Brute is inspired by FatCat's Brute Coupe concept, and recreated by merging ChromeGod, Twister, Bugutti, Roadhog and Semi.
F132 is the F1 thing from CarmaPSX with my C1 port of Coupe de Grace.
Was too lazy to do unique grid icons and cockpits so I took ChromeGod's and CoupedeGrace's
@hazardic: yeah the windows are opaque (hidden in cockpit view ofcourse).
TANKA + TRAILER
Been meaning to do this since 2014. It's Tanka restored with its original trailer (the model is amongst the C1 files). I textured it according to what was visible in the poser artwork.
The setup is quite complex: two throb/shear grooves to let the front truck lean downward and upward a bit, and a couple of rock grooves that slow eachother to reduce the angle of the front when steering. All wheels are setup ofcourse, by the way there is an additional couple of wheel identifiers that can be used: IFLWHEEL.ACT and IFRWHEEL.ACT. Using those ensures that they will also 'wobble' when damaged. Last bit about the grooves is that using a flat single triangle as a dummy is not a good idea: when used with a shear groove (it doesn't work on an empty dummy), the whole hierarchy disappears. Using a little cube is the way to go.
The big deal with this release is how it hijacks the bonnet model to enable crush data on a second model which is also shared with the complex model, that means that both the truck and the trailer can deform! I'm fairly certain it is also possible to hijack the simple model like this to have a third crushable model for the main complex scene. Other bit of info kinda related: the bounding box is calculated again after the first big impact according to the main model's bounds (and thus only uses the bbox set in the text file when intact).
This is the Eagle easter egg from Ion Fury. Mastro had started on a port back in august 2019 and I picked up from there. While Mastro was working on making it a rather feature complete C1 car, I thought trying to keep it as faithful as possible to the original BSP brushes it was made of was more interesting. Somehow that's what made it so fascinating to me, they had build an Eagle with brushes
So I just cleaned the model a bit, kept the flat wheel textures, and as many texture details as possible via the trick explained below.
Swapping the wheel textures (from still to in-movement) upon acceleration was the most difficult really and what delayed this release for so long. I tried a lot of tricks, but ultimately came back to one of my first ideas: planes that intersect (on the x axis) as they move along the rear suspensions. Not perfect but good enough for me. See the nice setup to get that working:
unknown.png
Now to keep the texture details from the great work of Aleksander Kowalczyk (Cage), I decided to translate the needed gradients from the Ion Fury palette to new gradients made with the C1 palette (esp. a 19-color red gradient). I selected ranges in the palette to assign to the original texture gradients, then used a custom shade table to transform these ranges into the new gradients. I used a four-story shadetab to enable shading and help define the geometry of the model as the top of it would have been kinda plain with its sole texture (shading is applied in the original game). I guess a picture will be more useful:
Thanks for testing, friends! I didn't take any time to do it on my end..!
and now...
Carma2_HW 2020-02-02 23-59-02-57.png
STEAM MACHINE
I wanted to do a quick port, but alas I can't do that anymore
Set the driver's head on inverted suspension (+ double steering angle). Front wheels visual steering very much reduced. Set shear grooves on all suspension parts (TDR can't do that ), then set the front suspensions up so that they can deform and smash. And yeah ofcourse set the whole thing with smashables.
Initally thought about adding steam behind the exhaust things, but fuck it uh
Oh by the way, I included the 3dsMax 2012 sources in the zip, I think I'll do that from now on (even if importing with Harm's Carmatools gives the same result )
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All the smashables are set, fixed mapping and geometry here and there, added a basic dash as it was present in the texture but not in the car.
Just did a little trick on the rear wheels: to prevent them from going through the rear fenders when the suspensions are pressed, I set the suspension groove paths at a 30° angle inward.
Jurassic Park Jungle Explorer
model and textures by Harmalarm and I did the setup etc.
Had some fun tweaking the colours to the C1 palette and setting up a blend table on the windows.
I added crush datas but they generate that error message upon quitting a race with Carma95. So you can either ignore the error or swap to the crushless text file (included in the zip).
It's at RR2000.
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Right off the bat I didn't include the proper CARTDOG.TXT in the archive so it was looking for DAT files that didn't exist anymore That is fixed and the car loads etc.
HOWEVER... for some reason, the game will crash if you enter cockpit view, I have NO idea why. Other cars like the Eagle Fury are set up exactly the same (bundled models, use of shadetables, resources in registry) but don't crash. Couldn't pin-point the issue sadly so don't enter cockpit view if you're running through DOSBox.
DOS Carmageddon doesn't enable lighting on reg materials anyway
While I was at it, I ran some addons in glorious 3DFX mode: yaaay no shade/blend tables support at all...
I hope you had a merry christmas and wish you the best for 2021
Here's a mashup with GrungeBuster X MonsterMasher X FraudBroko X RoadBratt, based on a concept by Mad_Maxine.
Thanks for all. I copied folders and already edited Opponent.Txt (put it end of list and increase the cars number). How can I select it in game (my profile) ?
Hello and welcome!
If you want to play with addon cars without having to unlock them, you need a completed savegame like this one http://tb.polygonized.com/dtd/c1/savegame.zip
Pay attention that if you already have a saved game, the one is the zip will overwrite the first slot.
Toshiba-3 wrote: ↑Sat Jan 30, 2021 6:14 pm
Hello and welcome!
If you want to play with addon cars without having to unlock them, you need a completed savegame like this one http://tb.polygonized.com/dtd/c1/savegame.zip
Pay attention that if you already have a saved game, the one is the zip will overwrite the first slot.
Thanks very much, @Toshiba-3 (Master). Really with the game completed everything works
Please, I realized that nglide with carma 3dfx in dosbox has very good resolution and smoothing quality, but I was wondering if there is any carma95 version without dosbox that can call the API through nglide to improve resolution and smoothing.
nGlide only works for the 3dfx Glide API. Carma95's API isn't Glide but DirectDraw. So nGlide has no business with Carma95.
There are experimental "hires" Carma95 executables but they are largely unfinished and performance is subpar, you can find them in this list: https://rr2000.cwaboard.co.uk/pc-files#c1
Menus, cockpits and minimaps aren't scaled.
The only way to get "smoothed" visuals with Carma95 is to make use of filters with ddraw.dll. If you want to try, update to the latest cnc-ddraw release, and edit ddraw.ini the make use of one of the included shaders.
To be quite honest, if you're really after high resolution and smoothed textures, the best solution is indeed DOSBox with Glide Carma and nGlide. I personaly lower the gamma to 0.7 to avoid washed out visuals, and set Aspect correction to respect the original 4:3 resolution and avoid stretching.
Many C1 mods won't work properly in Glide mode though, and it has a few visual bugs.
Thanks, Tosh (Great Tosh). I like very much the mode nglide + 3dfx in DosBox, it is super antialising but no high FPS. The carma95 get high FPS with native executable but no good graphics (I like pixelated graphics but I would like test antialiasing).
"I will try what you said... " --> Perfect ! I used :