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

The 2016 reincarnation of Carmageddon! Discuss, mod and troubleshoot!
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Toshiba-3
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Mad Mikes Used Cars. [REL] 29 Vehicles. Texture update now out.

Post by Toshiba-3 »

Mad Mike wrote:

Update time...



Sex.

[edit] it took a loooong time to download the updated files. but taking the big dump down takes even longer :| :| :|

Image / carmageddon add-ons at road reaction
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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 »

Toshiba-3 wrote:
Mad Mike wrote:

Update time...




Sex.


[edit] it took a loooong time to download the updated files. but taking the big dump down takes even longer :| :| :|


Thanks Tosh.

Sorry the file size for Big Dump R is so especially huge. Unfortunately, that's the problem with using 4K textures for car paint - The file size sky-rockets, and Big Dump R only has one paint finish, when most of my cars have several. Something else that doesn't help, is that I cannot stored shared textures (like the tire textures) once in a shared location. So, that dump truck tire texture, and its' normal map, are stored 16 times, when it should only be stored once.

Additional useless information: if I could store ALL shared textures (Tires, some wheel textures, glass, lights, misc, chrome, wire-mesh) as I have intended, instead of having to re-define them locally in each vehicle & wheel folder, that would save over 500 textures, and over half a gigabyte of file-size (TDX textures file-size outside of the zip/zad files).

I do hope at some point in the future that changes, and shared textures can be stored in a shared location. The only alternative is that I'll have to cut down on the alternate wheels that Big Dump R has.

This is the day I've been waiting for a long time. You absolute madman actually did it. I really bloody appreciate your effort.
Thanks :)

Thanks Mike for assembling them all in one place. I think I missed the "escort" in my batch.

PS welcome back.

The "Escort"? As in the cop cars?

Thanks. :) I'm not quite back in the same way as before, I've got another vehicle art project on the go with an Indie mobile game dev'. However, I do fully intend to get my level finished, it will take some time as there are still a lot of things to do.
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starbuck
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Mad Mikes Used Cars. [REL] 29 Vehicles. Texture update now out.

Post by starbuck »

No I meant that little brown Ford Escort looking thing. The Leprecaun.
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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 »

Cool, that little brown thing ('76 Leprechaun) is a Gremlin. :)
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starbuck
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Mad Mikes Used Cars. [REL] 29 Vehicles. Texture update now out.

Post by starbuck »

But then we cant remember Micheal Myers from Waynes World with his flashlight saying "I am the leprechaun" . Party on, excellent :P
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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 »

Just a little post to show that work is continuuing when I can find the time.

"These barriers suck!" "But, they're not built to stop two tons of car landing on them." "Well, they still suck!"


And some more sound effect experiments

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

Post by MrDeviance »

Mad Mike wrote:Just a little post to show that work is continuuing when I can find the time.

"These barriers suck!" "But, they're not built to stop two tons of car landing on them." "Well, they still suck!"


And some more sound effect experiments



What's this engine sound magic that you're doing here?

Sound Overlays? Are you using some form of external sound system that plays sounds over the existing ones or what?

This intrigues me as I'm really looking into how to find a way to change the engine sounds for a lot of cars.

I especially miss the carmageddon 1 diesel engine sound.
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Mad Mikes Used Cars. [REL] 29 Vehicles. Texture update now out.

Post by CzechDeath »

Oh my god! the AIRBRAKES! Im gonna jizz in mah pants!

Only cirt to overall, the sound fading in and out, almost cutting off and on seems very strange and distracting. But thats probably just WIP phase so far.

BUT THE FUCKING ARIBRAKES! =3 great job!

One day I want that on the PLOW aswell > that along with our amazing articulated spoon well holy shit !
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Trent
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Mad Mikes Used Cars. [REL] 29 Vehicles. Texture update now out.

Post by Trent »

MrDeviance wrote:
This intrigues me as I'm really looking into how to find a way to change the engine sounds for a lot of cars.

I especially miss the carmageddon 1 diesel engine sound.
If you grab a copy of FMOD Designer (version 4.44.whatever I think is the most suitable) then you can knock together your own engine audio files with relative ease. We researched it all and figured it out over 3 years ago:

It's a pretty simple system to use and put dynamic engine audio together with, though time consuming to tweak it to sound perfect. The issue isn't making new engine sounds, it's the fact there's only a single FEV control file for the engine audio and while you can extract the raw sound files of the stock engines you can not edit the existing FEV control file so you would need to re-create all the existing engine entries in the FEV from scratch which would be a pain in the arse to set up. The fact there's only one FEV file, however, means not only does it need to be done as a ZAD mod but it also wouldn't allow multiple different mods to have their own engine sounds because they would just overwrite each other which all together made it a waste of time to pursue further back then.
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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 »

What's this engine sound magic that you're doing here?

Sound Overlays? Are you using some form of external sound system that plays sounds over the existing ones or what?

This intrigues me as I'm really looking into how to find a way to change the engine sounds for a lot of cars.

I especially miss the carmageddon 1 diesel engine sound.
If you're looking to change the engine sounds, what I have used above is not really the solution. Trents' post nicely covers the issue/s with the real engine sounds.

What I'm using, the game will allow you to attach a 'ContinuousSound' to a lump (any part) on any vehicle. The sound 'event' is attached in the vehicle_setup.cfg, this references a sound script defined in 'sounds_vehicles.lol', which can be found in Scripts.zad/Audio/. Each sound event has a number of variables that can be altered, including pitch and volume variation, these two seem to reflect changes in vehicle speed rather than engine RPM.

It is worth noting that the attached sound is only ever a single looped sound, and it cannot fade from one sound to another. The sound will play whenever the throttle is applied and the clutch is engaged. Some times, the sound will cut out when the vehicle reaches Maximum RPM in top gear or reverse. Also, the sound will cut out as soon as the throttle is released, or when the clutch is open*.

If you're looking for an example on one of the official cars, look at Snaky Bastard. Alternatively both of my Stodge Squad Cars use this for their sirens. You'll find something that looks like this in the vehicle_setup.cfg. (comments are in RED).



[attachment]
ContinuousSound
sound turbine // Name of the sound script
lump engine // This is the car part you're attaching it to...
// ...(Part Name in car.cnt, rather than the .MDL name).

* - the clutch being open is only ever noticeable if a vehicle has a clutch delay of anything greater than zero.

Oh my god! the AIRBRAKES! Im gonna jizz in mah pants!

Only cirt to overall, the sound fading in and out, almost cutting off and on seems very strange and distracting. But thats probably just WIP phase so far.


BUT THE FUCKING ARIBRAKES! =3 great job!


One day I want that on the PLOW aswell > that along with our amazing articulated spoon well holy shit !

I though you might like the air brakes Czech. :)

The cutting/editing on the sfx could probably be better. The trouble is I didn't want the sound to be too long, as these will always trigger whenever the vehicle drops below or rises above the aerofoil activation/de-activation speed. As such, it can get a little annoying if you're doing a 5 point turn hehe.
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