Page 3 of 3

Re: [CARMA1] Carma gets Hard boiled

Posted: Thu Nov 14, 2019 11:36 am
by Toshiba-3
Image
Image
Image
Image
Image
Image

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 The Joker
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.toshiba-3.com/EuropePolicePart2.rar
Image

Also Updated the Part 1 pack
https://joker.toshiba-3.com/EuropePolicePart1.rar

At first the textures where dumped from the AI car
Image
Now i found the actual car in the files
Image

Re: [CARMA1] Carma gets Hard boiled

Posted: Sun Feb 02, 2020 2:23 pm
by The Joker
Got my boat, on the bloody road :twisted:
Image
https://joker.toshiba-3.com/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 The Joker
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:

Image

Image

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)

Image

Re: [CARMA1] Carma gets Hard boiled

Posted: Sat Mar 21, 2020 1:44 pm
by The Joker
Thanks friends, for testing the boatcar :beer: .

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

These two
Image
Image

Already have made these three
Image
Image
Image

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 The Joker
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 The Joker
Just nothig really serious

Image
Image
Image

Re: [CARMA1] Carma gets Hard boiled

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

Image

Re: [CARMA1] Carma gets Hard boiled

Posted: Sat Apr 25, 2020 7:51 pm
by The Joker
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.

Image
Image

http://joker.toshiba-3.com/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!

Image

Image

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 1170 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 1168 times

Re: [CARMA1] Carma gets Hard boiled

Posted: Mon Aug 24, 2020 8:39 am
by The Joker
A little late, but tried to fix the issue
Image

Also

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

No?

Well, here it is anyway.
Image
Image
Image
Image
http://joker.toshiba-3.com/AlarmFurCobra11.rar

Also, another Driver 2...car?
Most Textures extracted by Mastro666
Image
Image
http://joker.toshiba-3.com/KING-RAM.rar

Re: [CARMA1] Carma gets Hard boiled

Posted: Sun Aug 30, 2020 2:59 pm
by The Joker
Garth Knight and his big rig join the carnage

Image
Image

http://joker.toshiba-3.com/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 The Joker
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,
Image
Or four wheels?
Image

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 The Joker
Alright, here is the four wheel version
Image
Together with another vehicle that...is also nothing really serious
Image
Image
http://joker.toshiba-3.com/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!

Image

Image

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 288 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 The Joker
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!

Image

Image
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:

Image
Image
Image
Image
Image
Image
Image
Image

http://joker.toshiba-3.com/PSX-Bunch.rar