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OK heres Something funny. I made a program too !

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starbuck
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OK heres Something funny. I made a program too !

Post by starbuck »

This is from the readme file so please read it before use.

First of all I want to say thanks to anyone who has helped out in Making Carmageddon a great game.

I want to say thanks to Cesm for lending me his code for the mat files.

And a bigger thanks to cesm for finding out how to import ASC files into Plaything 2.

This is my first program I made while learning visual basic , It may crash but not as much as P2 !



This program can make a list of Opponent Paths and Path Nodes (i believe it also makes paths for drones).

This program takes a ASE file and makes a MAT and a ASC file for importing directly into Plaything2.

This Makes ASC files even from Multi-Textured Objects !!

I am sure it works on cars too !

I just made this program just to see if I could do it. I DID NOT do it to compete with CESM !

Besides, his program probably works better and filps texture coordinates properly. I need to look into that. (lets call this a BETA then)

To make paths and nodes.

1. go into gmax (or any modeling program) , and places a square box at place # 1 on your map.

2. copy that object and drag # 2 to the second place.

3. Makes sure all 'boxes' have the same name with a number after it. (pathbox01, pathbox02, etc)

Whatever name you want.

4. Export only the 'boxes' to an ASE file.

5. run my program and open up the ASE file.

6. Run the pathmaker button.

7. copt the textbox to your track file by copying and pasting. ( i may make a button for this)

8. to run the node portion just put in the name of the path item you used.(pathbox01 would just be pathbox.)

9.run the path node button and do the same

The ASC and mat maker need to have the full path and the file name you want in the coresponding box.

Now for the rules . YOU MUST KNOW THEM !!!

1 you will need the NET framework 2.0 installed!!

2. When making textures in gmax (or whatever) use the BITMAP option in the MATERIAL EDITOR.

3. You must use the TIF files as you textures that are in the TIFFRGB directory.

4: In the Box under Path Order Maker you MUST type in the word correctly or you will not get the correct output.

5: Use the FULL and CORRECT path and filename when filling in the two boxes or the program will crash.

6: If the filename in that path already exists then you will get a corrupted file.





The Export Settings for making a correct ASE file are

OUTPUT OPTIONS

a: Mesh Definition

B: Materials

MESH OPTIONS

a:mapping coordinates

OBJECT TYPES

a:Geometric

There may be some bugs so Contact me on the CWA board for help.

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starbuck
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Re: OK heres Something funny. I made a program too !

Post by starbuck »

Also I forgot that if you have an untextured object the program crashes.

If any body finds out more reasons it crashes please attach the ASE and ASC file.

the ASC file will tel you where the problem occurred.
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starbuck
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Re: OK heres Something funny. I made a program too !

Post by starbuck »

Dont ask me why, but the program is getting buggier. DONT use the ASC maker and the MAT maker.

Use Cesms program, he did alot better than the last beta.

And in the 'path name' box. Try using CAPS for the path named object.
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starbuck
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Re: OK heres Something funny. I made a program too !

Post by starbuck »

I have deleted the code for ASC and MAT creation and fixed the bug in 'object naming' .

dont forget to type in exactly what the path object is. (this time use correct capitalization)
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starbuck
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Re: OK heres Something funny. I made a program too !

Post by starbuck »

I just found out another thing not to do.

DONT name the file the same as your path item.

(edit) Dont name the max file or the ASE file the same as the path item name.

Heres a newer version . Sorry for any inconvenience.
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