Harmalarm
motorised death
Posts: 1195
Joined: Tue May 13, 2008 3:56 am
Location: Den Haag, Holland

Carma2 to GTA-SA project

Post by Harmalarm » Wed Jul 18, 2007 10:36 am

hmmm, i actually didn't think of that yet... :) Would be better, not? I agree, they shouldn't be there permanently, i'll get rid of them

User avatar
Harmalarm
motorised death
Posts: 1195
Joined: Tue May 13, 2008 3:56 am
Location: Den Haag, Holland

Carma2 to GTA-SA project

Post by Harmalarm » Wed Jul 18, 2007 12:46 pm

K guys, i've completed the beta

I've checked the installation on a fresh install, and it works properly here. It takes a little effort though, but it will the worth your trouble.

download at rapidschare GrandCarma Beta 1.0

Note; this will make your original SA unplayable, so BACKUP your game. Savegames also don't work with this mod

TTR
motorised death
Posts: 5091
Joined: Wed Oct 15, 2003 3:40 am
Location: Rotterdam, Holland

Carma2 to GTA-SA project

Post by TTR » Wed Jul 18, 2007 12:59 pm

Aaah i will test this...whenever i find time :uho:

BTW you can just write beta, never seen beta written with the "eyebrow" :nice:

User avatar
Toshiba-3
アルカリ (単3形)
Posts: 3916
Joined: Thu Jul 24, 1986 12:13 pm
Location: Belgium/France
Contact:

Carma2 to GTA-SA project

Post by Toshiba-3 » Sat Jul 21, 2007 8:50 pm

Hey Harm, have you posted this project on a GTA dedicated forum ?
'Cause I feel like it might take some time to get feedback from this forum :heh:

So if you have, coud you post the link here so that we can read the feedback as well ?
Else, well, I recommend you do~
Image / carmageddon add-ons at road reaction

User avatar
Harmalarm
motorised death
Posts: 1195
Joined: Tue May 13, 2008 3:56 am
Location: Den Haag, Holland

Carma2 to GTA-SA project

Post by Harmalarm » Mon Jul 23, 2007 1:46 pm

Yeah, good idea. I thought of it, but didn't take the effort of posting... :smile:

i just did, let's see what comments i get.

the topic is over at gta-forums

User avatar
Toshiba-3
アルカリ (単3形)
Posts: 3916
Joined: Thu Jul 24, 1986 12:13 pm
Location: Belgium/France
Contact:

Carma2 to GTA-SA project

Post by Toshiba-3 » Tue Jul 24, 2007 8:31 pm

Ah ! Great to see some guys beta testing your work.
Your progress is brilliant so far, keep it up :uh:

Also I've imported Timber into MAX, there's just Skitrack and Funfair left, I'll try import them again.
Image / carmageddon add-ons at road reaction

Post Reply

Who is online

Users browsing this forum: No registered users and 2 guests