Dear returning Carmageddon fans
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 !
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 !
HELP: Looking for new explosion/blood/smoke/... effects for Carmageddon 2 (Yfrid, please read).
HELP: Looking for new explosion/blood/smoke/... effects for Carmageddon 2 (Yfrid, please read).
I am looking for new explosion/blood splatter/smoke/... effects.
There was a thread at CWA Board where Yfrid showed off his new effects, but unfortunately all links are dead.
Would love to see somebody (Yfrid himself?) upload these files again.
Link to CWA thread: https://www.cwaboard.co.uk/viewtopic.php?f=3&t=2095&p=84260&hilit=new+explosions#p84260
Thanks!
Jonathan aka Den John
There was a thread at CWA Board where Yfrid showed off his new effects, but unfortunately all links are dead.
Would love to see somebody (Yfrid himself?) upload these files again.
Link to CWA thread: https://www.cwaboard.co.uk/viewtopic.php?f=3&t=2095&p=84260&hilit=new+explosions#p84260
Thanks!
Jonathan aka Den John
- Mastro 666
- motorised death
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- C2 Scientist
- jaywalker
- Posts: 2059
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HELP: Looking for new explosion/blood/smoke/... effects for Carmageddon 2 (Yfrid, please read).
I should note that the FX pack on my site does not contain the exact visuals the OP is looking for.
HELP: Looking for new explosion/blood/smoke/... effects for Carmageddon 2 (Yfrid, please read).
^^Correct. I have already tried effects made by different people, but i'm looking for Yfrid's effects in particular (those from the CWA thread i posted).
Would be cool if somebody could help me get these.
Would be cool if somebody could help me get these.
HELP: Looking for new explosion/blood/smoke/... effects for Carmageddon 2 (Yfrid, please read).
I think I might have Yfrid's email somewhere. Let see if I can get in touch with him.
- Toshiba-3
- BRender Actor
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HELP: Looking for new explosion/blood/smoke/... effects for Carmageddon 2 (Yfrid, please read).
CoffeyCup: we posted the file at CWA:
https://www.cwaboard.co.uk/viewtopic.php?p=99453#p99453
https://www.cwaboard.co.uk/viewtopic.php?p=99453#p99453
HELP: Looking for new explosion/blood/smoke/... effects for Carmageddon 2 (Yfrid, please read).
Heh, either I'm not paying attention or my short-term memory is gone...or both!
HELP: Looking for new explosion/blood/smoke/... effects for Carmageddon 2 (Yfrid, please read).
You just said that...CoffeyCup wrote:or my short-term memory is gone...
;-)
Hemlok viewtopic.php?t=13935
- Peti_Somorja
- driver
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- Joined: Tue Oct 04, 2011 8:09 pm
HELP: Looking for new explosion/blood/smoke/... effects for Carmageddon 2 (Yfrid, please read).
Hi fellas
I need help with editing some parameters in .wam file.
So, i want to make 2 level smashable headlights, like the windscreens on cars.
Normally, the headlights are only 1 level smashable parts, i show you:
70HRNTheadL.tif and 70HRNTheadLB.tif are the original texture files for headlights.
Then i edited the .wam file:
Can you guys help me?
I need help with editing some parameters in .wam file.
So, i want to make 2 level smashable headlights, like the windscreens on cars.
Normally, the headlights are only 1 level smashable parts, i show you:
So, i created a .tif image, with a level 1 smashed headlight with the name 70HRNTheadS.tif
FENDL // actor
normal // softness
detach // crush type "boring" only dent,"detach" falls off, "flap" has a hinge
normal // Ease of detachment
normal // Type "normal","stubborn","fully_detach"
box // shape
1 // number of smashable textures
70HRNTHLR // name of material
70HRNTheadL // pixelmap to use when intact
1 // Number of levels
0.002 // trigger threshold (default if zero)
0 // flags
// Connotations:
1 // number of possible sounds
4520 // sound ID
1 // Shrapnel count
shards // Shrapnel type
0,0 // Min,max speed towards car
1.0 // Impactee velocity factor
10.0 // Random velocity (max)
2.0 // Random up velocity (max)
0 // Random normal velocity (max)
100.0 // Random spin rate (max)
0.75,1.25 // Min time, Max time
0.005 // Min cut length
0x01 // flags
RLFRAG.MAT // name of shrapnel material
0 // Explosion size
none // Slick material
0 // Number of non-cars activated
0 // Radius of side-effect smashes
0 // Extensions flags
0 // Room turn on code
none // Award code
0 // No run-time variable changes
1 // Number of pixelmaps
70HRNTheadLB // pixelmap to use when smashed
70HRNTheadL.tif and 70HRNTheadLB.tif are the original texture files for headlights.
Then i edited the .wam file:
But its not working. I have no idea whats wrong with my editing.
FENDR // actor
normal // softness
detach // crush type "boring" only dent,"detach" falls off, "flap" has a hinge
normal // Ease of detachment
normal // Type "normal","stubborn","fully_detach"
box // shape
1 // number of smashable textures
70HRNTHLR // name of material
70HRNTheadL // pixelmap to use when intact
2 // Number of levels
0.002 // trigger threshold (default if zero)
0 // flags
// Connotations:
1 // number of possible sounds
4530 // sound ID
1 // Shrapnel count
shards // Shrapnel type
0,0 // Min,max speed towards car
1.0 // Impactee velocity factor
10.0 // Random velocity (max)
2.0 // Random up velocity (max)
0 // Random normal velocity (max)
100.0 // Random spin rate (max)
0.75,1.25 // Min time, Max time
0.005 // Min cut length
0x01 // flags
RLFRAG.MAT // name of shrapnel material
0 // Explosion size
none // Slick material
0 // Number of non-cars activated
0 // Radius of side-effect smashes
0 // Extensions flags
0 // Room turn on code
none // Award code
0 // No run-time variable changes
1 // Number of pixelmaps
70HRNTheadS // pixelmap to use when smashed level 1
0.002 // trigger threshold (default if zero)
0 // flags
// Connotations:
1 // number of possible sounds
4520 // sound ID
1 // Shrapnel count
shards // Shrapnel type
0,0 // Min,max speed towards car
1.0 // Impactee velocity factor
10.0 // Random velocity (max)
2.0 // Random up velocity (max)
0 // Random normal velocity (max)
100.0 // Random spin rate (max)
0.75,1.25 // Min time, Max time
0.005 // Min cut length
0 // flags
SCRN4 // name of shrapnel material
0 // Explosion size
none // Slick material
0 // Number of non-cars activated
0 // Radius of side-effect smashes
0 // Extensions flags
0 // Room turn on code
none // Award code
0 // No run-time variable changes
1 // Number of pixelmaps
70HRNTheadLB // pixelmap to use when smashed level 2
Can you guys help me?
- Harmalarm
- road raged psycho
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HELP: Looking for new explosion/blood/smoke/... effects for Carmageddon 2 (Yfrid, please read).
You can change those thresholds, both are now set to 0.002 but for different levels you might need different threshholds. try 0.0005 for the first and 0.002 for the second.
If that does not help, try changing the first flag from 0 to 1.
If that does not help it must be a naming thing, the other settings seem fine... So either your material identifier in plaything is different, or the bitmaps it uses are not spelled correctly?
If that does not help, try changing the first flag from 0 to 1.
If that does not help it must be a naming thing, the other settings seem fine... So either your material identifier in plaything is different, or the bitmaps it uses are not spelled correctly?
- Peti_Somorja
- driver
- Posts: 66
- Joined: Tue Oct 04, 2011 8:09 pm
HELP: Looking for new explosion/blood/smoke/... effects for Carmageddon 2 (Yfrid, please read).
Hi Harmalarm!
Thank you for the reply. At the weekend a try to make some maintenance, then i tell you what happened with that headlight.
By the way, this is not my addon car, this is Autopilot's 1970 AMC Hornet. I just want to do some "experiments" with these breaking levels.
Edit:
It's working! Harmalarm, thank you very much. You were right. I changed the threshold value.
Thank you for the reply. At the weekend a try to make some maintenance, then i tell you what happened with that headlight.
By the way, this is not my addon car, this is Autopilot's 1970 AMC Hornet. I just want to do some "experiments" with these breaking levels.
Edit:
It's working! Harmalarm, thank you very much. You were right. I changed the threshold value.
- CzechDeath
- kill boss
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- Location: Prague
HELP: Looking for new explosion/blood/smoke/... effects for Carmageddon 2 (Yfrid, please read).
see the hood? that's what I'm missing in new carma
Spoiler:
HELP: Looking for new explosion/blood/smoke/... effects for Carmageddon 2 (Yfrid, please read).
CzechDeath wrote:see the hood? that's what I'm missing in new carma
Yeah, I'm still surprised it was never added to be honest. It really adds a lot more to the damage model :/
- CzechDeath
- kill boss
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- Joined: Sun Jun 26, 2011 10:37 am
- Location: Prague
HELP: Looking for new explosion/blood/smoke/... effects for Carmageddon 2 (Yfrid, please read).
Exactly metal does not shorten it bulges out.STShotgun wrote:CzechDeath wrote:see the hood? that's what I'm missing in new carma
Yeah, I'm still surprised it was never added to be honest. It really adds a lot more to the damage model :/
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