Need for Speed: High Stakes to Carmageddon 2 Map Conversion
Atlantica is a course featured in Need for Speed III: Hot Pursuit. It is available from the beginning in both the PC and PlayStation releases. It also appears in the PC release of Need for Speed: High Stakes, being set in the United States and unlocked by competing in Circuit #2; Memory Lane. The track takes place in a clean and futuristic city with numerous gardens along the coastline on a boulevard called Atlantica Drive. It is comprised of straight and twisteing roads.
DL: https://mastro.cwaboard.co.uk/Carmageddo ... ANTICA.zip
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These last years, the CWA Board assimilated what was archived from many old Carmageddon forums, including the whole of the Official Carmageddon.com Forums.
If you wish to merge any previous account you might have had with your new or existing CWA account, don't hesitate to reach out to us !
C2 Map: Atlantica
- Mastro 666
- motorised death
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- WadeSullivan
- hit n run
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Re: C2 Map: Atlantica
WooooooooooooW
I loved all need for speed tracks soooo much <3 i hope one day, they can be made in C1 too.
awesome wob mastro
I loved all need for speed tracks soooo much <3 i hope one day, they can be made in C1 too.
awesome wob mastro
- Toshiba-3
- BRender Actor
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Re: C2 Map: Atlantica
Flower powerups
- Attachments
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- Carma2_HW 2020-05-25 11-43-38-67.jpg (138.82 KiB) Viewed 1323 times
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- Carma2_HW 2020-05-25 11-41-09-41.jpg (115.59 KiB) Viewed 1323 times
Re: C2 Map: Atlantica
_Skin C2 NFS Atlantica High Res, only textures.
Mini bump for sharing a skin for Atlantica, think for long time about this.
Aiming for an HD experience in the track, but experimental too..
Test it.. more details at readme..:
----------------------------------------------------------------------------------------------------------
Translated to english..
As a tribute to the track and a refresher with a fresher tone.
Read me in an informal version, if it is necessary to touch the textures to
to work properly or fix bugs (if any), do it.
Adding the corresponding credits:
Experimental mod based on:
Need_For_Speed_4_High_Stakes-Atlantica_4x_Textures_Rework (edwardgeo)
Thanks to him, credits for his 4x Textures Rework and textures.
The 256x256 textures present are ported to C2 by me (Lince DJ)
Thanks to Mastro for his Atlantica, to Stainless for Carmageddon, to CWA and his people...
To everyone in general and to you in particular.
NFS Atlantica? Yes, here for Carmageddon 2:
https://mastro.cwaboard.co.uk/Carmagedd ... ANTICA.zip
To install the package, unzip it on your previously installed Atlantica.
Completely experimental textures mod (wink wink), use at your own risk.
Includes the original textures as a backup, just in case... Greetings!!
----------------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------------
The method for port to the format i used is add/replace the image in every texture with the new one over the original, to dont loss the original format/save for avoid incompatibilities.
Tested in hw n sw modes.
SW HW
Link to the skin mod: https://www.mediafire.com/file/30jddtux ... es.7z/file
Enjoy.
Mini bump for sharing a skin for Atlantica, think for long time about this.
Aiming for an HD experience in the track, but experimental too..
Test it.. more details at readme..:
----------------------------------------------------------------------------------------------------------
Translated to english..
As a tribute to the track and a refresher with a fresher tone.
Read me in an informal version, if it is necessary to touch the textures to
to work properly or fix bugs (if any), do it.
Adding the corresponding credits:
Experimental mod based on:
Need_For_Speed_4_High_Stakes-Atlantica_4x_Textures_Rework (edwardgeo)
Thanks to him, credits for his 4x Textures Rework and textures.
The 256x256 textures present are ported to C2 by me (Lince DJ)
Thanks to Mastro for his Atlantica, to Stainless for Carmageddon, to CWA and his people...
To everyone in general and to you in particular.
NFS Atlantica? Yes, here for Carmageddon 2:
https://mastro.cwaboard.co.uk/Carmagedd ... ANTICA.zip
To install the package, unzip it on your previously installed Atlantica.
Completely experimental textures mod (wink wink), use at your own risk.
Includes the original textures as a backup, just in case... Greetings!!
----------------------------------------------------------------------------------------------------------
► Show Spoiler
The method for port to the format i used is add/replace the image in every texture with the new one over the original, to dont loss the original format/save for avoid incompatibilities.
Tested in hw n sw modes.
SW HW
Link to the skin mod: https://www.mediafire.com/file/30jddtux ... es.7z/file
Enjoy.
- Toshiba-3
- BRender Actor
- Posts: 5511
- Joined: Sun Jun 08, 2003 12:14 am
- Location: MagnaChem Data Unit
- Contact:
Re: C2 Map: Atlantica
Hello Lince, I tested your skin :) This takes me back to 20 years ago when people used to make hires skin like that for existing levels (like C2S' work).
You mentioned the disappearing shadow bug and --as Razor suggested-- this is indeed due to your tiff files incorporating an alpha channel. You have to flatten every texture that doesn't need transparency.
Here's a look at that in PS7: This will also make the colours have a higher definition! As Carma2 has a 16-bit colour depth, texture formats are limited to 16bit too. This means that for example your 24-bit (RGB888 - 8bit info per colour - 8x3=24) tiff file will be converted into RGB565 pix by C2 (5bit+6bit+5bit=16bit). You can already see there's a bit of loss between 8bit per colour to 5/6bit... The fact the Green channel has 6bit explains why it's difficult to have neutral grays, they'll either look pinkish or greenish if the conversion is handled by C2.
Anyway, now in the case of the Atlantica hires skin with alpha channels everywhere... That alpha information must be stored into the pix file too! But it still can't exceed 16bit information! SO, C2 will convert your RGBA8888 tiff (note the additional A for the Alpha channel) to... RGBA4444 pix!! Even less definition per colour, 4bit! And they don't even need that alpha channel. This explains why the car images in the car selection menu are so low quality for example.
So getting rid of the alpha channel in your textures that don't need it will bump the colour quality after C2 converts them to pix :)
Oh and software mode doesn't have the no-shadow bug because it flattens the textures. It will only translate alpha transparency into pink/transparent pixels if their alpha value exceeds a specific threshold.
You mentioned the disappearing shadow bug and --as Razor suggested-- this is indeed due to your tiff files incorporating an alpha channel. You have to flatten every texture that doesn't need transparency.
Here's a look at that in PS7: This will also make the colours have a higher definition! As Carma2 has a 16-bit colour depth, texture formats are limited to 16bit too. This means that for example your 24-bit (RGB888 - 8bit info per colour - 8x3=24) tiff file will be converted into RGB565 pix by C2 (5bit+6bit+5bit=16bit). You can already see there's a bit of loss between 8bit per colour to 5/6bit... The fact the Green channel has 6bit explains why it's difficult to have neutral grays, they'll either look pinkish or greenish if the conversion is handled by C2.
Anyway, now in the case of the Atlantica hires skin with alpha channels everywhere... That alpha information must be stored into the pix file too! But it still can't exceed 16bit information! SO, C2 will convert your RGBA8888 tiff (note the additional A for the Alpha channel) to... RGBA4444 pix!! Even less definition per colour, 4bit! And they don't even need that alpha channel. This explains why the car images in the car selection menu are so low quality for example.
So getting rid of the alpha channel in your textures that don't need it will bump the colour quality after C2 converts them to pix :)
Oh and software mode doesn't have the no-shadow bug because it flattens the textures. It will only translate alpha transparency into pink/transparent pixels if their alpha value exceeds a specific threshold.
Re: C2 Map: Atlantica
Hi, holy time!! Thank you for testing and all the info, at the moment i dont know that changes make the C2 from Tiff to Pix, thanks to clearly too, now i understand better why happen that.Toshiba-3 wrote: ↑Thu Feb 15, 2024 10:55 am Hello Lince, I tested your skin :) This takes me back to 20 years ago when people used to make hires skin like that for existing levels (like C2S' work).
You mentioned the disappearing shadow bug and --as Razor suggested-- this is indeed due to your tiff files incorporating an alpha channel. You have to flatten every texture that doesn't need transparency.
Here's a look at that in PS7:
Capture d'écran 2024-02-15 114139.png
This will also make the colours have a higher definition! As Carma2 has a 16-bit colour depth, texture formats are limited to 16bit too. This means that for example your 24-bit (RGB888 - 8bit info per colour - 8x3=24) tiff file will be converted into RGB565 pix by C2 (5bit+6bit+5bit=16bit). You can already see there's a bit of loss between 8bit per colour to 5/6bit... The fact the Green channel has 6bit explains why it's difficult to have neutral grays, they'll either look pinkish or greenish if the conversion is handled by C2.
Anyway, now in the case of the Atlantica hires skin with alpha channels everywhere... That alpha information must be stored into the pix file too! But it still can't exceed 16bit information! SO, C2 will convert your RGBA8888 tiff (note the additional A for the Alpha channel) to... RGBA4444 pix!! Even less definition per colour, 4bit! And they don't even need that alpha channel. This explains why the car images in the car selection menu are so low quality for example.
So getting rid of the alpha channel in your textures that don't need it will bump the colour quality after C2 converts them to pix :)
Oh and software mode doesn't have the no-shadow bug because it flattens the textures. It will only translate alpha transparency into pink/transparent pixels if their alpha value exceeds a specific threshold.
Yes, i used only Paint for the process cuz first i tried with XnView to convert all straight, but with too bad results.
Now i understand why work fine in sw and no in hw. Anyway was my mistake, i dont think about copy the new image and paste over the original can add the Alpha channel when save and dont check with PS if are present in the process, was my bad.
Now (x2) i learned how to make it in a right way, thanks Toshiba-3 and Razor for the suggest and help show me what i missed, i used lately the PS7 to delete all the Alpha channels in the mod, now works flawlessly!
Now on the way, im inspired to recreate a Hometown and Empire City, coming soon.
Thanks so much and now, enjoy the v2: https://www.mediafire.com/file/q2aoyhmn ... 15.7z/file
- Razor
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Re: C2 Map: Atlantica
Glad you managed to get it fixed in the end.
Nice work.
Nice work.
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To download the BETA Mod and more information on my other work, visit me @ https://razor.cwaboard.co.uk
To download the BETA Mod and more information on my other work, visit me @ https://razor.cwaboard.co.uk
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