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Flummery v0.3.8.9
[Tool] Flummery v0.3.7.5
Not really "as" open-ended as carma.
If you want Triple-A graphics and gameplay, just port them to GTAV.
- MrDeviance
- turbo bastard
- Posts: 419
- Joined: Wed May 28, 2014 7:30 pm
[Tool] Flummery v0.3.7.5
GTAV can become a really authentic carmageddon game if somebody actually takes that "carmageddon mod" name seriously and instead of just releasing a negative friction mod for traffic cars, they actually port carma cars into gta5, remove traffic cars and add powerups + gibbing to those gorgeous looking npc's.FatCat wrote:The only problem with wreckfest is that it's not open world and has either racing or concrete boxes to play smashy smash in.Not really "as" open-ended as carma.
If you want Triple-A graphics and gameplay, just port them to GTAV.
The only downfall in gtav is that you most likely can't make new maps or port reincarnation ones.
- MrDeviance
- turbo bastard
- Posts: 419
- Joined: Wed May 28, 2014 7:30 pm
[Tool] Flummery v0.3.7.5
FatCat wrote:Deviance, mods were "never" supported by Rockstar for any of the GTA games, modders just manage to make mods somehow, it's what they do.
I know that. Which is why I say it's next to impossible to make a full fledged tc mod in that game.
[Tool] Flummery v0.3.7.5
FatCat wrote:Deviance, mods were "never" supported by Rockstar for any of the GTA games, modders just manage to make mods somehow, it's what they do.
Hell not just "not supported", R* are actively trying to prevent modding. GTAIV had a lock on the files so that you couldn't do shit. Luckily people soon cracked it but still, the point is they want us to play the 'stock game' (translation: boring ugly turd). It might have something to do with Hot Coffe but come on, that's no reason to block us from installing good looking cars instead of their ugly mish-mash creations.
- '80s Time Warp
- Road Warrior
- Posts: 1257
- Joined: Wed Aug 03, 2011 8:30 pm
[Tool] Flummery v0.3.7.5
Granted, there are some ugly cars in there, just like there are ugly cars in the real world.Deadhart wrote:(translation: boring ugly turd)
It's understandable that Rockstar & Take 2 don't want people messing with the games as the Hot Coffee mod essentially got GTA:SA banned from a lot of mainstream retail stores in North America.
Twitter Manifestation. - Mods for Max Damage.
Please do not use my old/deadname.
[Tool] Flummery v0.3.7.5
'80s Time Warp wrote:Granted, there are some ugly cars in there, just like there are ugly cars in the real world.
It's understandable that Rockstar & Take 2 don't want people messing with the games as the Hot Coffee mod essentially got GTA:SA banned from a lot of mainstream retail stores in North America.
It was them who put those animations there :D besides, they were about as sexy as General Custer's Revenge. Well and nowadays they put in yoga, golf and dog sex there instead, so if that is an outcome of the HC scandal, I say: NOT WORTH IT. Anyways, let's not talk about this anymore.
/end OT
[Tool] Flummery v0.3.7.5
I just started "studying" Flummery. I know you are busy doing a ton of stuff.
I am in the middle of reading this whole thread and testing flummmerys import and export and am getting crashes etc. Not in any way criticizing your work, its just for me nowadays its actually rocket science. Hell I even forgot how to use PT2 correctly.
Do you either have a sample file that imports correctly or give me some suggestions on what format of model to make. Of course I know what formats are what but what are the prerequisites ?I would like to do a "test" car and a "test" map so I can get used to the filing structure etc. I also need to keep my brain active or I go crazy.
PS I do have all newer versions of MAX with Trents MaxScripts but you might as well have me do brain surgery with a blindfold on that one :)
Thanks in advance and good luck.
[Tool] Flummery v0.3.7.5
What are you trying to import? If it is an FBX file, which program exported it? A sample of the file would be useful.
Are you using the compiled version of Flummery or running from source?
I need actual details to help. Cheers.
[Tool] Flummery v0.3.7.5
Your precompiled version of flummery 3.6.9.
Windows 8.1.
Unhandled Exception
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at Flummery.ContentPipeline.Core.FBXImporter.Import(String path)
at Flummery.ContentManager.Load[T,T2](String assetName, String assetPath, Boolean bAddToScene)
at Flummery.frmMain.menuImportClick(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
File is only sitting in a regular folder and not a CR type of folder
Dont know how to attach files so ....
http://expirebox.com/download/19b517cd1ea221cfb10456d225a37786.html
Thanks for the fast reply. And of course feel free to edit this post once you read it.
[Tool] Flummery v0.3.7.5
But so far I read you were still working on FBX import. Which BTW the cube in FBX format did not work either. Perhaps its the export settings ?
Updating this post to keep things clean.
I downloaded that file PLOW3 and it opened fine in Flummery. Imported it into MAX 10 and exported to FBX and in Flummery the file crashed with the same error.
[Tool] Flummery v0.3.7.5
Stop what you are doing. I was stupidly using an old version of the FBX Export.
I just had time today to read thru the rest of the thread.
Stupid me. It works fine. Sorry for wasting your time.
Now all I gotta do is find a way to attach the image file :)
- TheCarsThatAteParis
- pedestrian
- Posts: 14
- Joined: Fri May 15, 2015 7:39 pm
[Tool] Flummery v0.3.7.5
[Tool] Flummery v0.3.7.5
As far as I know Errol has got as far as stitching the VT together too, though he hadn't committed his code to his git repository yet.
[Tool] Flummery v0.3.7.5
No error message at all now.
- farellfoxx
- driver
- Posts: 87
- Joined: Fri May 22, 2015 4:03 am
[Tool] Flummery v0.3.7.5
I'm willing to learn from you; teach me well, 'Masters'... Please be patient with me!
[Tool] Flummery v0.3.7.5
While you are bored you might want to try what I am doing. I made a separate folder holding all the CR files in it for modding. Then I "extracted" all the ZADS I could to learn the file structures and such. This includes for example making Text files of the LOL files. This way you could knock down each hurdle one by one.
Now you COULD also go to the student section of 3DSMax and tell them you are a student and download their 3DSMax software for free. PS everyone is a student.
Make models using the PNG image format as textures.
Then start learning that to maybe someday get your models into the game once they are ready, There is a ton of free student software.
http://www.autodesk.com/education/free-software/3ds-max
- farellfoxx
- driver
- Posts: 87
- Joined: Fri May 22, 2015 4:03 am
[Tool] Flummery v0.3.7.5
This is helpful; thanks! I was kind of shying away from 3ds max; but... (Didn't know about the student license!)starbuck wrote:I started learning how to use it for CR but then got distracted and am using it now to make ACT DAT and MAT files for Carmageddon 2.While you are bored you might want to try what I am doing. I made a separate folder holding all the CR files in it for modding. Then I "extracted" all the ZADS I could to learn the file structures and such. This includes for example making Text files of the LOL files. This way you could knock down each hurdle one by one.
Now you COULD also go to the student section of 3DSMax and tell them you are a student and download their 3DSMax software for free. PS everyone is a student.
Make models using the PNG image format as textures.
Then start learning that to maybe someday get your models into the game once they are ready, There is a ton of free student software.
Is it absolutely necessary? Can I make mods without it?
[Tool] Flummery v0.3.7.5
[Tool] Flummery v0.3.7.5
Then about 4 years ago the student versions came out a month after they said they would never have them.
Considering texture placement etc. Its really easy. Plus I have had the 2010 Student version for almost 5 years and it hasnt taken away the free license yet.
Besides its FREE :)
I use Paintshop pro and 3DSMax. of course Paintshop I had to pay for years ago but it still works.
PS Max 2.0 and 3.1 are free as well , available on one of the popular Carmageddon sites. It has the name "RR2000" or something. The publishers who made those no longer have the rights to them and 2.0 also has Carmageddon 2 exporters along with them.
EDIT Its especially good cause you can get Trents MaxScript code to use in it but THAT is very complicated for me to use.
[Tool] Flummery v0.3.7.5
So looks like I got a new converter for Plaything2 instead of BeMax. Later to test it and see if it pre- processes by adding a glass wall and textures that produce pedestrains. Even if it doesnt it still looks like a LOT easier way to do it than before..
- farellfoxx
- driver
- Posts: 87
- Joined: Fri May 22, 2015 4:03 am
[Tool] Flummery v0.3.7.5
If I were to... import the original hawk; maybe the eagle from Carmageddon; would anyone know how to set that up? I'm just aiming for a little more simplistic model to start with, I may just skin one of the existing cars...
I know that Trent is kind of already doing this; but as I have said:
I am just a bit impatient; I always have been. I apologize for that; but how will I learn?
(Starbuck; you've seen it in my CarMODgeddon thread!)
[Tool] Flummery v0.3.7.5
I tried taking one of my old maps from C2 and importing the FBX file into Flummery and the models parts were placed in odd places around the screen.
I basically made the letters "TO" to find out which directrions the file would show up in Plaything2 so I could just rotate it properly in max beforehand.
The FBX file opened up properly in MAX 2015.
So what is wrong is Flummery glitching ? Its the precompiled version of Flummery, made it in the 2015 version of Max.
Located here unless anyone wants a different site.
http://s000.tinyupload.com/?file_id=05378720712002593350
In the meantime I will try to find version 7.4 of the plugin and post any updates in THIS post if no one responds.
BTW this also happened to my original map file where a quite a few sections were rotated incorrectly.
- farellfoxx
- driver
- Posts: 87
- Joined: Fri May 22, 2015 4:03 am
[Tool] Flummery v0.3.7.5
[Tool] Flummery v0.3.7.5
[Tool] Flummery v0.3.7.5
[Tool] Flummery v0.3.7.5
[Tool] Flummery v0.3.7.5
[Tool] Flummery v0.3.7.5
[Tool] Flummery v0.3.7.5
[Tool] Flummery v0.3.7.5
[Tool] Flummery v0.3.7.5
In other news...
[Tool] Flummery v0.3.7.5
It looks like either the export out of 3dsmax went wrong, or zmodeler doesn't have the same co-ordinate system, the parts are all backwards and all over the place.hazardic wrote:nope didn't work well, after importing 3ds model just exploded and besides hasn't smoothed at all despite cnt was exported into fbx with fully assembled model
[Tool] Flummery v0.3.7.5
- '80s Time Warp
- Road Warrior
- Posts: 1257
- Joined: Wed Aug 03, 2011 8:30 pm
[Tool] Flummery v0.3.7.5
Does my stuff look outdated, barebones and just plain bad? :PMy friend, it is the year 2015, zmodeler is waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay outdated, barebones, and just plain bad, please use something newer, there are vastly, VASTLY superior alternatives, even free ones.
It's what I use to do most of the fundamental construction work & UV mapping on all my models. There is a beauty in its simplicity, no convoluted interfaces with 50+ ways of doing the same thing, It's great for fundamental work and that's it.
3dsmax then steps in to fill in the gaps that Zmod can't fill (vertex colours, lighting, rendering/AO/Baking, etc). I personally prefer to have full control over exactly where the triangles go in my models and not rely on any algorithms or automation to do my work for me, that's my personal preference :)
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