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HELP: Looking for new explosion/blood/smoke/... effects for Carmageddon 2 (Yfrid, please read).

The greatest unfinished sequel ever!
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Den John
mechanic
Posts: 40
Joined: Fri Dec 31, 2004 11:36 am

HELP: Looking for new explosion/blood/smoke/... effects for Carmageddon 2 (Yfrid, please read).

Post by Den John »

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
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C2 Scientist
jaywalker
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HELP: Looking for new explosion/blood/smoke/... effects for Carmageddon 2 (Yfrid, please read).

Post by C2 Scientist »

I should note that the FX pack on my site does not contain the exact visuals the OP is looking for.
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Den John
mechanic
Posts: 40
Joined: Fri Dec 31, 2004 11:36 am

HELP: Looking for new explosion/blood/smoke/... effects for Carmageddon 2 (Yfrid, please read).

Post by Den John »

^^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.
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coffeycup
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HELP: Looking for new explosion/blood/smoke/... effects for Carmageddon 2 (Yfrid, please read).

Post by coffeycup »

I think I might have Yfrid's email somewhere. Let see if I can get in touch with him.
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Toshiba-3
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HELP: Looking for new explosion/blood/smoke/... effects for Carmageddon 2 (Yfrid, please read).

Post by Toshiba-3 »

CoffeyCup: we posted the file at CWA:
https://www.cwaboard.co.uk/viewtopic.php?p=99453#p99453
Image / carmageddon add-ons at road reaction
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coffeycup
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HELP: Looking for new explosion/blood/smoke/... effects for Carmageddon 2 (Yfrid, please read).

Post by coffeycup »

Heh, either I'm not paying attention or my short-term memory is gone...or both!
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Toxic
motorised death
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Joined: Sat Jul 16, 2011 4:42 pm

HELP: Looking for new explosion/blood/smoke/... effects for Carmageddon 2 (Yfrid, please read).

Post by Toxic »

CoffeyCup wrote:or my short-term memory is gone...
You just said that...

;-)
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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).

Post by Peti_Somorja »

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:


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
So, i created a .tif image, with a level 1 smashed headlight with the name 70HRNTheadS.tif

70HRNTheadL.tif and 70HRNTheadLB.tif are the original texture files for headlights.



Then i edited the .wam file:


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
But its not working. I have no idea whats wrong with my editing.

Can you guys help me?
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Harmalarm
road raged psycho
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HELP: Looking for new explosion/blood/smoke/... effects for Carmageddon 2 (Yfrid, please read).

Post by Harmalarm »

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?
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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).

Post by Peti_Somorja »

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.
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CzechDeath
kill boss
Posts: 1884
Joined: Sun Jun 26, 2011 10:37 am
Location: Prague

HELP: Looking for new explosion/blood/smoke/... effects for Carmageddon 2 (Yfrid, please read).

Post by CzechDeath »

see the hood? that's what I'm missing in new carma


Spoiler:




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STShotgun
turbo bastard
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Joined: Tue Sep 22, 2015 6:41 pm
Location: Ingerland, simple as

HELP: Looking for new explosion/blood/smoke/... effects for Carmageddon 2 (Yfrid, please read).

Post by STShotgun »

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 :/
C:MD Mods: Overhaul / Car Lot
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CzechDeath
kill boss
Posts: 1884
Joined: Sun Jun 26, 2011 10:37 am
Location: Prague

HELP: Looking for new explosion/blood/smoke/... effects for Carmageddon 2 (Yfrid, please read).

Post by CzechDeath »

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 :/

Exactly metal does not shorten it bulges out.
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