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Carma gets Hard boiled

When the mayhem started! And its expansion pack made by interns!
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Re: [CARMA1] Carma gets Hard boiled

Post by Toshiba-3 »

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All working, good job. Just a dot too many in the intructions for OPPONENT.TXT in that chunk:
// Opponent ??
Austrian Polizei
AP
00
3 // Strength rating (1-5)
all // Network availability ('never', 'eagle', 'hawk' or 'all')
EUROPOL.FLI
ADM.TXT
ADM..FLI
0 // Number of text chunks
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Re: [CARMA1] Carma gets Hard boiled

Post by 70's Viking »

Thanks for testing all of them.
Though i do not remember putting the Boba fett truck in that package.


I removed the extra dot, and updated the textures on the German car.
https://joker.cwaboard.co.uk/EuropePolicePart2.rar
Image

Also Updated the Part 1 pack
https://joker.cwaboard.co.uk/EuropePolicePart1.rar

At first the textures where dumped from the AI car
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Now i found the actual car in the files
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Re: [CARMA1] Carma gets Hard boiled

Post by 70's Viking »

Got my boat, on the bloody road :twisted:
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https://joker.cwaboard.co.uk/MiamiPowerboatRacer.rar

There might be more boats later on in an update, only had time for this one for now.
Last edited by 70's Viking on Sun Feb 02, 2020 7:25 pm, edited 1 time in total.
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Re: [CARMA1] Carma gets Hard boiled

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The requested URL was not found on this server.
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Re: [CARMA1] Carma gets Hard boiled

Post by 70's Viking »

Sorry for the typo, fixed.
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Re: [CARMA1] Carma gets Hard boiled

Post by Mastro 666 »

Very original and elegant. :beer:

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Re: [CARMA1] Carma gets Hard boiled

Post by Toshiba-3 »

Also tested this, makes me wonder why no one ever put a boat-on-wheels in C1 or C2 before! (Beroc did one for TDR iirc)

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Re: [CARMA1] Carma gets Hard boiled

Post by 70's Viking »

Thanks friends, for testing the boatcar :beer: .

Does someone have some ideas to turn two vehicles into something more...carmageddon?

These two
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Already have made these three
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Also is it possible to make a vehicle for Carma2 without plaything2?
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Re: [CARMA1] Carma gets Hard boiled

Post by Mastro 666 »

The Joker wrote: Sat Mar 21, 2020 1:44 pm Also is it possible to make a vehicle for Carma2 without plaything2?
Yes, it's possible with 3dsmax and Harmalarm's Carmatools (3dsmax scripts).
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Re: [CARMA1] Carma gets Hard boiled

Post by 70's Viking »

So...just Cared is not enough?

I followed Ben beard's 1999 Cared tutorial and it keeps crashing after trying it ingame.
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Re: [CARMA1] Carma gets Hard boiled

Post by Mastro 666 »

Send me the files.
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Re: [CARMA1] Carma gets Hard boiled

Post by 70's Viking »

Just nothig really serious

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Last edited by 70's Viking on Fri Sep 04, 2020 7:30 pm, edited 1 time in total.
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Re: [CARMA1] Carma gets Hard boiled

Post by Mastro 666 »

You have a split personality!

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Re: [CARMA1] Carma gets Hard boiled

Post by 70's Viking »

Took sometime, but it is here (again)

The leader of the Autobahn raser club is here after some failed therapy sessions, he is out for blood...and out of patience.

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https://joker.cwaboard.co.uk/DerSchatten.rar
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Re: [CARMA1] Carma gets Hard boiled

Post by Durtvan »

how about a boat much shorter than that powerboat?
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Re: [CARMA1] Carma gets Hard boiled

Post by Mastro 666 »

Blacked!

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Re: [CARMA1] Carma gets Hard boiled

Post by Toshiba-3 »

:swheel:
DUMP0001.png
DUMP0001.png (84.68 KiB) Viewed 10193 times
This one seems interesting but it suffers from your typical "both ends sinking into ground" oversight.
DUMP0002.png
DUMP0002.png (21.14 KiB) Viewed 10191 times
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Re: [CARMA1] Carma gets Hard boiled

Post by 70's Viking »

A little late, but tried to fix the issue
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Also

Did you ever wanted to drive a oversized Volvo that flew through a milk truck?

No?

Well, here it is anyway.
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https://joker.cwaboard.co.uk/AlarmFurCobra11.rar

Also, another Driver 2...car?
Most Textures extracted by Mastro666
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https://joker.cwaboard.co.uk/KING-RAM.rar
Last edited by 70's Viking on Fri Sep 04, 2020 7:30 pm, edited 1 time in total.
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Re: [CARMA1] Carma gets Hard boiled

Post by 70's Viking »

Garth Knight and his big rig join the carnage

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https://joker.cwaboard.co.uk/Goliath.rar
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Re: [CARMA1] Carma gets Hard boiled

Post by WadeSullivan »

nice one Joker :scool: :scool:
just 1 thing, why can i edit the truck front? i make the edition but after save in carmagedit, in game is normal O_o, the other one i can, only the front Ç_Ç
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Re: [CARMA1] Carma gets Hard boiled

Post by 70's Viking »

WadeSullivan wrote: Tue Sep 01, 2020 5:34 am nice one Joker :scool: :scool:
just 1 thing, why can i edit the truck front? i make the edition but after save in carmagedit, in game is normal O_o, the other one i can, only the front Ç_Ç
What exactly are you trying to edit?
The front of the truck model and the bonnet model use the same texture.


Ontopic:
Just asking, but is this car better with six,
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Or four wheels?
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Re: [CARMA1] Carma gets Hard boiled

Post by Mastro 666 »

Four wheels. :scool:
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Re: [CARMA1] Carma gets Hard boiled

Post by 70's Viking »

Alright, here is the four wheel version
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Together with another vehicle that...is also nothing really serious
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https://joker.cwaboard.co.uk/Driver2.rar
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Re: [CARMA1] Carma gets Hard boiled

Post by Mastro 666 »

It appears to be a large... My goodness, large isn't the word, it's enormous!

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Re: [CARMA1] Carma gets Hard boiled

Post by Toshiba-3 »

Took some time to test your latest stuff. That Goliath is very neat, could be a vanilla Carmageddon vehicle along the Semi with a few interpretations IMO.

However the long cars don't have their physical wheel positions fixed, so I tried to make a little pic to explain it to you:
Sans titre-3.png
Sans titre-3.png (169.93 KiB) Viewed 9311 times
This is an example with TRANSRAM.TXT.
1. First you simply have to copy/paste the wheel coordinates you use for each wheel groove to that wheel's corresponding line in the mechanics part (RRWHEEL coords to the right rear wheel position line, etc.). This will properly place the physical wheels at the same place as the visual ones so the latter won't sink into the ground anymore etc.
BUT, now the vehicle has its physical wheels outside of the angular momentum proportions (as they were wrong) and so the car starts to shake, so...
2. Roughly add the absolute value of the X coordinates from the bounding box (if you've got -0.2 and 0.2, then the result is 0.4) and put the total as the first value (X) of the angular momentum proportions. Then do the same for the Z coordinates (third value of the angular momentum proportions). You might have add a little more just to be sure like I did in the example above.
Now the car doesn't shake anymore BUT it's constantly sliding as the car is set to a short turning radius despite the wheel base being very long, so...
3. Finally, increase a lot the turning radius. The car should now behave like a very long vehicle.
Attachments
DUMP0004.png
DUMP0004.png (23.11 KiB) Viewed 9311 times
DUMP0003.png
DUMP0003.png (45 KiB) Viewed 9311 times
DUMP0002.png
DUMP0002.png (67.94 KiB) Viewed 9311 times
DUMP0000.png
DUMP0000.png (29.25 KiB) Viewed 9311 times
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Re: [CARMA1] Carma gets Hard boiled

Post by 70's Viking »

Mastro 666 wrote: Sat Sep 05, 2020 1:10 am It appears to be a large... My goodness, large isn't the word, it's enormous!

Image

Image
Nice reference :beer: .
Toshiba-3 wrote: Thu Sep 10, 2020 12:51 pm Took some time to test your latest stuff. That Goliath is very neat, could be a vanilla Carmageddon vehicle along the Semi with a few interpretations IMO.

However the long cars don't have their physical wheel positions fixed, so I tried to make a little pic to explain it to you:
Sans titre-3.png
This is an example with TRANSRAM.TXT.
1. First you simply have to copy/paste the wheel coordinates you use for each wheel groove to that wheel's corresponding line in the mechanics part (RRWHEEL coords to the right rear wheel position line, etc.). This will properly place the physical wheels at the same place as the visual ones so the latter won't sink into the ground anymore etc.
BUT, now the vehicle has its physical wheels outside of the angular momentum proportions (as they were wrong) and so the car starts to shake, so...
2. Roughly add the absolute value of the X coordinates from the bounding box (if you've got -0.2 and 0.2, then the result is 0.4) and put the total as the first value (X) of the angular momentum proportions. Then do the same for the Z coordinates (third value of the angular momentum proportions). You might have add a little more just to be sure like I did in the example above.
Now the car doesn't shake anymore BUT it's constantly sliding as the car is set to a short turning radius despite the wheel base being very long, so...
3. Finally, increase a lot the turning radius. The car should now behave like a very long vehicle.
Thanks, never really thought about that.
I have applied it to most vehicles you have tested (Some act weird when the txt is edited)

So here are some of them plus some new ones:

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https://joker.cwaboard.co.uk/PSX-Bunch.rar
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Re: [CARMA1] Carma gets Hard boiled

Post by Toshiba-3 »

Took the Goteki 45 F7200 for a race :) Removed the wheels and set it on a "floating" groove. Also set it to use Twister's cockpit as it's a bit more futuristic.
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DUMP0002.png
DUMP0002.png (99.65 KiB) Viewed 8344 times
DUMP0000.png
DUMP0000.png (110.82 KiB) Viewed 8344 times
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Re: [CARMA1] Carma gets Hard boiled

Post by 70's Viking »

That actully looks really good.
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Re: Carma gets Hard boiled

Post by 70's Viking »

I made a Six wheeled car with four wheels at the front, but when steering only the first two rotate.

How do i make all four of them move when steering?
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Re: Carma gets Hard boiled

Post by Toshiba-3 »

Basically, you have to duplicate the front wheels setup: add a suspension/rock groove on each additional pivot and a spin groove on each additional wheel.
The code chunk to add could look like so:

Code: Select all

IFRPIVOT.ACT
not a lollipop
constant
straight
absolute
0,0,0
11
0,1,0
rock
absolute
12
0,0,0 <- change this one with the wheel's coordinates
y
0

NEXT GROOVE

IFLPIVOT.ACT
not a lollipop
constant
straight
absolute
0,0,0
13
0,1,0
rock
absolute
14
0,0,0 <- change this one with the wheel's coordinates
y
0

NEXT GROOVE

IFRWHEEL.ACT
not a lollipop
constant
no path
spin
controlled
15
0,0,0 <- change this one with the wheel's coordinates
x

NEXT GROOVE

IFLWHEEL.ACT
not a lollipop
constant
no path
spin
controlled
16
0,0,0 <- change this one with the wheel's coordinates
x
Notice how I added an "I" in front of the actor identifiers (ie. IFRWHEEL.ACT), that's because the game also look for these. You'll also have to add the groovyfunkref numbers (here 11-16) to the corresponding slots above the groove chunks. Should look like so:

Code: Select all

4										// Number of steerable wheels
7										// GroovyFunkRef of 1st steerable wheel
8										// GroovyFunkRef of 2nd steerable wheel
12
14

4,13,-1,-1							// Left-front suspension parts GroovyFunkRef
3,11,-1,-1							// Right-front suspension parts GroovyFunkRef
6,-1									// Left-rear suspension parts GroovyFunkRef
5,-1									// Right-rear suspension parts GroovyFunkRef

-1,-1,2,1								// Driven wheels GroovyFunkRefs (for spinning)
10,9,15,16							// Non-driven wheels GroovyFunkRefs (for spinning)
As you're working in CarEd only and you try to avoid PT2 (if I remember correctly), you can't add empty actors for the additional pivots. If possible (I don't remember CarEd too well) I suggest you create little cubes that you'd place and hide at the center of both additional wheels, and use them as 'parents' to the wheel and name them IFRPIVOT.ACT and IFLPIVOT.ACT.

If it proves too complex, or unachievable via CarEd, just send me the files when you're done with the car and I'll setup the front wheels for you.
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Re: Carma gets Hard boiled

Post by 70's Viking »

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Re: Carma gets Hard boiled

Post by 70's Viking »

Is it possible to have wheels that exist out of more components then just one :help: ?
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Re: Carma gets Hard boiled

Post by Toshiba-3 »

Had to remove the unused groovyfunkrefs to get the update to the volvo working with carma95:

from

Code: Select all

6,14			// Left-rear suspension parts GroovyFunkRef
5,13			// Right-rear suspension parts GroovyFunkRef
11,12,2,1		// Driven wheels GroovyFunkRefs (for spinning)
10,9,-1,-1		// Non-driven wheels GroovyFunkRefs (for spinning)
to

Code: Select all

6,-1			// Left-rear suspension parts GroovyFunkRef
5,-1			// Right-rear suspension parts GroovyFunkRef
-1,-1,2,1		// Driven wheels GroovyFunkRefs (for spinning)
10,9,-1,-1		// Non-driven wheels GroovyFunkRefs (for spinning)
No idea what you mean with your question, by the way. Different wheel models?

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Re: Carma gets Hard boiled

Post by 70's Viking »

Thank you for testing. Keep forgetting about the groovyfunk thing.


What i meant is this:
Image
Can a wheel model have more then one part?
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Re: Carma gets Hard boiled

Post by Toshiba-3 »

Oh right. Yes it's definitely possible to do that (basically setting components as child to the wheel). I'm just not 100% sure how to achieve that from within CarEd..!

I think you have to rename the wheel models to something different, and instead create new "groups" named FRWHEEL etc, and put the corresponding wheel and hubcap/rim/whatever into each group. Like so:
Screenshot 2021-05-31 112437.png
Screenshot 2021-05-31 112437.png (100.68 KiB) Viewed 6934 times
However I haven't tested compiling the car etc with such a setup. I imagine that's how it should be done. Give a try and report back :grin:
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