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Tosh's C1 car releases

When the mayhem started! And its expansion pack made by interns!
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Re: Tosh's car releases

Post by Toshiba-3 »

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Jurassic Park Jungle Explorer
model and textures by Harmalarm and I did the setup etc.

Had some fun tweaking the colours to the C1 palette and setting up a blend table on the windows.
I added crush datas but they generate that error message upon quitting a race with Carma95. So you can either ignore the error or swap to the crushless text file (included in the zip).

It's at RR2000.
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Re: Tosh's car releases

Post by Mastro 666 »

Awesome work! :beer:

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Re: Tosh's car releases

Post by Toshiba-3 »

BUST-UP!

I hope you had a merry christmas and wish you the best for 2021 :beer:
Here's a mashup with GrungeBuster X MonsterMasher X FraudBroko X RoadBratt, based on a concept by Mad_Maxine.

Grab it at Road Reaction:
https://rr2000.cwaboard.co.uk/carmageddon-1#cars

EDIT: updated a couple of times because I'm an idiot who doesn't test his releases and forgets to include half of the files. :supermad:
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Re: Tosh's car releases

Post by Lince DJ »

BUST-UP!

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Very funny mashup, amazing!! :twisted:
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Re: Tosh's car releases

Post by Mastro 666 »

That's insane. :rockon:
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Re: Tosh's car releases

Post by andreluizbarbieri »

Thanks for all. I copied folders and already edited Opponent.Txt (put it end of list and increase the cars number). How can I select it in game (my profile) ?
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Re: Tosh's car releases

Post by WadeSullivan »

If all the files are in the right place and the opponent.txt correct, just start the game, change car and go all the bottom of the list :slol: :slol:
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Re: Tosh's car releases

Post by Toshiba-3 »

Hello and welcome!
If you want to play with addon cars without having to unlock them, you need a completed savegame like this one http://tb.polygonized.com/dtd/c1/savegame.zip
Pay attention that if you already have a saved game, the one is the zip will overwrite the first slot.
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Re: Tosh's car releases

Post by andreluizbarbieri »

Toshiba-3 wrote: Sat Jan 30, 2021 6:14 pm Hello and welcome!
If you want to play with addon cars without having to unlock them, you need a completed savegame like this one http://tb.polygonized.com/dtd/c1/savegame.zip
Pay attention that if you already have a saved game, the one is the zip will overwrite the first slot.
Thanks very much, @Toshiba-3 (Master). Really with the game completed everything works
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Re: Tosh's car releases

Post by andreluizbarbieri »

Toshiba-3 wrote: Sat Jan 30, 2021 6:14 pm ...
Please, I realized that nglide with carma 3dfx in dosbox has very good resolution and smoothing quality, but I was wondering if there is any carma95 version without dosbox that can call the API through nglide to improve resolution and smoothing.
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Re: Tosh's car releases

Post by Toshiba-3 »

nGlide only works for the 3dfx Glide API. Carma95's API isn't Glide but DirectDraw. So nGlide has no business with Carma95.
There are experimental "hires" Carma95 executables but they are largely unfinished and performance is subpar, you can find them in this list: https://rr2000.cwaboard.co.uk/pc-files#c1
Menus, cockpits and minimaps aren't scaled.

The only way to get "smoothed" visuals with Carma95 is to make use of filters with ddraw.dll. If you want to try, update to the latest cnc-ddraw release, and edit ddraw.ini the make use of one of the included shaders.

To be quite honest, if you're really after high resolution and smoothed textures, the best solution is indeed DOSBox with Glide Carma and nGlide. I personaly lower the gamma to 0.7 to avoid washed out visuals, and set Aspect correction to respect the original 4:3 resolution and avoid stretching.
Many C1 mods won't work properly in Glide mode though, and it has a few visual bugs.
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Re: Tosh's car releases

Post by andreluizbarbieri »

Thanks, Tosh (Great Tosh). I like very much the mode nglide + 3dfx in DosBox, it is super antialising but no high FPS. The carma95 get high FPS with native executable but no good graphics (I like pixelated graphics but I would like test antialiasing).
"I will try what you said... " --> Perfect ! I used :
shader=Shaders\xbrz\xbrz-freescale.glsl & maxfps=0

P.S nice effect in comment !
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Re: Tosh's C1 car releases

Post by Toshiba-3 »

Decided to start working on porting Jorma's C1 cars. So, the plane, the vintage Eagle, and the 50s Plow with the enormous Don (not pictured yet).
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Re: Tosh's C1 car releases

Post by Mad_Maxine »

I love the classic eagle type thing here :B remember seeing it before but it looks great ingame huh,
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Re: Tosh's C1 car releases

Post by Toshiba-3 »

Jorma Rysky's Listeria Nobby is now ingame.

Get it at the usual place.
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Re: Tosh's C1 car releases

Post by Lince DJ »

Listeria Nobby

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With the spirit of the C1 Eagles, beautiful conversion! :sbsmile:
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Re: Tosh's C1 car releases

Post by Toshiba-3 »

Thanks a lot for testing Lince! :beer:
50s Plough coming soon :swheel:
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Re: Tosh's C1 car releases

Post by Mastro 666 »

I want the plane. Now! :banana:
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Re: Tosh's C1 car releases

Post by Toshiba-3 »

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Jorma's 50s Plow is finally done :supermad:
Great first experiment with stop-motion animation swapping visible material between actors. It all still deforms etc. Really cool stuff. Good job, Tosh Jorma :argue:

Just to explain a bit further: to keep the deformation working properly, it is important that each frame of the animation uses the exact same DAT model. But as the animation requires swapping textures (from transparent to visible) for each frame individually at different times, that means there must be a material per frame, but that would generate 6 models. And so instead, there is only one mapped but material-less model, which is instanced 6 times via actors and each actor defines the material. Just too bad we can't set multiple materials per actor (one for each material-less MatID).

Grab the good stuff at the roadest of 2000s reactions (reload the page if it doesn't appear)
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Re: Tosh's C1 car releases

Post by Toshiba-3 »

Updated the archive a couple of times, as there is a weird material issue in Glide mode where a couple of them would have their colour map multiplied with the indexed colour :shocked: It seems like feeding a texture via a funk to a textureless material set onto an actor discards the default material settings enforcing. Or something like that. Anyway, had to use 3C type BRender materials, set the indexed colour to white, and force Map Interpolation. Interesting stuff.

Also fixed the cockpit crashing in DOS modes. It had to do with the mirror being rendered off screen, set it as a one-pixel view in the top left corner of the screen (so behind the pratcam) and it seems to do the trick. Weird because other addons (like the Listeria Nobby) don't have a problem with that offscreen one-pixel mirror.

There's still a strange issue with crushing not working in DOS modes (DOS software, Glide). Investigated this morning, but couldn't find the solution yet. As usual, Carma95 delivers :cool:

Finally, fixed the mirror camera position for Tanka+Trailer. Looking at the screenshots in the release post it seemed correct, but the released files didn't have the mirror camera properly set.
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Re: Tosh's C1 car releases

Post by Mastro 666 »

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:banana: :beer: :banana:
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Re: Tosh's C1 car releases

Post by Lince DJ »

50s Plow

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Amazing and impresssssive work!!!!! :beer:
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Re: Tosh's C1 car releases

Post by andreluizbarbieri »

Nice car !
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Re: Tosh's C1 car releases

Post by Toshiba-3 »

PLANEMAGEDDON > PLANE EAGLE
Third and last model by Jorma Rysky

Spent a lot of time trying to get the rear of the plane to lift as it speeds up but no luck. Still a quite cool addon, the bounding box is tilted with the main actor which is nice. Used extra collision points for the tips of the wings, but we all know it's not perfect, these tips might go through stuff now and then.
Didn't test at all, might be crashy as usual, esp with sounds? Any feedback welcome :beer:

It's at RR2000 > https://rr2000.cwaboard.co.uk/carmageddon-1#cars
(reload the page if the plane doesn't appear in the list)
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Re: Tosh's C1 car releases

Post by 70's Viking »

Kamikaze into citizens
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Re: Tosh's C1 car releases

Post by JormaRysky »

I really apprecciate all the little details you put into these. Personified mugshots and all. Too bad it could not lift it's tail, but looks good in its current form too.
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Re: Tosh's C1 car releases

Post by Lince DJ »

PLANEMAGEDDON
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Great work Jorma Risky & Toshiba-3. :beer:



:swheel:
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Re: Tosh's C1 car releases

Post by hazardic »

wow this is sick especially with eagle blade on top :ssmile:
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Re: Tosh's C1 car releases

Post by Toshiba-3 »

Thanks for testing, you persons. Especially nice to get those videos btw Lince :beer:

DARKSIDE from Twisted Metal 3

I didn't want to lose any more details in those textures when applying the C1 palette, so I adapted the textures to the C1 palette. They turn out more contrasted and brighter in software mode. However I exploited that glitch I encountered with the 50's Plough last time to make it darker in Glide mode: Applying the texture on their respective materials via funks rather than within the MAT file will multiply the texture with whatever indexed diffuse color is set to each material. Very interesting stuff. See screenshots below.

Also decided to create an atlas from the 20 textures. This made it easier to work on applying the C1 palette, but also ensured that all materials could be perspective correct. C1 software renderer can only correct perspective on materials holding a texture that's either 64x64 or 256x256, and most of the provided TM3 textures were smaller. So I put them all on a single 256x256 :swheel:
Funny thing is that I didn't touch the initial 20-material mapping at all. Instead, I tweaked each material transformation matrix to fit the respective texture within the atlas.

Get it at RR2000 alright
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Re: Tosh's C1 car releases

Post by TTR »

Oh wow I'm missing out on a lot here.

And thanks Tosh for still running the show here, and everyone else ofcourse :rockon:
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Re: Tosh's C1 car releases

Post by 70's Viking »

:banana:
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Re: Tosh's C1 car releases

Post by Lince DJ »

:beer:

DARKSIDE from Twisted Metal 3
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The legendary Darkside is back!! :twisted:
A masterpiece to make mayhem!!



:slol: :swheel:
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Re: Tosh's C1 car releases

Post by Toshiba-3 »

As usual, thanks a lot for testing, guys :beer:
Lince: What's up with the blue shade? Playing with a modified palette?

And now...

DOOMCAR
originally designed by Anonymous and posted on /vr/
Recreated by Jorma Rysky for me to port into Carmageddon 1 yay

It comes with shading enabled and I included a LIT file in the zip in case some of you are playing Carma1 without any lights present in the registry (GOG's Splat Pack release for example).
'Cause yeah, turns out the game does load and use LIT files and they influence the ingame lighting..! Carmageddon 1's default light is SIMPLE.LIT but we never see its effect ingame as all materials are set to a shadetable that renders everything fullbright anyway.
To get this lighting setup, I've set all materials on the DOOMCAR to the following values:

Code: Select all

material = [
	ambient = 0;
	diffuse = 3;
	specular = 0;
	power = 0;
	flags = [light, smooth, etc.];
	index_shade = "DOOMCAR.TAB";
];
Now I noticed I've set up shading on several other cars in the past but with custom lights loaded from the registry... I'll have to tweak them to work properly with SIMPLE.LIT only. :crazy:

Anyway, grab the thing at RR2000
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Re: Tosh's C1 car releases

Post by 70's Viking »

This car is...doomed?...i don't know

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The car being so dark probaply just a problem over here in my game.
I guess
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Re: Tosh's C1 car releases

Post by Toshiba-3 »

Alright, updated the archive greatly. Thanks for testing quickly, Joker, I had noticed the problem earlier but didn't know how to tackle the issue for good.
The solution was to tweak the original SIMPLE.LIT file, I'll have to remember to include it in every addon using shadetables in the future. Basically I re-orientated the direct light angle slightly to highlight horizontal surfaces more directly, then I decreased the attenuation greatly (from 3.0 to 0.95). This makes the lighting way easier to work with. The doomcar MAT file can hold "normal" lighting values now, previously I had to push the directional lighting to 3.0 to achieve proper contrast (now that I write this, it might be linked to how the attenuation was set to 3.0? No idea).
Anyway that's cool.

What's even cooler though, is how the shading is enabled without using MATerials from the registry..! I once again used the texture-applied-via-funk trick to unlock the various material flags and properties! This is really great stuff and I hope this will also work with C2, would be awesome. EDIT: Just tested and while filtering can be disabled, nothing else can be tweaked sadly.
Basically, it seems like the game doesn't force the default material settings onto textureless materials. And it's then possible to apply a texture to these materials via FUNKs, defaut material settings are still not applied. This is how it's possible to force texture filtering on transparent textures in Glide mode, set an additional diffuse colour still in Glide mode, or here enabling lighting/shading.
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Struggling to tweak a LIT file (a light set) and material lighting properties in PlayThing 1
Struggling to tweak a LIT file (a light set) and material lighting properties in PlayThing 1
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