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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 !
Highway To Hell/Anarchie Road track WIP progress...
Re: Highway To Hell/Anarchie Road track WIP progress...
I don't know anything about settings.
But that sucks your game is going that, that shouldn't be happening, yuck.
But that sucks your game is going that, that shouldn't be happening, yuck.
- Pip the pest
- turbo bastard
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Re: Highway To Hell/Anarchie Road track WIP progress...
Mine is the same as well. And when taking a pic the car shadow always vanishes.
Re: Highway To Hell/Anarchie Road track WIP progress...
Oh! OK...I'm not the only one...
The (sand?) texture between Silverton and the reservoir also looks weird and kinda 'jiggles/moves' funny like snow effect on an old TV as I'm moving over it same as the lines in the road do.
Doesn't detract too much from the experience but it definitely ain't right.
The (sand?) texture between Silverton and the reservoir also looks weird and kinda 'jiggles/moves' funny like snow effect on an old TV as I'm moving over it same as the lines in the road do.
Doesn't detract too much from the experience but it definitely ain't right.
***When I die may I be surrounded by scattered chrome and burning gasoline***
Re: Highway To Hell/Anarchie Road track WIP progress...
The jiggly Silverton happens to me too. It is ,I think, because that was the one texture that was 256x128 instead of a square?
Shit I don't know why that road noise happens to you and Pip. Mine's fine.
Shit I don't know why that road noise happens to you and Pip. Mine's fine.
Re: Highway To Hell/Anarchie Road track WIP progress...
OK here's a shot heading straight south on the east side of Mundi Mundi.
The road texture is good and clear but the 'sand' (or ...well...I'm not really sure what it is because it won't sit still...) texture on both sides of the road has that noisiness.
It 'seethes' like boiling water when I'm moving past it like it can't figure out what direction to map out in.
Maybe my graphics setup just has trouble with displaying very fine details (in only one direction?) in a moving environment??
The road texture is good and clear but the 'sand' (or ...well...I'm not really sure what it is because it won't sit still...) texture on both sides of the road has that noisiness.
It 'seethes' like boiling water when I'm moving past it like it can't figure out what direction to map out in.
Maybe my graphics setup just has trouble with displaying very fine details (in only one direction?) in a moving environment??
***When I die may I be surrounded by scattered chrome and burning gasoline***
Re: Highway To Hell/Anarchie Road track WIP progress...
Oh I thought you said road was screwy too. That section of ground shimmers(?) for me too.
I tried changing it to a 256x256 but still did it. If your road is doing it try making the 2 lane tiff a 256 square
I tried changing it to a 256x256 but still did it. If your road is doing it try making the 2 lane tiff a 256 square
- Harmalarm
- road raged psycho
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Re: Highway To Hell/Anarchie Road track WIP progress...
Well in the last shot of D_B you can still see the road has artifacts. Look closely at the bottom left corner of the road. You can see horizontal segmentation of the texture.
It almost seems as if 'texture dithering' is set on by default. It is a feature of c2 (and c1) but is hardly used.
I am using NGlide and it works like a charm. I never had any of these display issues. Never had them with Zeckenacks' either... so it is either a glide-wrapper setting, or a video driver issue?
I can also play in d3d (without sound in win7) and the textures are still fine.
It almost seems as if 'texture dithering' is set on by default. It is a feature of c2 (and c1) but is hardly used.
I am using NGlide and it works like a charm. I never had any of these display issues. Never had them with Zeckenacks' either... so it is either a glide-wrapper setting, or a video driver issue?
I can also play in d3d (without sound in win7) and the textures are still fine.
- Toshiba-3
- BRender Actor
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Re: Highway To Hell/Anarchie Road track WIP progress...
IMO the problem most probably comes from the uvw mapping.
I encountered the problem here and there but it was far from D_B's pic.
I guess the hardware makes the difference as to how severe the problem shows.
We should check the UVW in MAX.
Also Coffey you can improve the loading time by increasing the preprocessing matrix, it looks like 3x1 here, I would have gone with something like 16x16 or more for such a large track :)
I encountered the problem here and there but it was far from D_B's pic.
I guess the hardware makes the difference as to how severe the problem shows.
We should check the UVW in MAX.
Also Coffey you can improve the loading time by increasing the preprocessing matrix, it looks like 3x1 here, I would have gone with something like 16x16 or more for such a large track :)
Re: Highway To Hell/Anarchie Road track WIP progress...
Oh crap that 3x1 was left from a previous map. Let me try to process it again at 16x16. Heck maybe that'll fix the textures too.
- Mastro 666
- motorised death
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Re: Highway To Hell/Anarchie Road track WIP progress...
Is that possible with PT2? How would I do that?Toshiba-3 wrote:increasing the preprocessing matrix
Re: Highway To Hell/Anarchie Road track WIP progress...
When Processing Dialog box pops up its the first Options button. I didn't know about it either, Harm told me.Mastro 666 wrote:Is that possible with PT2? How would I do that?
AND WHAT A DIFFERENCE! I made it 16x16 and mine now loads in under 15 seconds. Thank you Tosh!
I updated zip, but if you don't want to download everything again I made a patch. It also contains a labeled map. It didn't fix jiggly ground texture though for me.
On another note...
I found these great panoramas of the area. I think we got it damn close.
Re: Highway To Hell/Anarchie Road track WIP progress...
Whoa!
Thanks for th' patch, man!
Loading time is down from 5 minutes to 1.5 minutes on my lil' netbook now!
Thanks for th' patch, man!
Loading time is down from 5 minutes to 1.5 minutes on my lil' netbook now!
***When I die may I be surrounded by scattered chrome and burning gasoline***
- C2 Scientist
- jaywalker
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Re: Highway To Hell/Anarchie Road track WIP progress...
I think I've seen texturing artifacts like that before. While I'm not 100% sure, it could be caused either by a texture being applied to really, really long polygons, or by a really long continuous UV map (think of a very long road).
Re: Highway To Hell/Anarchie Road track WIP progress...
Ah. 'K. Finally found that game, got it to work and added the "Anarchy Road" track by Aussie Muscle.Mad_Max_RW wrote:Good god almighty what a crazy track. I can get up to 700mph on a straight away for a couple minutes and barely cross an inch on the worldmap. The only other thing I can compare it to is the Mad Max 1 track for the ancient freeware Racer X game. I wish I can find that one again. Some guy recreated all of the locations from the first movie and brilliantly strung it together as a rally race with dozens of shortcuts. A complete lap would take a couple hours and there were no empty spaces. There was the MFP HQ, the farms, bridges, forest, the beaches, everything. Your map is the logical sequel I waited almost a decade for.
You're right. It does have a lotta references to MM1, but the physics suck and it doesn't even come close to "Maxed Out!"
Sorry to dredge up an old thread, but I hadda resolve this issue to my own satisfaction.. ;)
***When I die may I be surrounded by scattered chrome and burning gasoline***
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