[CARMA1] Carma gets Hard boiled

Forum dedicated to editing and modifying Carmageddon 1 & Carmageddon 2.
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Toshiba-3
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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
Image / carmageddon add-ons at road reaction

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The Joker
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Re: [CARMA1] Carma gets Hard boiled

Post by The Joker »

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.toshiba-3.com/EuropePolicePart2.rar
Image

Also Updated the Part 1 pack
https://joker.toshiba-3.com/EuropePolicePart1.rar

At first the textures where dumped from the AI car
Image
Now i found the actual car in the files
Image

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The Joker
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Re: [CARMA1] Carma gets Hard boiled

Post by The Joker »

Got my boat, on the bloody road :twisted:
Image
https://joker.toshiba-3.com/MiamiPowerboatRacer.rar

There might be more boats later on in an update, only had time for this one for now.
Last edited by The Joker on Sun Feb 02, 2020 7:25 pm, edited 1 time in total.

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Mastro 666
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Re: [CARMA1] Carma gets Hard boiled

Post by Mastro 666 »

The requested URL was not found on this server.

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The Joker
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Re: [CARMA1] Carma gets Hard boiled

Post by The Joker »

Sorry for the typo, fixed.

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Mastro 666
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Re: [CARMA1] Carma gets Hard boiled

Post by Mastro 666 »

Very original and elegant. :beer:

Image

Image

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Toshiba-3
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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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The Joker
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Re: [CARMA1] Carma gets Hard boiled

Post by The Joker »

Thanks friends, for testing the boatcar :beer: .

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

These two
Image
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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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Mastro 666
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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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The Joker
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Re: [CARMA1] Carma gets Hard boiled

Post by The Joker »

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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Mastro 666
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Re: [CARMA1] Carma gets Hard boiled

Post by Mastro 666 »

Send me the files.

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The Joker
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Re: [CARMA1] Carma gets Hard boiled

Post by The Joker »

Just nothig really serious

Image
Image
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Last edited by The Joker on Fri Sep 04, 2020 7:30 pm, edited 1 time in total.

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Mastro 666
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Re: [CARMA1] Carma gets Hard boiled

Post by Mastro 666 »

You have a split personality!

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The Joker
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Re: [CARMA1] Carma gets Hard boiled

Post by The Joker »

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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Image

http://joker.toshiba-3.com/DerSchatten.rar

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Durtvan
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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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Mastro 666
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Re: [CARMA1] Carma gets Hard boiled

Post by Mastro 666 »

Blacked!

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Image

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Re: [CARMA1] Carma gets Hard boiled

Post by Toshiba-3 »

:swheel:
DUMP0001.png
DUMP0001.png (84.68 KiB) Viewed 1165 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 1163 times
Image / carmageddon add-ons at road reaction

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The Joker
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Re: [CARMA1] Carma gets Hard boiled

Post by The Joker »

A little late, but tried to fix the issue
Image

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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http://joker.toshiba-3.com/AlarmFurCobra11.rar

Also, another Driver 2...car?
Most Textures extracted by Mastro666
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Image
http://joker.toshiba-3.com/KING-RAM.rar
Last edited by The Joker on Fri Sep 04, 2020 7:30 pm, edited 1 time in total.

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The Joker
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Re: [CARMA1] Carma gets Hard boiled

Post by The Joker »

Garth Knight and his big rig join the carnage

Image
Image

http://joker.toshiba-3.com/Goliath.rar

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WadeSullivan
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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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The Joker
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Re: [CARMA1] Carma gets Hard boiled

Post by The Joker »

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,
Image
Or four wheels?
Image

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Mastro 666
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Re: [CARMA1] Carma gets Hard boiled

Post by Mastro 666 »

Four wheels. :scool:

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The Joker
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Re: [CARMA1] Carma gets Hard boiled

Post by The Joker »

Alright, here is the four wheel version
Image
Together with another vehicle that...is also nothing really serious
Image
Image
http://joker.toshiba-3.com/Driver2.rar

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Mastro 666
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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!

Image

Image

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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 283 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 283 times
DUMP0003.png
DUMP0003.png (45 KiB) Viewed 283 times
DUMP0002.png
DUMP0002.png (67.94 KiB) Viewed 283 times
DUMP0000.png
DUMP0000.png (29.25 KiB) Viewed 283 times
Image / carmageddon add-ons at road reaction

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The Joker
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Re: [CARMA1] Carma gets Hard boiled

Post by The Joker »

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:

Image
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Image

http://joker.toshiba-3.com/PSX-Bunch.rar

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