You just forgot to replace the BUGATTIX and EABONT simple/bonnet models with the EAGLE's default (and thus it crashed on my computer as it couldn't find these files). That part of code should look like that:
1 // Number of pixelmap files for this car
EASTWOOD.PIX
1 // Number of pixelmap files for this car
EASTWOOD.PIX
1 // Number of pixelmap files for this car
EASTWOOD.PIX
0 // Number of shadetable files for this car
1 // Number of material files for this car
EASTWOOD.MAT
1 // Number of material files for this car
EASTWOOD.MAT
1 // Number of material files for this car
EASTWOOD.MAT
3 // Number of model files for this car
EAGLEX.DAT
EASTWOOD.DAT
EBONNET.DAT
3 // Number of alternative actors
8,EAGLEX.ACT // Minimum distance away, actor name
0,EASTWOOD.ACT // Minimum distance away, actor name
-1,EBONNET.ACT // Minimum distance away, actor name
Re: Carma gets Hard boiled
Posted: Sun Sep 23, 2018 2:04 pm
by 70's Viking
Hopefully its fixed now, i forgot to add the bonnet model .
Re: Carma gets Hard boiled
Posted: Sun Sep 23, 2018 6:36 pm
by Mastro 666
Congrats man!
Re: Carma gets Hard boiled
Posted: Sun Sep 23, 2018 6:59 pm
by 70's Viking
Thanks
I guess its better to keep one topic for all vehicles?
Anyway,
Here are two vehicles based on a car and truck from the playstation game "Red Asphalt".
The two Red Asphalt vehicles work fine for me, as well. One oddity I noticed, though, is that the back wheel and front right wheel of the Hooka seem to be powered, but the left front one isn't.
Re: Carma gets Hard boiled
Posted: Sat Oct 06, 2018 5:43 pm
by Toshiba-3
EASTWOOD still uses BUGATTIX.ACT for simple model, and BIGHOK uses SLEDX.ACT. This means that an unmodded Carma1 might crash upon loading the cars as vanilla Carma1 doesn't have these files.
You asked me to look after several cars over the last weeks but I couldn't find the time nor the motivation to get back into it. If you still need help with some cars, list them and their problems and upload an archive with the files.
About the tank tracks, it just a matter of applying a rolling FUNK on the materials used to map the tank tracks. Have a look at FAUST.TXT. You'll see the FUNK uses a groovyfunkref exactly like GROOVES do.
0 // Number of steerable wheels [NO WHEELS IT'S A TANK]
-1,-1,-1,-1 // Left-front suspension parts GroovyFunkRef [NO SUSPENSIONS FOR THIS CAR]
-1,-1,-1,-1 // Right-front suspension parts GroovyFunkRef
-1,-1 // Left-rear suspension parts GroovyFunkRef
-1,-1 // Right-rear suspension parts GroovyFunkRef
-1,-1,2,1 // Driven wheels GroovyFunkRefs (for spinning) [HERE ARE OUR 1 & 2 FOR THE FUNKS]
-1,-1,-1,-1 // Non-driven wheels GroovyFunkRefs (for spinning)
0.1 // Driven wheels diameter
0.3 // Non-driven wheels diameter
START OF FUNK
HFUNDER.MAT
constant
roll
absolute
// THE 1 BELOW IS THE FIRST GROOVYFUNKREF, IT REFERS THE POTENTIAL SPINNING SPEED
// TO BE USED AS THE ROLLING SPEED IN THIS FUNK
0,1 // speed of movement along the x axis, same for the y axis
no fucking lighting
no animation you cunt
NEXT FUNK
// THIS FUNK MAKES THE LITTLE WHEEL TEXTURES SPIN
HFWHEEL.MAT
constant
spin
controlled
2
no fucking lighting
no animation you cunt
END OF FUNK
It's important you understand how GroovyFunkRefs work. The numbers aren't important, they just increment with the amount of Refs needed. They serves as 'shortcuts' if you want, between the calculated pivot, suspension and spin values and the FUNK/GROOVE effect that will make use of them. So if you need to use the pivot movement of the front left wheel, you will increment the amount of steerable wheels and add a new number in the list right under it, then also use that new number in a GROOVE.
Similarly for suspension and spin movement, you replace one of the -1 in the corresponding lines (according to the wheels you're setting up) by a new number and report that new number in a GROOVE or FUNK.
Have a look at the GROOVES in BLKEAGLE.TXT and you'll see the lone numbers correspond to pivot/suspension/spin movement in the list of GroovyFunkRefs right above said GROOVES.
Re: Carma gets Hard boiled
Posted: Sun Oct 21, 2018 8:06 pm
by 70's Viking
Forgive me , i keep forgetting to use a more standard X.Act file.
I'll take a look at those tank tracks at some point.
Nice work, the mod for LeadPumper is a cool idea. I noticed you stretched the bounding box to the extend of the front tubes. I would have left the original bounding box untouched but added extra collision points along the tubes (two per tube). And maybe one per side armor plate thing.
For the truck, a couple of files are missing: SMOTH.FLI and GMOTHER.PIX. Besides that it works well ingame, big truck.
Re: Carma gets Hard boiled
Posted: Wed Nov 07, 2018 9:20 pm
by 70's Viking
Toshiba-3 wrote:Nice work, the mod for LeadPumper is a cool idea. I noticed you stretched the bounding box to the extend of the front tubes. I would have left the original bounding box untouched but added extra collision points along the tubes (two per tube). And maybe one per side armor plate thing.
For the truck, a couple of files are missing: SMOTH.FLI and GMOTHER.PIX. Besides that it works well ingame, big truck.
Thanks.
The idea for the bounding box was that the peds would get hit by the pipes, but i'll take a look at it. And also add the missing files.
Re: Carma gets Hard boiled
Posted: Sat Nov 10, 2018 12:14 am
by Mastro 666
Those mods crash the game.
Re: Carma gets Hard boiled
Posted: Sat Nov 10, 2018 12:26 pm
by 70's Viking
Mastro 666 wrote:Those mods crash the game.
Do both vehicles crash the game?
I checked the rar and as far as i can see nothing for maybe except the impaler grid image is missing, but it uses the standard impaler image.
Sorry, but i have no idea what the trouble exactly might be.
Re: Carma gets Hard boiled
Posted: Sun Nov 11, 2018 5:11 am
by Mastro 666
It was a stupid problem. Sorry, my mistake! Now it works fine!
I forgot to add the sound effects for two of the four vehicles, fixed.
Re: Carma gets Hard boiled
Posted: Mon Nov 12, 2018 1:08 pm
by WadeSullivan
Very nice cars Joker, awesome work
Re: Carma gets Hard boiled
Posted: Fri Nov 16, 2018 9:05 pm
by 70's Viking
Thanks, thats good to hear .
By the way, is there someone else having trouble?
After i finished a race an want to choose another vehicle, as soon as i hit enter to select the game crashes and dies.
Anyone else having the same problems?
Re: Carma gets Hard boiled
Posted: Sat Nov 17, 2018 1:29 am
by WadeSullivan
Crashing nope, the only thing is the Mr Mold 3 wheels truck keeps boucing from the back wheels (entering into the ground) sometimes
Sorry Tosh, i did not get the chance to look at the angular momentum.
I did work on the merciless 80's windows and flatbed, hopefully its no longer a problem.
Also altered the bone crusher.
Re: Carma gets Hard boiled
Posted: Sat Dec 29, 2018 4:55 pm
by WadeSullivan
Awesome cars Joker
Onlye the Soldier Truck crash the game =/, i think he can´t load the grid image before the race start.
Re: Carma gets Hard boiled
Posted: Sat Dec 29, 2018 9:33 pm
by 70's Viking
WadeSullivan wrote:Awesome cars Joker
Onlye the Soldier Truck crash the game =/, i think he can´t load the grid image before the race start.
Strange, it works fine here.
Re: Carma gets Hard boiled
Posted: Sun Dec 30, 2018 4:46 am
by WadeSullivan
ok XD
never mind i made one lol
Re: Carma gets Hard boiled
Posted: Sun Dec 30, 2018 5:39 pm
by Toshiba-3
Tested the new cars while I was at it, good job!
BTW GQTR.PIX is indeed missing from the archive.
Re: Carma gets Hard boiled
Posted: Tue Jan 08, 2019 10:54 am
by 70's Viking
Thanks, i'll add the missing grid file later.
For anyone interested, the blue cadillac is from Dead in the water.
[youtube]erR3kV4qwwo[/youtube]
The idea for the delorean is from Turbo dismount.
Grid file for the Hoover truck has been added to the Christmas archive.