Carma2 to GTA-SA project

topics related to the grandcarma mod only

Moderator: coffeycup

R66C
hit n run
Posts: 125
Joined: Sun Feb 08, 2009 8:34 am

Carma2 to GTA-SA project

Post by R66C » Thu Nov 29, 2007 7:27 pm

Hm... I didn't mean that you're got to remake C1 tracks. Well... In my opinion, it's can be interesting, if, for example, the road between El Morte Desert and Beawer Woods will be presented as that Mist Me map that I told about earlier.
---
Yea, C2 cars not so ugly as anybody can think, with reflections/glowing and little Photoshop remake they can look simple but real good. Anyway, you're the author, so you're gotta decide)))
As for C1 cars, I'm think that simple upgrades can make them looks better (I mean a little stuff like I put in Blood Riviera)
---
And of course we're waiting for news!

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

Carma2 to GTA-SA project

Post by TTR » Thu Nov 29, 2007 7:31 pm

You got my permission to use anything you like from my cars, hell i would DIG IT!

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 Dec 04, 2007 9:29 pm

The news sound damn great again !
It's really gonna be huge. But I was thinking : maybe converting the C2 cars would be a bit too much ?
Maybe you could just convert the most famous cars like the Eagle Mk1, The Twister, Agent Orange, Cleaver, etc. ? And then let the original GTA SA cars do the mayhem ?!

Keep it up !
Image / carmageddon add-ons at road reaction

Unknown_Terror
hit n run
Posts: 150
Joined: Thu Aug 18, 2005 6:25 am

Carma2 to GTA-SA project

Post by Unknown_Terror » Fri Dec 07, 2007 3:51 am

Wow great work, it's been taking ages, but I've been eventually getting through all the pages in this topic and I love it!

I used to play and mess around with SA all the time, editing everything I could find, the same as C2 and I think it rocks(tar) , ok bad pun...but I tried.

Keep up the good work matey, I'll have to re-install San Andreas just to see it for myself when it's finished, got the disc here somewhere.

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 Jan 21, 2008 8:42 am

Time for a little update;

I've just returned from my 5 week holliday, and got to spend a couple of hours on the project again.
After a lot of fiddling and puzzeling i found a way to get all the maps of Carmageddon 1 and 2 in one large game area.

The renders show the basic layout of the world map. Pritty stuffed is it not? I can assure your, there is more landmass than the original GTA SA map!! :sglasses: As you can see, a lot of work has to be done in order to make it look good, to fill up the gaps. But i'm ready to start working on that now.

A couple of interior maps (silo, the c1 mine) and a couple of tracks that did not really fit, are place above the world, in the sky. These maps will only be accesible using teleports. In case of the silo map, i will place the entrance part at the normal world level, and put the rest of the map in the sky (see what i mean?)

Since this project is getting so HUGE, it will probably take me a couple of months to finish it. And lately i'm having trouble finding time to spend on the project... :sad:. So, you should expect slow but steady progress.

Also the file i am working with is extremely big, and slows down my system. I will work with only parts of the map and put them together in the end.

any suggestions?

here's some renders from 3dmax;

[img align=grandcarma1]http://img301.imageshack.us/img301/4381 ... ma1ko5.jpg[/img]

[img align=grandcarma2]http://img150.imageshack.us/img150/205/ ... ma4hs4.jpg[/img]

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 Jan 21, 2008 3:33 pm

OH LOL fucking great :uho:

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 Jan 23, 2008 8:52 am

I'm currently working in Rhinoseros 4.0 to create the geometry of the midlands. This design program is very easy if you are used to autocad, and it features a lot of tools to meld, loft and close curves and planes.

[img align=1]http://img232.imageshack.us/img232/2683 ... rmaaq6.jpg[/img]

I'll be doing the texturing part in 3dMax, as Rhinoseros hardy features textures. (I believe not even anything with textures)

I have a bad habbit of creating stuff to quickly and so making ugly things, so i'm doing bits of landmass at a time. I think it allready looks pritty cool right now.

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

Carma2 to GTA-SA project

Post by coffeycup » Wed Jan 23, 2008 3:31 pm

Man, that's insanely great!! But are you saying that you lose all the UV mapping in Rhino and have to re-texture everything again in Max?

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 Jan 23, 2008 6:04 pm

Damn... Harm, it's fucking amazing !
What is the current polycount (in triangles) ?

I guess you just make the midlands in Rhino and import them into the MAX scene ?
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 Jan 23, 2008 7:35 pm

No, the UV maps of the carmageddon tracks are all kept within Max, the porting to Rhinoseros is just for creating the midlands. The UV mapping of the midlands is then later done in Max. Eventually i will have a fully mapped Carmageddon World model in 3dMax

The polycount of the carmageddon maps together is 341.001 triangles. :uho: The midlands add an extra amount of polygons to this, but i wouln't know the amount, since it's not done yet... but i recon, what, eh another 60.000? I don't know actually :heh:
What is the limit of Carmageddon by the way?

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 Jan 26, 2008 11:47 am

Well... the Hard Truck Apocalypse track is like 450,000 triangles I think. I don't think there's a direct polycount limit for tracks, what you are building could probably fit in C2 unless the amount of textures exceed ~900 or so.
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 » Thu Jan 31, 2008 10:36 am

Finally, my school project has finished and I have a couple of days off! yeah! well, i spent some time this morning, creating midland geometry. I'm at about 40% now (took me some time to properly weld all the vertices)

The red area's are the new midland geometries.

oh, and by the way tosh; the number of total textures is about 5271 textures, but because i deleted a lot of tippables and stuff, i think the real number is a lot less. How can i easilly count them in max?

[img align=d]http://img222.imageshack.us/img222/8564 ... a50gr0.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 » Fri Feb 01, 2008 5:45 pm

Looks even more impressive in this pic !

You can check the amount of materials and textures in the scene summary in max no ? Not sure that it does show the textures amount though...
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 Feb 04, 2008 11:31 am

Well, I'm allmost finished with the midland meshes. I'll now be creating a couple of highways and some tunnels here and there that will connect most of the land. I also want to build a traintrack that runs across the entire land, but i have to puzzle where it would fit though.

For now, the landmass is done... Phew!!! :uho:

After the highways, tunnels and traintracks are done, it's time to textrure the b***

Wish me luck :granted:

edit;

new pic; Getting closer, decided to make an ocean bottom..., and you can see the orange trainbridge there close to the maya map...:p

[img align=getting there]http://img129.imageshack.us/img129/4272 ... essqu3.jpg[/img]

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 Feb 20, 2008 8:43 pm

Time for a little update;

The last weeks i've been working on the modelling of the traintrack. It seemed more work than i thought. There were a lot of badly converted mesh models, and it was quite a headache to get fix these models. Nevertheless, it looks pritty finished right now. I might pimp the traintrack a bit...

The highways are coming along nicely. I'm trying to connect most of the landmasses to the highway, so you can acces all of the map parts wihout cheats... :nyaha:

here 's some renders;

[img]http://img181.imageshack.us/img181/678/ ... fq6.th.jpg[/img] [img]http://img181.imageshack.us/img181/4906 ... nr0.th.jpg[/img] [img]http://img181.imageshack.us/img181/1958 ... ju5.th.jpg[/img] [img]http://img181.imageshack.us/img181/1627 ... fc8.th.jpg[/img]

@tosh; i still haven't found a way to know the amount of textures, but i will soon be sorting them all out. By then i will know how many there are.

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

Carma2 to GTA-SA project

Post by coffeycup » Thu Feb 21, 2008 6:25 pm

that looks like it will be so much fun. incredible.

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 Feb 26, 2008 11:50 am

Time to texture the b****

[img]http://img340.imageshack.us/img340/9278 ... ingcs3.jpg[/img]

:sglasses:

R66C
hit n run
Posts: 125
Joined: Sun Feb 08, 2009 8:34 am

Carma2 to GTA-SA project

Post by R66C » Tue Feb 26, 2008 8:30 pm

Wow!... It's getting closer... Can't wait to ride somewhere in Dusty Trails... :smile: Great job man! Good luck with UV!

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 Mar 06, 2008 2:17 pm

A damn lot of a work I guess...

You still don't have any valuable feedback from the GTA community?

Looking more and more impressive each time! Especially these roads linking everything together.
I sense an epic mod~
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 » Thu Mar 06, 2008 4:03 pm

OK, i need some help or advice,

I'm trying to map these traintracks and roads, and can do it manually by adding planar mapping and rotating the gizmo. Now this works but takes a LOT of time, and is actually not very acurate... So i was wondering if there is any tool, script or maybe an other program that helps me map the textures acuratly and fast... hope there is...

I tried the unwrap tool from http://www.chuggnut.com/scripts/unwraptool…, but i then really have to go in the unwrap mode... and it still is a teadious job... I also found this tool http://www.blackcarbon.net/uvtools/index.php, but the download button does not work and it is only a 20 time trial version

I remember that when working in Hammer editor, the Half Life map editor, I could copy a texture simply from one face to another, and make them have the same orientation, or let them have a proportional rotation. If you know what i mean...

I just want the traintrack to run along the mesh, in a nice propotion... for an idea, here's a screen...

[img]http://img519.imageshack.us/img519/7775 ... wu3.th.jpg[/img]

Any Ideas?

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 » Sun Mar 09, 2008 12:47 am

Mmmh right now I have no idea that could help you...
I usually to it the hard way just like you do. I also searched a lot to find a script or tool that would do roadmapping just like PT2, but haven't succeeded so far.
I hope for you that you haven't got too much to texture this way... :errr:
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 » Sat Mar 22, 2008 2:12 pm

Great news guys!

I've started the exporting of the models to the game! So far I converted 3 carmageddon 1 splat pack tracks, the dam complex, the ice rig and the race circuit. I really like to drive in the dam complex by the way, it's such a nice track. :sglasses:

Anyway, expect more exciting screens in the coming weeks! Things are rounding up now... :tup:

[img]http://img90.imageshack.us/img90/6200/g ... bd8.th.jpg[/img] [img]http://img528.imageshack.us/img528/9721 ... pm3.th.jpg[/img] [img]http://img528.imageshack.us/img528/2923 ... bp2.th.jpg[/img]

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 » Sun Mar 23, 2008 6:31 pm


User avatar
hazardic
turbo bastard
Posts: 411
Joined: Tue Dec 25, 2007 8:14 am

Carma2 to GTA-SA project

Post by hazardic » Sun Mar 23, 2008 10:32 pm

do you plan to unite all these map into the one big map?

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 Mar 24, 2008 12:23 pm

haha, it allread is! for grand theft auto at least... I'm not planning to make it for Carmageddon if that is what you mean

User avatar
hazardic
turbo bastard
Posts: 411
Joined: Tue Dec 25, 2007 8:14 am

Carma2 to GTA-SA project

Post by hazardic » Mon Mar 24, 2008 1:15 pm

no, i mean sa exactly

User avatar
n3wton
Wasted!
Posts: 1493
Joined: Sun Mar 10, 2002 5:00 pm
Location: England, Uk
Contact:

Carma2 to GTA-SA project

Post by n3wton » Mon Mar 24, 2008 7:02 pm

Awesome work m8!! :) its looking amazing! :D
Image

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 Mar 26, 2008 10:16 pm

Added the quayside_complex (c1), the nature_park (c1)and the skitrack (c2) :smile:

[img]http://img167.imageshack.us/img167/1674 ... ya6.th.jpg[/img] [img]http://img340.imageshack.us/img340/3266 ... id7.th.jpg[/img]

As you can see the maps still look pritty empty. This is because the trees, for which i use GTA ones, still have to be put in. Also the files have to be modded in order to get the right material properties (grass acts and look like grass, stuff like that)

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 Mar 27, 2008 8:57 pm

Hello Harm, your work keeps on looking more and more amazing and exciting!
Do you still have no interest coming from any GTA community? This is getting pretty odd, as your mod becomes so huge!
Were you able by now to find a way to do road-mapping?
Do you aleady have any plans or ideas for what to mod when you'll be done porting the Carma levels? Other features for your mod I mean.

@hazardic: All the carma levels are united in one big world and replaces the map in san andreas.
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 Mar 28, 2008 7:12 pm

Thanx, and yes, I find it pritty amazing too. When you work in 3dmax you don't realise the actual size of the maps, but when i test them and drive through them it is so huge!

But still I have little feedback from the GTA community. It also has to do with the fact that I didn't really spread the word that I'm working on this mod. I guess just few people know. I don't think that it is that bad, it will only make the excitement even bigger when the thing is done. I hope a lot of people will be surprized when they haven't even heard about the mod and suddenly find out it is as big as SA itself, don't you think? Also I don't need a lot of help lately, I've tackeled a lot of problems allready.

For now I think it is best to only release the mod when all map parts are done, well edited, and playable. It is easy to add extra additions like traffic and extra map parts after I have released the total map. I still really want to add some cars to the mod, at least all eagles for example, and after the map is done I also want to change style of the menu.

For the texturing I found out that it is best to re-sweep great parts of the road and traintrack with keeping the uv's. This kinda sucks, because I spent quite some time getting the geometry done in the first place. Not all of it is textured right now, so I will add the roads and the traintrack at a later stage (before the first release that is)

Eventually, when all the modeling of the world map is done, the menu has been changed and some cars have been added, i might want to try some mission scripting. Adding the original races to the game, keep up a percentage of the number of races that have been won, and add some reward cars perhaps. I haven't really figured out that stage yet, and it will probably take quite a while till I can work on that.

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 Apr 09, 2008 2:47 pm

Allright, i've got all maps/racetracks ingame and working! :smile:

[img]http://img176.imageshack.us/img176/7910 ... he3.th.jpg[/img] [img]http://img176.imageshack.us/img176/1314 ... ps6.th.jpg[/img] [img]http://img233.imageshack.us/img233/5161 ... nv6.th.jpg[/img] [img]http://img390.imageshack.us/img390/3160 ... bo4.th.jpg[/img]

The Highways and Traintracks have yet to be ported, and this will be my next focus.

As you can see, some of the textures are white or black. This has to do with the alpha channels not being correct at the moment. This is the 2nd step i will be undertaking is getting them right.

After all alpha's have been corrected, I will start the col_editing ( grass acts like grass, etc, etc) This will take a long time, but will dramatically improve the visual quality. The world map is now very empty and depressing, but with a little col editing, it will look a lot more alive :)

After having done that I will add the detailling of trees, lanternposts, roadsigns, stuff like that.

And after that.... and after that.... catch my drift? I'm far from finished but the results so far keep me very motivated. :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 » Wed Apr 09, 2008 3:21 pm

:zomig::uho: GREAT! :tup:

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 Apr 16, 2008 8:31 am

Today I started porting parts of the highway to the game. I allready found some small bugs that have to be fixed, but the major part of the highway-moddeling is now done. Here are some images to get an idea;

[img]http://img170.imageshack.us/img170/3674 ... vj9.th.jpg[/img] [img]http://img170.imageshack.us/img170/4343 ... zt3.th.jpg[/img] [img]http://img170.imageshack.us/img170/9397 ... fd5.th.jpg[/img]

If you are thinking 'the support structure of the highway is missing'; this will be a repetition of a number of poles which I will do in the map editor.

I turned out that the UV-editing part was not such a headache as I expected, and I'm starting to get the hang of it. That really made me happy, for else I would have to model large parts of it again... Luckilly it works and look pritty good in my opinion,

and btw CJ looks allways very dark. This has to do with the colediting which I will do later.

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 » Thu Apr 24, 2008 7:48 pm

Hi there!

Today I finished exporting the traintrack model. I finally got it all textured, and it looks pritty neat in my oppinion. I took a drive along the track and it took me about 3 and a half minutes to complete the track. It's huge! :granted:

first of, as allways, some shots;

[img]http://img258.imageshack.us/img258/8210 ... es8.th.jpg[/img] [img]http://img258.imageshack.us/img258/2802 ... ra7.th.jpg[/img] [img]http://img213.imageshack.us/img213/4944 ... sf8.th.jpg[/img] [img]http://img214.imageshack.us/img214/7864 ... gc2.th.jpg[/img]

[img]http://img214.imageshack.us/img214/341/ ... ny4.th.jpg[/img] [img]http://img258.imageshack.us/img258/4182 ... xr8.th.jpg[/img] [img]http://img258.imageshack.us/img258/3429 ... ub9.th.jpg[/img]

As you look really close, you can see that sometimes the map editor mixes up some textures. Don't worry, everything's fine ingame.
The track has 2 bug's (invisible walls) which are easy to fix. And I now still have to add the poles, for a more realisting looking load bearing structure underneath the track.

And I need to make a path file for the trains to be able to ride the track. There are two traintracks, one for both direction. I didn't bother to make any sections, or split ups. I would not now how to let the train decide what track to pick anyway, so... 2 tracks in opposite direction.

The following images I made just before exporting the highway and traintrack models. They actually look pritty funny, don't you think? Just for fun;

[img]http://img258.imageshack.us/img258/6897 ... eq6.th.jpg[/img] [img]http://img258.imageshack.us/img258/6302 ... qo7.th.jpg[/img]

I'm currently thinking of setting up a blog for this project, since this thread is getting pritty large by now. Then again... 5 pages is not that much... ah well, I'll see.

that's it for now. I'm currently quite buzy with school, so don't expect too many updates in the coming weeks. :sad: Bye!

Killer11
hit n run
Posts: 159
Joined: Tue Jan 09, 2007 4:49 pm

Carma2 to GTA-SA project

Post by Killer11 » Fri May 02, 2008 7:11 pm

Damn where is everybody?
This mod is epic I simply can't wait to try it. Keep up this work man you're gonna make it into gta:sa modding history!!

Post Reply

Who is online

Users browsing this forum: No registered users and 1 guest