Mad Mikes Used Cars. [REL] 29 Vehicles. Texture update now out.

The 2016 reincarnation of Carmageddon! Discuss, mod and troubleshoot!
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Mad Mike
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Mad Mikes Used Cars. [REL] 29 Vehicles. Texture update now out.

Post by Mad Mike »

"Welcome to Mad Mikes Used Cars"

____________________________________________________________________________________________________

This topic will house all of my released mods. as well as Work in progress of upcoming mods.

Old Art can be found in my Fan Art topic.

If you've got any constructive criticism or are having any problems, then post here.

Thanks to Trent for his Max Tools, and also Errol for getting C:R Modding going.

____________________________________________________________________________________________________

Videos:

Carmageddon Max Damage Videos:


Spoiler: The Final Compilation (VHS Style)






Spoiler: Attack of the V8s Part 2 Vigilante 8 Rebuilds (VHS Version)






Spoiler: Attack of the V8s Part 2 Vigilante 8 Rebuilds (HD Version)






Spoiler: Attack of the V8s Part 1 Summer Update (VHS Version)






Spoiler: Attack of the V8s Part 1 Summer Update (HD Version)






Spoiler: Attack of the V8s Part 1 Muscle Cars & Full-size Cars - VHS Version






Spoiler: Attack of the V8s Part 1 Muscle Cars & Full-size Cars - HD Version






Spoiler: Testing Trailers in Carmageddon Max Damage






Spoiler: Testing Trailers in Carmageddon Max Damage: Round 2






Spoiler: Testing Trailers in Carmageddon Max Damage: Round 3






Spoiler: Testing Custom setup for the Plows' Bucket






____________________________________________________________________________________________________

Public Service Announcement/s:


Upcoming C:MD Releases:

CarMODgeddon is currently limited to vehicles, wheels & levels. As such, the heavyweight vehicles will be stripped of all custom trailers. If some day CarMODgeddon is expanded, then the custom trailers can be released..

Donations:

If you like what you have seen here, and would like to make a donation to the cause - Donations can be made here. This is strictly for donations, and is not a payment for goods/services.

Carmageddon Chatroom:

It was brought to my attention some time ago, that there is/was at least one person impersonating me on the chatroom. FYI: I have not used the chatroom since C:R was still in its public beta stage (around March-April 2015). So, if you chatting with anyone using my name or something similar - it is not me!

____________________________________________________________________________________________________

News:


____________________________
October 25th 1988 2018:

  • Work on the Level stalled some time back. But, it is my intention to release five of the heavyweight vehicles that featured in 'the final compilation' with three more heavyweight vehicles (one of which hasn't been started yet). Where appropriate, vehicles will be reconfigured to use the games standard trailers

  • The '72 Moth Truck and '66 School Bus will also be updated due to re-balancing of 'Regulation' Heavyweight equipment (decreased defense and increased offense)

  • Some experiments have been going on with substituting damage values in the main scripts with the relevant values from the last Pre-Alpha build of C:R

____________________________
18th March 1988 2018:

All 29 Releases have now been updated

____________________________________________________________________________________________________

Legal/The Boring Stuff:


Unless otherwise stated, I do NOT give permission for any persons, companies, corporations, machines or entities to copy, modify, re-distribute, re-use, claim as your own, sell or reverse engineer any of the below vehicles or their component parts in whole or in part.

In other words if you want to make any changes, host or re-distribute any of these, you must have my explicit written consent first. I may not be able to physically stop people from doing this, but doing so is against my wishes.

____________________________________________________________________________________________________

Work In Progress:

Vehicles that are in 'The Shop'


Spoiler:



Classified...



____________________________________________________________________________________________________

Carmageddon Max Damage (CMD) Releases:

These are not for use in Reincarnation!

_____________________________________________________

CMD Installation:

Minge Version 5.12 or higher is required for installation!

  • Extract/drag the '.mingebag' file from the .RAR archive onto MINGE

  • Follow the 'Install Mods' Prompt, If it warns of mods that are already installed, choose to keep the 'newest versions'

  • If it prompts about mods already being installed, choose to keep the newest version

  • Once the process is complete, enable the vehicle/s under the 'vehicles' tab

  • Save changes & launch CarMODgeddon

A Mingeset file which enables just the 'Muscle Cars & Full-size cars' & the 'Vigilante 8 Rebuilds' can be downloaded from the GoogleDrive Folder as the cars.

NOTE: Full release note/s & update logs can be found in the ReadMe that is contained within each .rar archive.

_____________________________________________________

Known Issues:

  • Sometimes, lights & windows will not repair properly (the material/s don't revert back to their un-damaged state)

_____________________________________________________

Muscle Cars

"We are the Wild Ones..."


_____________________________

AAW Stinger

Version 1.2


DOWNLOAD HERE


Spoiler: Changes since last release



Version 1.2

- Re-converted ALL textures enabling PBR Flags in-game (textures match PBR originals in Substance Painter)






Spoiler: Extra Images







_____________________________

Fraud Grand Rioter

Version 1.2


DOWNLOAD HERE


Spoiler: Changes since last release



Version 1.2

- Re-converted ALL textures enabling PBR Flags in-game (textures match PBR originals in Substance Painter)






Spoiler: Extra Images







_____________________________

Hevy Hell Camino

Version 1.1


DOWNLOAD HERE


Spoiler: Changes since last release



Version 1.1

- Re-converted ALL textures enabling PBR Flags in-game (textures match PBR originals in Substance Painter)






Spoiler: Extra Images







_____________________________

Hevy Monty Carnage

Version 2.6


DOWNLOAD HERE


Spoiler: Changes since last release



Version 2.6

- Re-converted ALL textures enabling PBR Flags in-game (textures match PBR originals in Substance Painter)

- Added ridge detail to wheel well trim & rocker panels in Normal Maps






Spoiler: Extra Images







_____________________________

Hevy Sonoma Stocker

Version 1.1


DOWNLOAD HERE


Spoiler: Changes since last release



Version 1.1

- Re-converted ALL textures enabling PBR Flags in-game (textures match PBR originals in Substance Painter)






Spoiler: Extra Images







_____________________________

Paralyser Grand Prick

Version 1.4


DOWNLOAD HERE


Spoiler: Changes since last release



Version 1.4

- Re-converted ALL textures enabling PBR Flags in-game (textures match PBR originals in Substance Painter)






Spoiler: Extra Images







_____________________________

Paralyser Trash Em

Version 1.6


DOWNLOAD HERE


Spoiler: Changes since last release



Version 1.6

- Re-converted ALL textures enabling PBR Flags in-game (textures match PBR originals in Substance Painter)






Spoiler: Extra Images







_____________________________

Stodge Barger

Version 1.6


DOWNLOAD HERE


Spoiler: Changes since last release



Version 1.6

- Re-converted ALL textures enabling PBR Flags in-game (textures match PBR originals in Substance Painter)






Spoiler: Extra Images







_____________________________

Stodge Squad Car ('74)

Version 1.2


DOWNLOAD HERE


Spoiler: Changes since last release



Version 1.2

- Re-converted ALL textures enabling PBR Flags in-game (textures match PBR originals in Substance Painter)






Spoiler: Extra Images







_____________________________

Stodge Squad Car ('78)

Version 1.4


DOWNLOAD HERE


Spoiler: Changes since last release



Version 1.4

- Re-converted ALL textures enabling PBR Flags in-game (textures match PBR originals in Substance Painter)






Spoiler: Extra Images







_____________________________________________________

Full-size Cars

"The Tough Ones..."


_____________________________

Blood Riviera

Version 1.4


DOWNLOAD HERE


Spoiler: Changes since last release



Version 1.4

- Re-converted ALL textures enabling PBR Flags in-game (textures match PBR originals in Substance Painter)






Spoiler: Extra Images







_____________________________

Callahan Cab

Version 1.4


DOWNLOAD HERE


Spoiler: Changes since last release



Version 1.4

- Re-converted ALL textures enabling PBR Flags in-game (textures match PBR originals in Substance Painter)






Spoiler: Extra Images







_____________________________

Hevy Impaler

Version 1.6


DOWNLOAD HERE


Spoiler: Changes since last release



Version 1.6

- Re-converted ALL textures enabling PBR Flags in-game (textures match PBR originals in Substance Painter)






Spoiler: Extra Images







_____________________________

Hick Pickup

Version 1.4


DOWNLOAD HERE


Spoiler: Changes since last release



Version 1.4

- Re-converted ALL textures enabling PBR Flags in-game (textures match PBR originals in Substance Painter)






Spoiler: Extra Images







_____________________________

Leadpumper

Version 3.7


DOWNLOAD HERE


Spoiler: Changes since last release



Version 3.7

- Re-converted ALL textures enabling PBR Flags in-game (textures match PBR originals in Substance Painter)






Spoiler: Extra Images







_____________________________

Quarantine Cab

Version 1.3


DOWNLOAD HERE


Spoiler: Changes since last release



Version 1.3

- Re-converted ALL textures enabling PBR Flags in-game (textures match PBR originals in Substance Painter)






Spoiler: Extra Images







_____________________________________________________

Vigilante 8 Rebuilds

"Back to the '70s..."


____________________________________________

Vigilantes


_____________________________

'67 Rattler

Version 1.3


DOWNLOAD HERE


Spoiler: Changes since last release



Version 1.3

- Re-converted ALL textures enabling PBR Flags in-game (textures match PBR originals in Substance Painter)






Spoiler: Extra Images







_____________________________

'69 Jefferson

Version 1.1


DOWNLOAD HERE


Spoiler: Changes since last release



Version 1.1

- Re-converted ALL textures enabling PBR Flags in-game (textures match PBR originals in Substance Painter)






Spoiler: Extra Images







_____________________________

'70 Clydesdale

Version 1.1


DOWNLOAD HERE


Spoiler: Changes since last release



Version 1.1

- Re-converted ALL textures enabling PBR Flags in-game (textures match PBR originals in Substance Painter)






Spoiler: Extra Images







_____________________________

'70 Van

Version 1.2


DOWNLOAD HERE


Spoiler: Changes since last release



Version 1.2

- Re-converted ALL textures enabling PBR Flags in-game (textures match PBR originals in Substance Painter)






Spoiler: Extra Images







_____________________________

'72 Moth Truck

Version 3.6


DOWNLOAD HERE


Spoiler: Changes since last release



Version 3.6

- Re-converted ALL textures enabling PBR Flags in-game (textures match PBR originals in Substance Painter)






Spoiler: Extra Images







_____________________________

'74 Strider

Version 1.1


DOWNLOAD HERE


Spoiler: Changes since last release



Version 1.1

- Re-converted ALL textures enabling PBR Flags in-game (textures match PBR originals in Substance Painter)






Spoiler: Extra Images








____________________________________________

Coyotes


_____________________________

'66 School Bus

Version 1.4


DOWNLOAD HERE


Spoiler: Changes since last release



Version 1.4

- Re-converted ALL textures enabling PBR Flags in-game (textures match PBR originals in Substance Painter)






Spoiler: Extra Images







_____________________________

'69 Manta

Version 1.3


DOWNLOAD HERE


Spoiler: Changes since last release



Version 1.3

- Re-converted ALL textures enabling PBR Flags in-game (textures match PBR originals in Substance Painter)






Spoiler: Extra Images







_____________________________

'70 Stag Pickup

Version 1.1


DOWNLOAD HERE


Spoiler: Changes since last release



Version 1.1

- Re-converted ALL textures enabling PBR Flags in-game (textures match PBR originals in Substance Painter)






Spoiler: Extra Images







_____________________________

'73 Glenn 4x4

Version 1.1


DOWNLOAD HERE


Spoiler: Changes since last release



Version 1.1

- Re-converted ALL textures enabling PBR Flags in-game (textures match PBR originals in Substance Painter)






Spoiler: Extra Images







_____________________________

'75 Palomino

Version 1.1


DOWNLOAD HERE


Spoiler: Changes since last release



Version 1.1

- Re-converted ALL textures enabling PBR Flags in-game (textures match PBR originals in Substance Painter)






Spoiler: Extra Images







_____________________________

'76 Leprechaun

Version 1.1


DOWNLOAD HERE


Spoiler: Changes since last release



Version 1.1

- Re-converted ALL textures enabling PBR Flags in-game (textures match PBR originals in Substance Painter)






Spoiler: Extra Images








_____________________________________________________

Heavyweights

"Heavy Metal Warriors"

Big Dump R

Version 2.5


DOWNLOAD HERE


Spoiler: Changes since last release



Version 2.5

- Re-converted ALL textures enabling PBR Flags in-game (textures match PBR originals in Substance Painter)

Version 2.4

- Softened normal map details







Spoiler: Extra Images








____________________________________________________________________________________________________

Carmageddon: Max Damage

Non CarMODgeddon Releases:

Custom Plow Structure V1.1r (Repacked by Trent for easier installation)

(Reconfigured Bucket Animation)


Version 1.2 updates:

  • - Minor tweaks to the joint that is assigned to 'c_BucketArm'

  • - Added tweaked 'setup.lol' with more rear grip to make it a little easier to drive


Spoiler: Readme



_________________________________________________________________________________

Carmageddon Max Damage Vehicle Tweaks: Plows' Bucket Overhaul

By Mad Mike

Setup for Carmageddon Max Damage! This may NOT work in Carmageddon Reincarnation!

Thanks to:

- Stainless Games for bringing Carmageddon Back

- Trent for re-packing this for a more user-friendly installation


Version 1.2 updates:


  • - Minor tweaks to the joint that is assigned to 'c_BucketArm'

  • - Added tweaked 'setup.lol' with more rear grip to make it a little easier to drive

Version 1.1r updates:


  • - Repacked it in a proper ZAD file with instructions on the proper way of how to use it with ZADs enabled.

Version 1.1 updates:


  • - Fixed the infinite repair loop

  • - Tweaked angles of the joint so the bucket can drop down lower

  • - Added Ganged breaks to Bucket Arm, so the rams should break off when the bucket arm does

Version 1.0 Notes


  • - Relocated Bucket joint from the bucket to the Bucket Arm

  • - Animated the hydraulic Rams attached to either side of the bucket

  • - Re-enabled vehicle to vehicle collisions so the bucket can be used to lift/push/fling other vehicles in certain conditions

_________________________________________________________________________________
Installation:
NOTE: Install method differs from previous version.

___________________
Install Method 1]

For if you're running Carmageddon Max Damage unpacked with 'ZADs' disabled


  1. Make a backup of the 'structure.xml', 'c_BucketArm.MDL' & 'setup.lol' for the plow

  2. Open z_PlowBucketMod.zad in your ZIP software and extract the 'structure.xml', 'c_BucketArm.MDL' & 'setup.lol' from this archive to the plows folder

  3. Run the game

___________________
Install Method 2]

For If you're running the game packed with 'ZADs' enabled


  1. Rename 'scripts.zad' in the ZAD directory to 'scripts_main.zad' to stop it being protected

  2. Put 'z_PlowBucketMod.zad' into the ZAD directory

  3. Run the game

NOTE: Use of this will trigger the games cheat protection, which will lock-out multiplayer, and also stop the career from saving.





Download


NOTE: Download contains the structure.xml & one model part. Both items must be installed or the game will crash.


Spoiler: Video/More Images












____________________________________________________________________________________________________

Old Carmageddon: Reincarnation Releases:

These are no longer available for download, as space is needed for the new Max Damage versions.

____________________________________________________________________________________________________

Further releases are planned


Spoiler:



Intended Vehicle Mods Teasers



This list is subject to changes/additions/removals without notice, (Some items are scrambled). Several vehicles on this list are dependent on CarMODgeddon being expanded.

Vehicles:



    Heavyweight:
  • - FearLiner Tow Truck

  • - MagNuChem Transporter

  • - The Semi MK.lI

  • - Haulthem Cab-over

  • - AAW Rigger

  • - ?????

  • - ???????????

  • - ?????? ???????

  • - Ban Cool Hedge-Rust

  • - Drop Mug Tomb Mate

Trailers:


  • - Assorted regulation & non-regulation trailers, including tankers, dry-vans, flatbeds with varying loads, and a few surprises



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AlexTSK
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Post by AlexTSK »

Sweet, I'll test it now :)
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FatCat
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Post by FatCat »

Hey Mad Mike, i've noticed that you named your file Vehicle_Moth_Truck.zad

Maybe add your name somewhere in there so as to not confuse between modder vehicles of the same name. Maybe rename it to something like Vehicle_MADMKMOD_Moth_Truck.zad
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FatCat
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Post by FatCat »

Also, you need to have a not-blank normal for your tire material, that way you wont get that strobing effect when the tire is spinning. Here's one! Dropbox Link

By the way, your mod is badass.
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HEX1GON
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Post by HEX1GON »

Really nice Mike!

I loved the detail you've done, moving parts, the doors everything is so perfect on it.



I can always send your more V8 models I nearly ported them all. Haven't done it in a while though, and not sure if Errol has looked into the archives from the game yet.
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Mad Mike
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Post by Mad Mike »

Thanks Hex :)

I'd be happy to rebuild some more V8 cars once I've cleared the rest of the build que.
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HEX1GON
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Post by HEX1GON »

Of course! Rattler would be great with your skill. I really couldn't believe the amount of detail you did for the Moth Truck, it's like been properly updated.

If only I had the money and know how. I'd employ you to make another V8 :)
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Mad Mike
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Post by Mad Mike »

No worries. I'll keep the Rattler in mind :)

Thanks. I'd love to see another V8. In my opinion V8 Arcade just didn't do it justice, some of the cars looked cool, but that was it
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HEX1GON
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Post by HEX1GON »

Maybe the Vertigo as well would be really nice :)

It seemed like the director forgot how the originals were. It was no where near a remake, along with it being hybrid between V8 and 2ndO. Felt like in a quick cash grab to nostalgic fans
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Mad Mike
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Post by Mad Mike »

Yep, with everything being such a mix, I couldn't work out if it was intended as a remake or a reboot.
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HEX1GON
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Post by HEX1GON »

It was better than nothing I guess, just it so could of been better. Probably the budget was extremely tight.
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FatCat
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Post by FatCat »

Awesome job Mad Mike, that Leadpumper is perfect.
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Post by skyNET »



'nuff said.
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HEX1GON
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Post by HEX1GON »

Bad ass as usual! Will be looking forward to your future mods as well
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Mad Mike
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Post by Mad Mike »

Thanks for the feedback guys :)
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Post by Wilbur Cobb »

This Leadpumper; ridiculously overpowered and should be banned from any and all competitive events of Carma.

Just how I remember it back in C1, your level of accuracy is impeccable, and I salute you.
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Mad Mike
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Post by Mad Mike »

Thanks. Glad you like it. More cars will come in time
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Post by KilltheGod »

Hey thanks man, that Big Dump is awesome! It doesn't seem to do much damage to others without squashing them against walls but otherwise it's enjoyable ride. Max looks like professional in the cockpit of that thing. :D
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Mad Mike
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Post by Mad Mike »

I don't get why it doesn't do much damage unless you ram opponents into the terrain. Something has changed in the way car to car damage is calculated, it use to flatten anything that got in its way in the previous pre-alpha build.

It weighs 50 Tonnes & has an offensive value 3x that of the Subpressor so it should be a monster. I'm looking into it though
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Post by MemoryKill »

Great job with the models Mike, especially with DUMP and I really love the lead pumper too, even it it occasionaly crashes but that's just currently I am guessing the current games stability.

I assume if I wanted to "lock" these vehicles behind the career mode I'd simple set the tier to 5 and "unlock_node" to say 15, similar to the "Plow", correct? as currently not added and the other thing is -1 making it unlockable straight away. Anyway that's just preference, as at the moment these are not "full" releases, really sweet that you've done this and made the dump playable :D...even if, i want it locked off for now.

Question, was looking at your portfolio of vehicles, awesome stuff, with the "CBT dog-nose Hauler"...wow...that thing looks incredible, do you reckon you will release/create the vehicle for C:R in the future? Hope so, as the design is excellent! Looks like it could be it's own "boss" vehicle as shit hard to "steal/unlock" as well, you'd wanna put the effort in eh!
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Mad Mike
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Post by Mad Mike »

MemoryKill wrote:Great job with the models Mike, especially with DUMP and I really love the lead pumper too, even it it occasionaly crashes but that's just currently I am guessing the current games stability.

I assume if I wanted to "lock" these vehicles behind the career mode I'd simple set the tier to 5 and "unlock_node" to say 15, similar to the "Plow", correct? as currently not added and the other thing is -1 making it unlockable straight away. Anyway that's just preference, as at the moment these are not "full" releases, really sweet that you've done this and made the dump playable :D...even if, i want it locked off for now.


Question, was looking at your portfolio of vehicles, awesome stuff, with the "CBT dog-nose Hauler"...wow...that thing looks incredible, do you reckon you will release/create the vehicle for C:R in the future? Hope so, as the design is excellent! Looks like it could be it's own "boss" vehicle as shit hard to "steal/unlock" as well, you'd wanna put the effort in eh!

Thanks. Glad People are having fun with the cars :)

I've not looked into locking the cars, but yep, you can lock them by altering the aforementioned tier value (so it shows as an opponent later on) & adding the unlock_node in the vehicle_setup.lol.

Thanks for the kind words on the CBT "Dog-Nose" Hauler. I have every intention of getting a new version of that built for C:R once support for vehicles with >2 axles, and articulated vehicles is in. It needs a modest rebuild (new mechanical parts, new wheels and re-texturing underneath)
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Post by Fuelinjectedsuicidemachine »

Mad Mike wrote:I don't get why it doesn't do much damage unless you ram opponents into the terrain. Something has changed in the way car to car damage is calculated, it use to flatten anything that got in its way in the previous pre-alpha build.

It weighs 50 Tonnes & has an offensive value 3x that of the Subpressor so it should be a monster. I'm looking into it though

I think your vehicle is so heavy that it just bumps the other much lighter cars instead of squash them. I bet if you crash the heavier vehicles with it, it'll do more damage to them, while the smaller, lighter vehicles just bounce off. Anyway I think 50 tons is a bit over the top for Carmageddon: R, even if it's a realistic weight. Carmageddon isn't always about realistic stats for the cars, that's part of what makes the cars interesting. However I don't use the vehicle, so I don't know how big it really is. But how about something like 15-20 tons? Seems more than enough to basically waste anything. Balancing the modded cars to fit into the default ones without making them overpowered isn't an easy task. No offence, but most modded cars for C2 are ridiculously overpowered too, so every time I had to change their values to fit them in.

BTW I like what you're doing. You guys are damn fast in modding cars for C:R. I think I'll try the Leadpumper.
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Post by MemoryKill »

Mad Mike wrote:
MemoryKill wrote:Great job with the models Mike, especially with DUMP and I really love the lead pumper too, even it it occasionaly crashes but that's just currently I am guessing the current games stability.

I assume if I wanted to "lock" these vehicles behind the career mode I'd simple set the tier to 5 and "unlock_node" to say 15, similar to the "Plow", correct? as currently not added and the other thing is -1 making it unlockable straight away. Anyway that's just preference, as at the moment these are not "full" releases, really sweet that you've done this and made the dump playable :D...even if, i want it locked off for now.


Question, was looking at your portfolio of vehicles, awesome stuff, with the "CBT dog-nose Hauler"...wow...that thing looks incredible, do you reckon you will release/create the vehicle for C:R in the future? Hope so, as the design is excellent! Looks like it could be it's own "boss" vehicle as shit hard to "steal/unlock" as well, you'd wanna put the effort in eh!



Thanks. Glad People are having fun with the cars :)


I've not looked into locking the cars, but yep, you can lock them by altering the aforementioned tier value (so it shows as an opponent later on) & adding the unlock_node in the vehicle_setup.lol.


Thanks for the kind words on the CBT "Dog-Nose" Hauler. I have every intention of getting a new version of that built for C:R once support for vehicles with >2 axles, and articulated vehicles is in. It needs a modest rebuild (new mechanical parts, new wheels and re-texturing underneath)

You're welcome :). Yeah I managed to lock the car faily easy, just had to mimic the setup exactly from other cars and change a few bits, perfect.

No worrys it looks amazing! Yeah I know atm that's what stainless are hopefully working towards so we can get the PROPER subpressor and ofc Heinz in the game too, as with only 21 cars there is like 10 missing so far. But yeah if you manage to get that model in game it would be amazing :).

Oh btw, I found something that could maybe act as a placeholder for now if you know how to do "fake" wheels, I found this which I rekcon would be awesome for you to convert/get working as a drivable vehicle:


Spoiler:




Pretty awesome! I'm sure there is many more prop vehicles like this in other levels but thought i'd draw your attention to it, as this would be awesome for yet another boss style vehicle.

BTW, do you, or anyone, know if "stealworthy" cars have a "rank based chance" to successfully steal them like in C:IOS and C1? So far i've seen no such system, I've just been able to steal cars first time.
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Post by Mad Mike »

Fuelinjectedsuicidemachine wrote:
Mad Mike wrote:I don't get why it doesn't do much damage unless you ram opponents into the terrain. Something has changed in the way car to car damage is calculated, it use to flatten anything that got in its way in the previous pre-alpha build.

It weighs 50 Tonnes & has an offensive value 3x that of the Subpressor so it should be a monster. I'm looking into it though



I think your vehicle is so heavy that it just bumps the other much lighter cars instead of squash them. I bet if you crash the heavier vehicles with it, it'll do more damage to them, while the smaller, lighter vehicles just bounce off. Anyway I think 50 tons is a bit over the top for Carmageddon: R, even if it's a realistic weight. Carmageddon isn't always about realistic stats for the cars, that's part of what makes the cars interesting. However I don't use the vehicle, so I don't know how big it really is. But how about something like 15-20 tons? Seems more than enough to basically waste anything. Balancing the modded cars to fit into the default ones without making them overpowered isn't an easy task. No offence, but most modded cars for C2 are ridiculously overpowered too, so every time I had to change their values to fit them in.


BTW I like what you're doing. You guys are damn fast in modding cars for C:R. I think I'll try the Leadpumper.

The weight could have an effect, I am looking into it, but in the previous build of the game (with the exact same performance & mass) Big Dump demolished anything it bumped into, and at any speed. The Moth Truck has a similar issue, and it weighs less than 10 Tonnes. For reference - the weight value for Big Dump is almost half of its real world weight. A Cat 785 is 96 Tonnes unloaded.

I have tested Big Dump with the Weight reduced to 27 Tonnes and there seemed to be no effect, other than dramatically improved acceleration, hehe

MemoryKill wrote:
You're welcome :). Yeah I managed to lock the car faily easy, just had to mimic the setup exactly from other cars and change a few bits, perfect.

No worrys it looks amazing! Yeah I know atm that's what stainless are hopefully working towards so we can get the PROPER subpressor and ofc Heinz in the game too, as with only 21 cars there is like 10 missing so far. But yeah if you manage to get that model in game it would be amazing :).


Oh btw, I found something that could maybe act as a placeholder for now if you know how to do "fake" wheels, I found this which I rekcon would be awesome for you to convert/get working as a drivable vehicle:




Spoiler:






Pretty awesome! I'm sure there is many more prop vehicles like this in other levels but thought i'd draw your attention to it, as this would be awesome for yet another boss style vehicle.


BTW, do you, or anyone, know if "stealworthy" cars have a "rank based chance" to successfully steal them like in C:IOS and C1? So far i've seen no such system, I've just been able to steal cars first time.

I wouldn't count the publicly known official car list as complete just yet ;)

Yep, I'd noticed the drilling truck, and a tracked version of the dump truck amongst the props. I might have a look at them at a later date, as I already have a very long build queue.

With regards to the 'stealworthy' mechanism in C:R, I don't think there is any chance value involved. You are guaranteed to steal the vehicle once you wreck it at the target node in the career.
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Post by Fuelinjectedsuicidemachine »

Mad Mike wrote:The weight could have an effect, I am looking into it, but in the previous build of the game (with the exact same performance & mass) Big Dump demolished anything it bumped into, and at any speed.
That's like I remember it from C2. I noticed too that something in the damage calculation seems different to the old Carmas. Mass generally seems a bit less important than it used to be. I noticed that sometimes smaller, lighter cars with good engine power manage to hold their ground against even The Plow. The 6 tons Plow should have no problems with pushing Tashita for example. Engine power seems too dominant.

I tried your Leadpumper and I'm really enjoying it so far. Great work on the model and good damage on the bodywork. The speed and armor seems adequate, but I feel like it's a bit too strong? Maybe too heavy? Also would be cool if the suspension is softer. Otherwise it's pretty cool to drive around with.
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Post by Mad Mike »

Fuelinjectedsuicidemachine wrote:That's like I remember it from C2. I noticed too that something in the damage calculation seems different to the old Carmas. Mass generally seems a bit less important than it used to be. I noticed that sometimes smaller, lighter cars with good engine power manage to hold their ground against even The Plow. The 6 tons Plow should have no problems with pushing Tashita for example. Engine power seems too dominant.

I tried your Leadpumper and I'm really enjoying it so far. Great work on the model and good damage on the bodywork. The speed and armor seems adequate, but I feel like it's a bit too strong? Maybe too heavy? Also would be cool if the suspension is softer. Otherwise it's pretty cool to drive around with.

Yup, it definitely seems that overall speed has a much bigger affect on collision damage instead of mass now.

With regards to power, the Plow does have considerably more torque & a higher power multiplier than Tashita, so pushing it shouldn't be a problem.

Thanks for the feedback on the Leadpumper. You say "The speed and armor seems adequate, but I feel like it's a bit too strong" When you say too strong, are you referring to defence or offence as being too strong? It is my intention for the Leadpumper to be a little bit tougher & faster than caddy. It has been modified for pursuit situations. The weight is technically correct for the vehicle it is based on, '76 Lincoln Continental weighs in at 5400lbs or 2444Kgs, the leadpumper is set at 2400Kg including the huge ramming bars.

I will tweak the suspension, it won't be as floaty as caddy, as the car is "souped-up" but it will be close :)
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Post by Fuelinjectedsuicidemachine »

Mad Mike wrote:Yup, it definitely seems that overall speed has a much bigger affect on collision damage instead of mass now.

With regards to power, the Plow does have considerably more torque & a higher power multiplier than Tashita, so pushing it shouldn't be a problem.
Hehe, maybe I exaggerated a bit with the Tashita example and most of the time The Plow pushes other cars relatively easy. However cars like Towmeister or Caddy Fat Cat, which both weight 1/3 of the Plow, proved to be quite strong engine wise when they're directly head on to me. It could also be the case that this was intentionally done by Stainless to prevent heavier cars in wrecking smaller cars too easily.

Mad Mike wrote:Thanks for the feedback on the Leadpumper. You say "The speed and armor seems adequate, but I feel like it's a bit too strong" When you say too strong, are you referring to defence or offence as being too strong? It is my intention for the Leadpumper to be a little bit tougher & faster than caddy. It has been modified for pursuit situations. The weight is technically correct for the vehicle it is based on, '76 Lincoln Continental weighs in at 5400lbs or 2444Kgs, the leadpumper is set at 2400Kg including the huge ramming bars.
Sorry, if it was unclear, indeed I meant offence. I know that the weight of the car matches the real life one, even with the huge bumper on it. Although I think it could be lighter due to balancing issues. I think 2,1 or 2,2 tons would be good, considering that Towmeister is at 2,0 tons, but that's really just me being bitchy about basically nothing. It is your modded car and you should decide what's the best for it. I was just thinking about. Caddy Fat Cat is 1,9 tons, that's relatively light for such a vehicle with it's huge metal spikes. It's performance is quite excellent nonetheless.

Mad Mike wrote: I will tweak the suspension, it won't be as floaty as caddy, as the car is "souped-up" but it will be close :)
Yes, I agree with "not as floaty as Caddy", it should be less wonky for the Leadpumper, but still soft. Leadpumper was a bit less soft than Caddy back in C1 and Caddy tended to go up and down with the front and back of the car sometimes, while Leadpumper did not. Was great fun driving them, lol. ;)
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Post by HEX1GON »

You're unstoppable mate, awesome stuff!
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Post by Mad Mike »

Fuelinjectedsuicidemachine wrote:Hehe, maybe I exaggerated a bit with the Tashita example and most of the time The Plow pushes other cars relatively easy. However cars like Towmeister or Caddy Fat Cat, which both weight 1/3 of the Plow, proved to be quite strong engine wise when they're directly head on to me. It could also be the case that this was intentionally done by Stainless to prevent heavier cars in wrecking smaller cars too easily.
Yep, It could be deliberate change to give weaker cars half a chance against the bigger Vehicles. Although bear in mind in higher tiers of the career mode, it might be setting upgraded APO for opponents? I don't know for sure.

Regardless if you get caught between Big Dump and a wall (or under it for most cars)... ...then it's Pancake Time.

Sorry, if it was unclear, indeed I meant offence. I know that the weight of the car matches the real life one, even with the huge bumper on it. Although I think it could be lighter due to balancing issues. I think 2,1 or 2,2 tons would be good, considering that Towmeister is at 2,0 tons, but that's really just me being bitchy about basically nothing. It is your modded car and you should decide what's the best for it. I was just thinking about. Caddy Fat Cat is 1,9 tons, that's relatively light for such a vehicle with it's huge metal spikes. It's performance is quite excellent nonetheless.
No worries, I appreciate the input. Yep, Caddy is around 300-400 Kg lighter than a years matching Coupe De Ville or Eldorado (not counting the spikes, hehe). I might yet tweak the weight when messing with the suspension, but I wouldn't go lighter than 2100 Kgs with the cars sheer size.

Yes, I agree with "not as floaty as Caddy", it should be less wonky for the Leadpumper, but still soft. Leadpumper was a bit less soft than Caddy back in C1 and Caddy tended to go up and down with the front and back of the car sometimes, while Leadpumper did not. Was great fun driving them, lol. ;)
I'll definitely bear that in mind when tweaking the suspension :)

HEX1GON wrote:You're unstoppable mate, awesome stuff!
Thanks Hex! :)
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Post by MemoryKill »

Mike, a question.

In C2 you had the "softness" factor in the vehicles xml which followed this sorta thing:

// softness 0.7 is soft(sportscar), 0.2 is tough(truck), 0.0 is a rock(solig granite car)

You also had "mass" as follows:

// Mass: The more mass you have the more damage you can inflict.

// 1.5 - 2 is average, but 60-80 tons will let you smash through just

// about anything.

Where is the "softness" factor in relation to cars? Because in C2 the trick, if you will, was balancing the MASS against the SOFTNESS factor to create the desired effect/strength/power of the car.

If your car was REALLY heavy but not too strong like big dump, it would waste it self against a wall at stupid low speeds. And in reverse, if the car weight like 0.9 or below and had a softness factor of like 0.1 it was almost invincible from all but the most epic collisions (and it got pushed around by virtually anything.

Abba Cab, from C2, was one of the toughest and strongest overall vehicles in the game because it had a decent mass of 6 but it's softness factor was 0.125, just double checking the .TWT file now, yeah. It was almost the perfect balance between OFFENSIVE strength, and ARMOR and it's speed was not to be shy about either.

So my question is, I've had a look my self but not really seen anything relative to it, is there this similar option in the vehicles files? Because I reckon if Big Dump was made to be a bit "softer" and "lighter" it could still easily plow through anything at speed and more easily waste opponents, without just, atm, pushing them indefinately until pancake time.

Striking the balance, especially for me personally for modded cars was always a big deal and I always used Abba Cab as a "baseline" to alter the values. What do you reckon?

EDIT

I think i found it, in car_stats.xml inside scripts.zad:


Spoiler:



General Defence
Tier mean
Car Defence
Tier mean
Offence
Tier mean
Value
Tier mean
Toughness
Mass
0-60
0-100
MPH


Countslash
0.6
0.7
0.8
1
0.77499999999999991
0.85
2.5
5.3
190


As you can see (i removed Razor and kept Countslash as it's easier to read) the strings on top are the "meanings" and below is the values.

We are interested in this "Index=11" value which, for Slash, is 0.7749 which is it's "toughness" value. The question is, what does this value equate to in comparison and how far does it scale up? If you look at PLOW it's "toughness" is 4.34 with a mass of 6, nearly 7x as tough as Slash.

Weird thing is, we look at SUBpressor which is a WHOPPING 13.75 toughness value...wow. 30x as tough as Countslash.

I haven't faced subpressor yet, so I can not see/test if this vehicle is really nearly 4x "tougher" than Plow. Can any one chime in on this?

Sorry for wall of text and not to derail the thread to much, but thought this may be interesting to tweak/investigate by say setting Eagle/hawk to like 3/5/10/15 toughness to see if it really scales that much, and ofc, chaging the mass too.
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Post by Fuelinjectedsuicidemachine »

That's indeed something that would interest me too, MemoryKill. In C2 it was an easy to understand, but fairly complex working system.
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Post by Mad Mike »

The main durability ratings are set amongst the characteristics in the structure.xml

	CVehicleCharacteristics:Set_DefenceAgainstCars()
CVehicleCharacteristics:Set_DefenceGeneral()
CVehicleCharacteristics:Set_Offence()
CVehicleCharacteristics:Set_ValueFactor()
CVehicleCharacteristics:Set_WholeBodyDeformationFactor()

However for the default cars, Stainless have relocated most of these to the central file (car_stats.xml) that you've already mentioned, for ease of editing/balancing.

In addition each individual car part has its own value for Crushability & optionally: stiffness, resiliance & restitution among many other things.

I have been looking at the stock car values for comparison, but these issues with no damage being done (unless ramming into the scenery) are only specific to the new build and not just to Big Dump. The Moth Truck suffers from the same issue.

I have finally unlocked the Plow, and am going to test the damage it does to weaker cars to see if it suffers in the same way my 2 heavyweight vehicles do.
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Post by MemoryKill »

Yeah, i saw that, but i figured the same in C2 as you can set resistant values for engine/tyre/trans/steering etc but the softness factor really helped neutralize everything.

To update, editing the car_stats.xml didn't seem to do anything. I made the Eagle as "tough" as the subpressor but nada, deforms just as easy, damage indicators come up just as expected and ofc slaughter mortor/mines do the same lethal levels of damage. Even setting it 100x plus has no effect what so ever which i find very odd.

No stat seems to make a difference at all, I even made the Eagle 10x heavier with more mass via the car_stats folder and.....nothing, it seems to read from the actual files of the vehicles for mass and reads from the structure.xml of the vehicle for the deformation factors.

I'm not sure what's going on, despite what the -- bit at the top of the xml says, it still seems to just read from the actual cars files instead.

Warrants more experimentation, I wish there was just a universal factor like the softness factor in C2.
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Post by Mad Mike »

To update, editing the car_stats.xml didn't seem to do anything. I made the Eagle as "tough" as the subpressor but nada, deforms just as easy, damage indicators come up just as expected and ofc slaughter mortor/mines do the same lethal levels of damage. Even setting it 100x plus has no effect what so ever which i find very odd.

No stat seems to make a difference at all, I even made the Eagle 10x heavier with more mass via the car_stats folder and.....nothing, it seems to read from the actual files of the vehicles for mass and reads from the structure.xml of the vehicle for the deformation factors.


Editing the general defence value (toughness) on its own won't do anything, except protect you against the environment! The defence against cars (Car defence) & whole body deformation factor have to be edited aswell. The Whole body deformation factors is only defined locally in the structure.xml

The Weight and performance values in car_stats are completely meaningless. Those are just values printed to the UI (garage menu). The actual car Weight is defined with all of the performance variables in the setup.lol.
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Post by Trent »

Another part of the equation is that system_damage.xml manages how damage is applied to vehicles, e.g. what hierarchy parts are linked to which systems and how much the damage to those systems affect handling and performance and contribute to being wasted. If its set so the engine need to be damaged to waste the car but the engine model can't be hit because it's surrounded by solid parts then the car won't be able to be wasted no matter the toughness, offence, etc.
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