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Carma gets Hard boiled

Posted: Sun Sep 23, 2018 12:06 pm
by 70's Viking
Goodday to all.

So...

Anyone ever wanted to drive this car?
[youtube][/youtube]

No?

Well now you can

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except with wheels :grin: .
https://joker.cwaboard.co.uk/EASTWOOD.rar

Re: Carma gets Hard boiled

Posted: Sun Sep 23, 2018 1:53 pm
by Toshiba-3
Congrats on the first release on your own :ssmile:

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:

Code: Select all

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 :mad: :sad: .

Re: Carma gets Hard boiled

Posted: Sun Sep 23, 2018 6:36 pm
by Mastro 666
Congrats man! :beer:

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Re: Carma gets Hard boiled

Posted: Sun Sep 23, 2018 6:59 pm
by 70's Viking
Thanks :beer:





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".

https://joker.cwaboard.co.uk/Bone&Hooka.rar

I was not able to recreate them properly :crazy:
So just alterd them, and went with it.

Re: Carma gets Hard boiled

Posted: Mon Sep 24, 2018 12:42 am
by Mastro 666
Wickid' Doc Voodoo: :thumbsup: works fine.
Bone Daddie: :twisted: "Can't load opponent mug-shot file"

Re: Carma gets Hard boiled

Posted: Mon Sep 24, 2018 6:58 am
by 70's Viking
Fixed.

https://joker.cwaboard.co.uk/Bone&Hooka.rar

Odd that the hooka did work, as i forgot that mug shot file aswell :investigate: .

Re: Carma gets Hard boiled

Posted: Wed Sep 26, 2018 6:11 am
by LinksofSphynx
I'm loving the Eastwood, Joker.

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It's big, crude, and stylish. Everything works perfectly and it's fun to drive.

:sbsmile:

Re: Carma gets Hard boiled

Posted: Wed Sep 26, 2018 2:03 pm
by 70's Viking
Thanks, glad the car turned out better then i thought.







I made some small adjustments to the bone crusher and big hooka, i was not satisfied especially with the crusher model.

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https://joker.cwaboard.co.uk/Bone&Hooka.rar

Re: Carma gets Hard boiled

Posted: Thu Sep 27, 2018 4:58 am
by WadeSullivan
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Bug wheels =/ and i tried to fix on the CesmPlaything2, and i couldn´t open the file there.

Re: Carma gets Hard boiled

Posted: Thu Sep 27, 2018 8:06 am
by 70's Viking
I forget alot i see :crazy: .

Hopefully its fixed now

https://joker.cwaboard.co.uk/Bone&Hooka.rar

Re: Carma gets Hard boiled

Posted: Thu Sep 27, 2018 5:12 pm
by LinksofSphynx
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.

Here's a breakdown of FAUST.TXT/King Merc:

Code: Select all

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 :help: , i keep forgetting to use a more standard X.Act file.

I'll take a look at those tank tracks at some point.

Re: Carma gets Hard boiled

Posted: Wed Nov 07, 2018 1:49 pm
by 70's Viking
Here is my attempt at two max damage vehicles :

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https://joker.cwaboard.co.uk/Impaler&Mortis.rar

Re: Carma gets Hard boiled

Posted: Wed Nov 07, 2018 8:30 pm
by Toshiba-3
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. :twisted:

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. :twisted:
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!

Image

:cool: :thumbsup:

Re: Carma gets Hard boiled

Posted: Sun Nov 11, 2018 5:09 pm
by 70's Viking
No problem, its good to hear that it works now.



Edit:

Here are four random vehicles
Image
https://joker.cwaboard.co.uk/Randompack.rar

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 :banana: :banana:

Re: Carma gets Hard boiled

Posted: Fri Nov 16, 2018 9:05 pm
by 70's Viking
Thanks, thats good to hear :smile: .


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

Re: Carma gets Hard boiled

Posted: Sat Nov 17, 2018 3:35 am
by Mastro 666
:mad: Mr Mold :cool:

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Re: Carma gets Hard boiled

Posted: Tue Nov 20, 2018 12:53 pm
by Harmalarm
hmm, what map is that Mastro? :cool:

Re: Carma gets Hard boiled

Posted: Tue Nov 20, 2018 4:19 pm
by Mastro 666

Re: Carma gets Hard boiled

Posted: Tue Nov 27, 2018 6:56 pm
by Toshiba-3
two cents:
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this is a nice concept (I think the angular momentum proportions are a bit tight btw)
Image

Both other cars are nice too.

Re: Carma gets Hard boiled

Posted: Mon Dec 17, 2018 4:58 pm
by 70's Viking
Thank you for the feedback, i'll take a look at the windows, truck bed and the other vehicles angular momentum.

Re: Carma gets Hard boiled

Posted: Sat Dec 29, 2018 12:25 pm
by 70's Viking
A late merry christmas

https://joker.cwaboard.co.uk/Christmas.rar


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 :shock: :shock:
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 :shock: :shock:
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.

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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.