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Re: [CARMA1] Carma gets Hard boiled

Posted: Thu Nov 14, 2019 11:36 am
by Toshiba-3
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All working, good job. Just a dot too many in the intructions for OPPONENT.TXT in that chunk:
// Opponent ??
Austrian Polizei
AP
00
3 // Strength rating (1-5)
all // Network availability ('never', 'eagle', 'hawk' or 'all')
EUROPOL.FLI
ADM.TXT
ADM..FLI
0 // Number of text chunks

Re: [CARMA1] Carma gets Hard boiled

Posted: Fri Nov 15, 2019 9:15 am
by 70's Viking
Thanks for testing all of them.
Though i do not remember putting the Boba fett truck in that package.


I removed the extra dot, and updated the textures on the German car.
https://joker.cwaboard.co.uk/EuropePolicePart2.rar
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Also Updated the Part 1 pack
https://joker.cwaboard.co.uk/EuropePolicePart1.rar

At first the textures where dumped from the AI car
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Now i found the actual car in the files
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Re: [CARMA1] Carma gets Hard boiled

Posted: Sun Feb 02, 2020 2:23 pm
by 70's Viking
Got my boat, on the bloody road :twisted:
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https://joker.cwaboard.co.uk/MiamiPowerboatRacer.rar

There might be more boats later on in an update, only had time for this one for now.

Re: [CARMA1] Carma gets Hard boiled

Posted: Sun Feb 02, 2020 7:13 pm
by Mastro 666
The requested URL was not found on this server.

Re: [CARMA1] Carma gets Hard boiled

Posted: Sun Feb 02, 2020 7:25 pm
by 70's Viking
Sorry for the typo, fixed.

Re: [CARMA1] Carma gets Hard boiled

Posted: Sun Feb 02, 2020 8:13 pm
by Mastro 666
Very original and elegant. :beer:

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Re: [CARMA1] Carma gets Hard boiled

Posted: Mon Feb 10, 2020 11:16 pm
by Toshiba-3
Also tested this, makes me wonder why no one ever put a boat-on-wheels in C1 or C2 before! (Beroc did one for TDR iirc)

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Re: [CARMA1] Carma gets Hard boiled

Posted: Sat Mar 21, 2020 1:44 pm
by 70's Viking
Thanks friends, for testing the boatcar :beer: .

Does someone have some ideas to turn two vehicles into something more...carmageddon?

These two
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Already have made these three
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Also is it possible to make a vehicle for Carma2 without plaything2?

Re: [CARMA1] Carma gets Hard boiled

Posted: Sat Mar 21, 2020 3:32 pm
by Mastro 666
The Joker wrote: Sat Mar 21, 2020 1:44 pm Also is it possible to make a vehicle for Carma2 without plaything2?
Yes, it's possible with 3dsmax and Harmalarm's Carmatools (3dsmax scripts).

Re: [CARMA1] Carma gets Hard boiled

Posted: Sun Mar 22, 2020 11:19 am
by 70's Viking
So...just Cared is not enough?

I followed Ben beard's 1999 Cared tutorial and it keeps crashing after trying it ingame.

Re: [CARMA1] Carma gets Hard boiled

Posted: Mon Mar 23, 2020 5:00 am
by Mastro 666
Send me the files.

Re: [CARMA1] Carma gets Hard boiled

Posted: Sat Mar 28, 2020 3:56 pm
by 70's Viking
Just nothig really serious

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Re: [CARMA1] Carma gets Hard boiled

Posted: Tue Mar 31, 2020 2:30 am
by Mastro 666
You have a split personality!

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Re: [CARMA1] Carma gets Hard boiled

Posted: Sat Apr 25, 2020 7:51 pm
by 70's Viking
Took sometime, but it is here (again)

The leader of the Autobahn raser club is here after some failed therapy sessions, he is out for blood...and out of patience.

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

Re: [CARMA1] Carma gets Hard boiled

Posted: Sat Apr 25, 2020 11:17 pm
by Durtvan
how about a boat much shorter than that powerboat?

Re: [CARMA1] Carma gets Hard boiled

Posted: Sat May 02, 2020 2:21 am
by Mastro 666
Blacked!

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Re: [CARMA1] Carma gets Hard boiled

Posted: Sat May 23, 2020 4:49 pm
by Toshiba-3
:swheel:
DUMP0001.png
DUMP0001.png (84.68 KiB) Viewed 10197 times
This one seems interesting but it suffers from your typical "both ends sinking into ground" oversight.
DUMP0002.png
DUMP0002.png (21.14 KiB) Viewed 10195 times

Re: [CARMA1] Carma gets Hard boiled

Posted: Mon Aug 24, 2020 8:39 am
by 70's Viking
A little late, but tried to fix the issue
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Also

Did you ever wanted to drive a oversized Volvo that flew through a milk truck?

No?

Well, here it is anyway.
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https://joker.cwaboard.co.uk/AlarmFurCobra11.rar

Also, another Driver 2...car?
Most Textures extracted by Mastro666
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https://joker.cwaboard.co.uk/KING-RAM.rar

Re: [CARMA1] Carma gets Hard boiled

Posted: Sun Aug 30, 2020 2:59 pm
by 70's Viking
Garth Knight and his big rig join the carnage

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

Re: [CARMA1] Carma gets Hard boiled

Posted: Tue Sep 01, 2020 5:34 am
by WadeSullivan
nice one Joker :scool: :scool:
just 1 thing, why can i edit the truck front? i make the edition but after save in carmagedit, in game is normal O_o, the other one i can, only the front Ç_Ç

Re: [CARMA1] Carma gets Hard boiled

Posted: Thu Sep 03, 2020 3:11 pm
by 70's Viking
WadeSullivan wrote: Tue Sep 01, 2020 5:34 am nice one Joker :scool: :scool:
just 1 thing, why can i edit the truck front? i make the edition but after save in carmagedit, in game is normal O_o, the other one i can, only the front Ç_Ç
What exactly are you trying to edit?
The front of the truck model and the bonnet model use the same texture.


Ontopic:
Just asking, but is this car better with six,
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Or four wheels?
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Re: [CARMA1] Carma gets Hard boiled

Posted: Fri Sep 04, 2020 1:56 am
by Mastro 666
Four wheels. :scool:

Re: [CARMA1] Carma gets Hard boiled

Posted: Fri Sep 04, 2020 7:33 pm
by 70's Viking
Alright, here is the four wheel version
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Together with another vehicle that...is also nothing really serious
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https://joker.cwaboard.co.uk/Driver2.rar

Re: [CARMA1] Carma gets Hard boiled

Posted: Sat Sep 05, 2020 1:10 am
by Mastro 666
It appears to be a large... My goodness, large isn't the word, it's enormous!

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Re: [CARMA1] Carma gets Hard boiled

Posted: Thu Sep 10, 2020 12:51 pm
by Toshiba-3
Took some time to test your latest stuff. That Goliath is very neat, could be a vanilla Carmageddon vehicle along the Semi with a few interpretations IMO.

However the long cars don't have their physical wheel positions fixed, so I tried to make a little pic to explain it to you:
Sans titre-3.png
Sans titre-3.png (169.93 KiB) Viewed 9315 times
This is an example with TRANSRAM.TXT.
1. First you simply have to copy/paste the wheel coordinates you use for each wheel groove to that wheel's corresponding line in the mechanics part (RRWHEEL coords to the right rear wheel position line, etc.). This will properly place the physical wheels at the same place as the visual ones so the latter won't sink into the ground anymore etc.
BUT, now the vehicle has its physical wheels outside of the angular momentum proportions (as they were wrong) and so the car starts to shake, so...
2. Roughly add the absolute value of the X coordinates from the bounding box (if you've got -0.2 and 0.2, then the result is 0.4) and put the total as the first value (X) of the angular momentum proportions. Then do the same for the Z coordinates (third value of the angular momentum proportions). You might have add a little more just to be sure like I did in the example above.
Now the car doesn't shake anymore BUT it's constantly sliding as the car is set to a short turning radius despite the wheel base being very long, so...
3. Finally, increase a lot the turning radius. The car should now behave like a very long vehicle.

Re: [CARMA1] Carma gets Hard boiled

Posted: Mon Sep 14, 2020 5:32 pm
by 70's Viking
Mastro 666 wrote: Sat Sep 05, 2020 1:10 am It appears to be a large... My goodness, large isn't the word, it's enormous!

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Nice reference :beer: .
Toshiba-3 wrote: Thu Sep 10, 2020 12:51 pm Took some time to test your latest stuff. That Goliath is very neat, could be a vanilla Carmageddon vehicle along the Semi with a few interpretations IMO.

However the long cars don't have their physical wheel positions fixed, so I tried to make a little pic to explain it to you:
Sans titre-3.png
This is an example with TRANSRAM.TXT.
1. First you simply have to copy/paste the wheel coordinates you use for each wheel groove to that wheel's corresponding line in the mechanics part (RRWHEEL coords to the right rear wheel position line, etc.). This will properly place the physical wheels at the same place as the visual ones so the latter won't sink into the ground anymore etc.
BUT, now the vehicle has its physical wheels outside of the angular momentum proportions (as they were wrong) and so the car starts to shake, so...
2. Roughly add the absolute value of the X coordinates from the bounding box (if you've got -0.2 and 0.2, then the result is 0.4) and put the total as the first value (X) of the angular momentum proportions. Then do the same for the Z coordinates (third value of the angular momentum proportions). You might have add a little more just to be sure like I did in the example above.
Now the car doesn't shake anymore BUT it's constantly sliding as the car is set to a short turning radius despite the wheel base being very long, so...
3. Finally, increase a lot the turning radius. The car should now behave like a very long vehicle.
Thanks, never really thought about that.
I have applied it to most vehicles you have tested (Some act weird when the txt is edited)

So here are some of them plus some new ones:

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https://joker.cwaboard.co.uk/PSX-Bunch.rar

Re: [CARMA1] Carma gets Hard boiled

Posted: Fri Oct 23, 2020 5:06 pm
by Toshiba-3
Took the Goteki 45 F7200 for a race :) Removed the wheels and set it on a "floating" groove. Also set it to use Twister's cockpit as it's a bit more futuristic.

Re: [CARMA1] Carma gets Hard boiled

Posted: Sat Oct 24, 2020 10:41 am
by 70's Viking
That actully looks really good.

Re: Carma gets Hard boiled

Posted: Tue Dec 22, 2020 3:17 pm
by 70's Viking
I made a Six wheeled car with four wheels at the front, but when steering only the first two rotate.

How do i make all four of them move when steering?

Re: Carma gets Hard boiled

Posted: Tue Dec 22, 2020 9:49 pm
by Toshiba-3
Basically, you have to duplicate the front wheels setup: add a suspension/rock groove on each additional pivot and a spin groove on each additional wheel.
The code chunk to add could look like so:

Code: Select all

IFRPIVOT.ACT
not a lollipop
constant
straight
absolute
0,0,0
11
0,1,0
rock
absolute
12
0,0,0 <- change this one with the wheel's coordinates
y
0

NEXT GROOVE

IFLPIVOT.ACT
not a lollipop
constant
straight
absolute
0,0,0
13
0,1,0
rock
absolute
14
0,0,0 <- change this one with the wheel's coordinates
y
0

NEXT GROOVE

IFRWHEEL.ACT
not a lollipop
constant
no path
spin
controlled
15
0,0,0 <- change this one with the wheel's coordinates
x

NEXT GROOVE

IFLWHEEL.ACT
not a lollipop
constant
no path
spin
controlled
16
0,0,0 <- change this one with the wheel's coordinates
x
Notice how I added an "I" in front of the actor identifiers (ie. IFRWHEEL.ACT), that's because the game also look for these. You'll also have to add the groovyfunkref numbers (here 11-16) to the corresponding slots above the groove chunks. Should look like so:

Code: Select all

4										// Number of steerable wheels
7										// GroovyFunkRef of 1st steerable wheel
8										// GroovyFunkRef of 2nd steerable wheel
12
14

4,13,-1,-1							// Left-front suspension parts GroovyFunkRef
3,11,-1,-1							// Right-front suspension parts GroovyFunkRef
6,-1									// Left-rear suspension parts GroovyFunkRef
5,-1									// Right-rear suspension parts GroovyFunkRef

-1,-1,2,1								// Driven wheels GroovyFunkRefs (for spinning)
10,9,15,16							// Non-driven wheels GroovyFunkRefs (for spinning)
As you're working in CarEd only and you try to avoid PT2 (if I remember correctly), you can't add empty actors for the additional pivots. If possible (I don't remember CarEd too well) I suggest you create little cubes that you'd place and hide at the center of both additional wheels, and use them as 'parents' to the wheel and name them IFRPIVOT.ACT and IFLPIVOT.ACT.

If it proves too complex, or unachievable via CarEd, just send me the files when you're done with the car and I'll setup the front wheels for you.

Re: Carma gets Hard boiled

Posted: Thu May 13, 2021 8:28 am
by 70's Viking

Re: Carma gets Hard boiled

Posted: Fri May 28, 2021 12:42 pm
by 70's Viking
Is it possible to have wheels that exist out of more components then just one :help: ?

Re: Carma gets Hard boiled

Posted: Sat May 29, 2021 9:52 pm
by Toshiba-3
Had to remove the unused groovyfunkrefs to get the update to the volvo working with carma95:

from

Code: Select all

6,14			// Left-rear suspension parts GroovyFunkRef
5,13			// Right-rear suspension parts GroovyFunkRef
11,12,2,1		// Driven wheels GroovyFunkRefs (for spinning)
10,9,-1,-1		// Non-driven wheels GroovyFunkRefs (for spinning)
to

Code: Select all

6,-1			// Left-rear suspension parts GroovyFunkRef
5,-1			// Right-rear suspension parts GroovyFunkRef
-1,-1,2,1		// Driven wheels GroovyFunkRefs (for spinning)
10,9,-1,-1		// Non-driven wheels GroovyFunkRefs (for spinning)
No idea what you mean with your question, by the way. Different wheel models?

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Re: Carma gets Hard boiled

Posted: Sun May 30, 2021 5:33 pm
by 70's Viking
Thank you for testing. Keep forgetting about the groovyfunk thing.


What i meant is this:
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Can a wheel model have more then one part?

Re: Carma gets Hard boiled

Posted: Mon May 31, 2021 9:32 am
by Toshiba-3
Oh right. Yes it's definitely possible to do that (basically setting components as child to the wheel). I'm just not 100% sure how to achieve that from within CarEd..!

I think you have to rename the wheel models to something different, and instead create new "groups" named FRWHEEL etc, and put the corresponding wheel and hubcap/rim/whatever into each group. Like so:
Screenshot 2021-05-31 112437.png
Screenshot 2021-05-31 112437.png (100.68 KiB) Viewed 6938 times
However I haven't tested compiling the car etc with such a setup. I imagine that's how it should be done. Give a try and report back :grin: