Highway To Hell/Anarchie Road track WIP progress...

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Deep_Blue
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Re: Highway To Hell/Anarchie Road track WIP progress...

Post by Deep_Blue »

'K, Ill pack up what I've got so far.
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Re: Highway To Hell/Anarchie Road track WIP progress...

Post by Deep_Blue »

'K Coffey,
I've sent off the CarEd folder zip to ya.
Hope ya can take what I've managed to crank out and run with it, man....

:rockon:
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Re: Highway To Hell/Anarchie Road track WIP progress...

Post by coffeycup »

Well, unfortunately I've run into a snag. I was able to get the map into 3DSMax using the C2 Editor maxscript. But when I try to export as a 3DS so I can get it into SketchUp, I get this error which I've never seen before:

Image

I'll try again tonight after I get home from work, but if I can't get it into SketchUp then I'm not going to be able to do anything. :crazy:

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Deep_Blue
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Re: Highway To Hell/Anarchie Road track WIP progress...

Post by Deep_Blue »

OK, that sucks.

Wonder why that'd be? I'd hate to think alla that points-plotting went to waste.

I'd offer suggestions but I really have NO idea.

:help:
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Re: Highway To Hell/Anarchie Road track WIP progress...

Post by Harmalarm »

can you check in max whether the model has isolated vertices? You can easilly remove these when you select the mesh, go to vertex edit mode and press 'Remove isolated vertices'.

You could also try to convert the models to editable meshes before export as it might reset the 3d data.

Maybe I can have a look if you cannot get it to export?

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Re: Highway To Hell/Anarchie Road track WIP progress...

Post by coffeycup »

Honestly, I know very little about using 3DSMax. I'm pretty much using it as a converter. :crazy:

I did try to open the map back up in CarEd and figured I'd try to spilt it into two smaller files but CarEd just crashes with a Java out of memory error.

Harm, here's DB's file if you have a chance to take a look:
http://coffey.polygonized.com/files/DB_Maxmap.zip

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Re: Highway To Hell/Anarchie Road track WIP progress...

Post by Harmalarm »

and I know very little of sketchup... :sad:

I'm not sure if all the textures references are correctly exported as the 3ds format has a problem with materials that are more than 8 characters long.
textures of DB's map
textures of DB's map
textures.jpg (106.45 KiB) Viewed 5688 times
Anyway, here you go. Same package but with the 3ds and a sketchup 5 format file.

http://www.harmsollie.nl/files/DB_maxmap.zip

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Re: Highway To Hell/Anarchie Road track WIP progress...

Post by coffeycup »

Harm: Great thanks! I'm at work now but will see if I have any luck over the weekend.

DB: Yeah, it'd be a shame to have all your hard work wasted. Wish me luck!

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Re: Highway To Hell/Anarchie Road track WIP progress...

Post by Deep_Blue »

*Luck like a boss, man*

Harm, ya rock!

Coffey, not completely knowing what all goes into working out a map and what a PITA it all entails, what'd ya think of the description of what I wanted to do?

I was tryna get the whole MM2 feeling in there and a tribute to JP's Ruin-Nation before everything got too big for my proggy.
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Re: Highway To Hell/Anarchie Road track WIP progress...

Post by coffeycup »

To be honest I kinda glanced through the description. My biggest concern was seeing if I could get the map into SketchUp.

Once I get it in I'll have a better idea of what I think I can do.

But I do like the idea of the non-car wrecks etc. I think there should be the fuel depot/fort( is it already in your map?) with the bus for a door. The bus could even be set up to move when you approach the door.

Anyway, like I said I'll have a better idea once I can see what you've got built. What little I saw in between crashes looked really good.

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Re: Highway To Hell/Anarchie Road track WIP progress...

Post by Deep_Blue »

OK, here's in a nutshell what I managed to put into it:

Terrain...LOTS of terrain, but not near enough. (I dunno what the scale is, but I started with the middle pinnacle and parked a C2 car next to it and sized it roughly to that. It may need to be scaled down some, I dunno. All three pinnacles and immediately surrounding terrain are modeled. (Your textures on your Big Outback Map looked way better than mine-use them if you can.)

Roads. Lots of road sections, but no real circuitous routes yet.
The "Transcon One" section past the fort city but not extended past Silverton Rd. heading all the way from where Broken Hill would be to Silverton.

Some buildings in Silverton. Town hall, Hotel, Museum, Veterans memorial, Church.

Road leads from Silverton up around (past a prohibited area sign) a small lake at the base of the Mundi Mundi mountains up to Mundi Mundi Lookout (with turnoff wide spot alongside road at lookout where the parked "Vermin have inherited the Earth" Mack flatbed semi would be parked had I gotten that far) and continuing down onto the plain with a curve where the tanker ultimately wrecked and then northward-I was going to connect it with a road that went (east) to here the road leading to Stephen's Creekbed crossing. (Gyrocopter would have been sitting there)and connecting again with another east-west road northwest of the walled city area.
The city walls are made (But no city-I was gonna just make facades inside alpha channeled gates) and there is an airport area just southeast corner of the city wall and on to Menindee Rd. which would eventually circle back around to the Transcon or Pinnacles Rd.

The "Highway Fatalities" sign is just aways outside the walled city on the Transcon section.

OK here's a rough layout:
Attachments
Maxplan.jpg
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Re: Highway To Hell/Anarchie Road track WIP progress...

Post by Deep_Blue »

I didn't get to finish the terrain east-northeast of the fortress walls/southwest of the pinnacles/north of the mountains-I was gonna then put a flat buffer around the whole thing once I made the routes circuitous and, well...boundaries I never got that far...But what you see is the meat of it minus the terrain that I couldn't finish.
Never got to making the wrecks/semi/flatbed/gyrocopter models, but they're smaller-if ya want I can make those for placement and send 'em to ya while I still got some time before I go back to work for the coming year.
Too big? I dunno. I leave that up to you. Maybe it can be shrunk-maybe it can be sectioned into separate maps if it's too big? I took a screenie of the scale against a car. I'll see if I can find it somewheres...

? ?
Anyways, I hope ya can accomplish something wth it.
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Re: Highway To Hell/Anarchie Road track WIP progress...

Post by Deep_Blue »

Idea of scale. (remember, I used a player-made C2 car for reference).
I wanted to make something on the order of Bleak City size or larger. Just 'outback'.
Those buildings by the roadside ya can't see yet are the town of Silverton.
scale
scale
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Re: Highway To Hell/Anarchie Road track WIP progress...

Post by Deep_Blue »

Note*
I didn't know how to end one of those little roads near the walled city, so I ended it right straight at the wall. I was gonna paint a fake 'tunnel' on the wall (a la Wile E. Coyote) so it looked like the road ran through the wall-I thought it would make for a spectacular crash/trap should someone haul ass toward it without really paying attention.

Another road to the southeast, I just terminated as a jump over an existing road out to open terrain (a La "Hot Wheels" figure 8 juncture).
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Re: Highway To Hell/Anarchie Road track WIP progress...

Post by coffeycup »

Ok, if you could make the gyro, semi, wrecks as separate files I'll make them into non-cars.

I'll try to clean up and get this into a driveable condition but don't want to promise a lot more than that.

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Re: Highway To Hell/Anarchie Road track WIP progress...

Post by Deep_Blue »

OK, mon!

I'm on it. :D Sure appreciate ya givin' it a shot.
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Re: Highway To Hell/Anarchie Road track WIP progress...

Post by Deep_Blue »

Mercedes 190D wreck noncar (next to the semi at the lookout)
wrecked Mercedes 190D
wrecked Mercedes 190D
mercedes wreck.jpg (23.92 KiB) Viewed 5648 times
merc wreck
merc wreck
mercwreck.jpg (20.16 KiB) Viewed 5648 times

On it's way.
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Re: Highway To Hell/Anarchie Road track WIP progress...

Post by Deep_Blue »

A tip o' the hat to MM1:

Nightrider's wrecked Black-on-Black
Nightriderwreck
Nightriderwreck
Nightrider wreck.jpg (30.88 KiB) Viewed 5641 times
I must say, even though it's an ice-cube shell...This is the first upside down car I've ever modeled...

:supercrazy:
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Re: Highway To Hell/Anarchie Road track WIP progress...

Post by Mad_Maxine »

I like the nostalgia!,
Really these old looking nonecars your making look exactly like theyd be in a game from the 90s, and they fill me with fuzzy past feelings :3

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Re: Highway To Hell/Anarchie Road track WIP progress...

Post by Deep_Blue »

Argh...

OK, here's the noncar Mack and trailer (separate low-poly models) for the parking area at the lookout.

Sent...
The vermin have inherited the earth
The vermin have inherited the earth
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Re: Highway To Hell/Anarchie Road track WIP progress...

Post by Deep_Blue »

"The GAAAATE!!!"
Commer Avenger R589 Compound gate
Commer Avenger R589 Compound gate
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Re: Highway To Hell/Anarchie Road track WIP progress...

Post by coffeycup »

The Gate is Great!

BTW I have already converted the Mack, flatbed and 2 wrecks to noncars.
I dropped them into a little test map I have and they are going to be perfect.

Note: won't have a lot of time to work on the map for a little bit.
Will be away next week on vacation. But it'll get done.

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Re: Highway To Hell/Anarchie Road track WIP progress...

Post by Deep_Blue »

Nice, Coffey!
You rock, man!


Working on the gyrocopter (goes in the creekbed crossing north of the walled area)

All that's left is the tailplane graphics. trying to find something similar to the gyro captain's tastes without it being too risque.
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Re: Highway To Hell/Anarchie Road track WIP progress...

Post by coffeycup »

What do you think of doing 2 versions of gyro? static noncar to be parked near creekbed and another with pilot to be a flying drone...

btw: I'm sure you'll find something on the internet for the tailplanes :tongue:

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Re: Highway To Hell/Anarchie Road track WIP progress...

Post by Deep_Blue »

HA! Found the original tailplane graphics from madmaxmovies.com. 'Tis accurate. :wink:

Bensen B8-V Autogyro:
Bensen B8-V
Bensen B8-V
Autogyro.jpg (30.49 KiB) Viewed 5560 times
Hell, I'd like to make this a driveable car...
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Deep_Blue
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Re: Highway To Hell/Anarchie Road track WIP progress...

Post by Deep_Blue »

Oh. yeah, Coffey...To answer your other question I forgot to answer a couple posts ago:
Yes, the refinery compound is in the map already tire stacks and all-just a little ways north-northwest of the middle pinnacle inside the circular 'moat.' Dunno ya might hafta adjust the sizes of things as I hadn't thought far enough ahead to the bus/gate noncar yet-Hell...I'm sure ya might hafta adjust the scale of quite a few parts of the map.
I built the middle pinnacle as the first component and parked a user-made C2 full-sized Cadillac near it for reference and then deleted the Caddy and just....continued from there-avary so often dropping the caddy back in to check heights of buildings and widths of roads and stuff.
Judging by the fact that it took me almost an hour to move the map around just selecting all the points to move it to where I could drag it around in CarEd so I could work in different areas-I'm guessing just what I've done is pretty large.
What I sent you is all I could get done before CarEd would just puke on it in the 'select-all-the-points-and-drag' process.

Flying drone version of gyro is no problem-I'll model a gyro captain for it.. ;)
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Re: Highway To Hell/Anarchie Road track WIP progress...

Post by Econobrick »

Excellence thus far!

Don't forget the pink '59 DeSoto 4x4! :D

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Re: Highway To Hell/Anarchie Road track WIP progress...

Post by Deep_Blue »

Ah. The Pink Warrior. LoL.

The Gyro drone "Lingerie. Remember Lingerie?"
Gyro Captain
Gyro Captain
gyrodrone.jpg (36.13 KiB) Viewed 5539 times
Coffey, I made a big, round rotor and propeller on this model and textured it with an alpha channel image for a FUNK-y spinning. If this doesn't work goodly enough, ya can always use the gyro noncar's rotor and prop component for a GROOVE-y spinning.

Have a great holiday, dude. See ya when ya get back.
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Re: Highway To Hell/Anarchie Road track WIP progress...

Post by Deep_Blue »

Coffey,

Gyro noncar and gyro drone are sent.

;)
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Re: Highway To Hell/Anarchie Road track WIP progress...

Post by Deep_Blue »

Oh hell yeah...!!!

"Gimme Fue, Gimme Fai, Gimme Dabbajabbaza!!!"
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Re: Highway To Hell/Anarchie Road track WIP progress...

Post by coffeycup »

:rockon: The spinning gyro blades look amazing in game. I wish Fraps still worked with C2 for me (It works on all other games?) so I could post a flyby.

I was so excited by the gyro that I wanted to make another cool flying drone. SO I made this last night.

Image

Now to get back to working on the map.

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Re: Highway To Hell/Anarchie Road track WIP progress...

Post by Toshiba-3 »

This thread rocks.
Image / carmageddon add-ons at road reaction

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Re: Highway To Hell/Anarchie Road track WIP progress...

Post by Deep_Blue »

Why yes... YES it does.

:D

Nice plane, JC!
/me likes dat.

Hey-I was sorta flying around the map in Sketchup and I noticed that I seem to have forgotten to pull up the terrain around the middle pinnacle some-I did it to the other two but not that one for some reason....mebbe it crashed before I could get that far, but it looks weird between the other two sitting on plain, flat ground. While yer in there.... if ya could, yank that mid pinnacle up some so the terrain around it is slanted like the other two, couldya?

You weren't kidding about the textures being buggered up...
maxmap WIP
maxmap WIP
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Re: Highway To Hell/Anarchie Road track WIP progress...

Post by coffeycup »

Yeah, I've been spending time getting it back in shape. I got it mostly there putting textures back. I did work on the lake and dry creek bed.

I'll look at the pinnacles when I work on the outpost/refinery section.

Image

I'll have more time once the kids are back in school in a week or two.

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