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Tosh's releases for TDR 2000..!

All things Carmageddon TDR2000 related - hey, it's got multiplayer.
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Tosh's releases for TDR 2000..!

Post by Toshiba-3 »

SH0017.png
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Just felt like messing around with this :slol:
I used the restored C1 textures to update the TDR one. Increased the size of the texture to 2048x2048 to keep the pixelated look. Also made the material shiny. Just too bad the model is split into parts and that breaks the smoothing groups, I couldn't find a way to make the material fullbright to hide that.

It's at RR2000: https://rr2000.cwaboard.co.uk/carmageddon-tdr2000

I guess a good version to port to TDR would be the Funsize one.
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Eagle Mk.I Funsize for TDR 2000

Post by Toshiba-3 »

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Well what do you know... 14 years after I gave up on TDR 2000 and 13 years after the very last TDR addon car (Shortybus)...

Here's the Funsize (iOS/Android)'s version of the Eagle Mk.I ported to TDR 2000!

It isn't very interesting as there is already at least one port of the Mk.1 but it was an easy model to use and go through the tutorial. Speaking of which I actually didn't use Beroc's but the official ones that came with the SDK back then.

You can download the car right there: https://rr2000.cwaboard.co.uk/carmageddon-tdr2000

Some observations if other people are interested:
I made most of the setup in 3dsMax R3.1 like back then, but I'm positive it could maybe all be done (hierarchy and all) in a more recent program and exported to Max3 just to use the TDR plugin.
My system being in french with local number formatting, I had to set the latter to US in order for the plugin the write proper decimals (1.000 instead of 1,000).
A couple of limitations: one texture per model (it matters a lot if you want to port something from Carma1/2 for example), and no smoothing groups (must split vertices).
The plugin is very touchy about pivots and relative transformations when it exports the car. So it's best to create the setup hierarchy once you're done for good with the model (all pivots at the world origin and transform/scale reset, +reset xform). Working on a part (be it a dummy or a mesh) within the hierarchy easily results in slight offsets ingame. If a part needs to be modified, just temporarily unlink it from the hierarchy.
While setting up the cockpit camera position, I couldn't get the manual cam to work as the tutorial instructed. So I had to take the coordinates in Max and do back and forth with the ingame cockpit to adjust it (there's also the steering wheel + driver's arms model position).

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Re: Eagle Mk.I Funsize for TDR 2000

Post by Harmalarm »

I'm impressed with your patience and I definitely like that shot of max R3.1 :cool:
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Re: Eagle Mk.I Funsize for TDR 2000

Post by Likvidator »

The model excellent, although the wheels are not very round :smile:
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Tusker for TDR2000

Post by Toshiba-3 »

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TUSKER
for carmageddon tdr 2000

This model was made by Gravedrinker first as an addon car for Carmageddon Reincarnation, then after he integrated Stainless it was meant to be a part of the official roster for Max Damage but didn't make it in in the end. It was finally included in Carmageddon Crashers but as far as we know, never unlocked (along with other bonus cars like Evil C10). :crazy:

Ah well, now its time to shine has come, as an addon car for TDR2000 :grin:

So while the Eagle Funsize was a very simple first model to try and mod TDR, the Tusker is the opposite (look at the hierarchy). The addon is complete, however I only bothered with a single additional level of details (a simple model that is displayed in the distance), given we play TDR on modern computers anyway.

I hope to release Evil C10 and the Tez Eagle soon to get them out of my system and never touch TDR again :beer:

It's available at RR2000:
https://rr2000.cwaboard.co.uk/carmageddon-tdr2000

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Re: Tusker for TDR2000

Post by Mastro 666 »

:supercrazy: :thumbsup:

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Heavy (from TF2) for TDR2000

Post by Toshiba-3 »

A joke addon obviously.
Once again the source is included.

> https://rr2000.cwaboard.co.uk/carmageddon-tdr2000

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Tez Eagle & EvilC10 for TDR2000

Post by Toshiba-3 »

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EvilC10
for carmageddon tdr 2000

Originaly a promotional asset for Carmageddon Max Damage, this was included in Carmageddon Crashers but never unlocked. It's making its grand debut in TDR :slol:
I included the 3dsMax R3.1 source.
It might crash now and then I guess, your usual TDR crash upon big hit.
Tez Eagle left now.

It's available at RR2000:
https://rr2000.cwaboard.co.uk/carmageddon-tdr2000
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Re: Tez Eagle & EvilC10 for TDR2000

Post by Toshiba-3 »

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and now

Tez Eagle
for carmageddon tdr 2000

Again from Crashers. Not much to say. I didn't bother animating the little blades as I did with the C2 port, not sure if they even were animated in Crashers. This port went without trouble, haven't had a crash (but I haven't tested it as much as the other cars). I think most of the crashes I encountered before might have come from a center of mass too low (set on the main data_chassis), I'd noticed cars shifting downward upon heavy impacts and getting stuck into the world's collision mesh.

This should be the last TDR addon car from me for a while (another 14 years?), but I hope the sources I included in the ZIP archives will motivate other people to give it a try too :sbsmile:

It's available at RR2000:
https://rr2000.cwaboard.co.uk/carmageddon-tdr2000
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Re: Tez Eagle & EvilC10 for TDR2000

Post by macacom »

You will make reinstall TDR now. Hahah
Guardo o mundo na mão: e o mundo que se foda
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Re: Tosh's releases for TDR 2000..!

Post by Toshiba-3 »

Hello!
Also Cart Dog for TDR 2000! yes.
Grab at roady reactions.
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Re: Tosh's releases for TDR 2000..!

Post by Likvidator »

Wow. This is something unusual
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Re: Eagle Mk.I Funsize for TDR 2000

Post by Mastro 666 »

Toshiba-3 wrote: Thu May 02, 2019 9:05 pm While setting up the cockpit camera position, I couldn't get the manual cam to work as the tutorial instructed.
At the console type hereComesTrouble and b_physics 0, press C to get to the Incar view and R to enable Mousecam inside the car. Hold right click to fly. When the camera placement is ready type the command setCockpit 1. Once you're completely happy with the cockpit placement, use the command setCockpit print. The cockpit coordinates are then written out to a file dbg_cockpit.txt in the TDR2000 install directory.

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Re: Tosh's releases for TDR 2000..!

Post by Toshiba-3 »

Damn nice, Mastro :scool: How the hell did you even figure that out? :rockon:
AFAIK, Beroc didn't figure that out as he grabbed coords from Max, and the official tutorial's way doesn't work.
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Re: Tosh's releases for TDR 2000..!

Post by Mugzy »

Now this is freakin cool. I'm gonna fix some PoVs for cars like Dutch. Thank you man; you're helping me make TDR play like a dream. It's the simple shit that counts.
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Re: Tosh's releases for TDR 2000..!

Post by Toshiba-3 »

Screenshot 2021-08-11 124055.jpg
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OMINOUS BALL

This was a commission from Bearded Expense. Ominous red orb near indestructible floating around with an ominous sound.

This was far from easy, learned many things in the process:
Car elements can be set to always face the camera just like powerup coronas, just have to set a '10' datatype on the node.
Animated texture datatype '9' also works on cars.
There are more material flags than can be exported by the MAX exporter. Fullbright materials can somehow be achieved by setting their material flag (the last number in the material list in the hie file) to '8'. It's not really fullbright though, it's more like an incrustation fusion effect, lighter colors behind the material will pierce through. So in this case I had to set a black backdrop and duplicate the model holding that material three times on itself. Heavy shading set by some races with high contrast still get in the way.
Hovering height for hovermode-enabled cars is defined according to the center of mass (set within the data_chassis dcol).
A car really needs its four wheel nodes, but you can set them to use emtpy nodes (even themselves) as models to get invisible wheels.
Apparently one can also set 2 SMOKE_NULLs in the descriptor TOKENS.

It comes with a specific sound that replaces the hover engine sound, that overrides the sound for all hovering cars. Can be stopped by simply removing HoverEngine.wav from the Ominous folder.

Get it at RR2000.
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Re: Tosh's releases for TDR 2000..!

Post by Likvidator »

:banana:
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Re: Tosh's releases for TDR 2000..!

Post by Lince DJ »

Ominous Ball

TDR2000 Ominous Ball 01.jpg
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The orb escaped of the hell!! :slol:
With the handbrake and pushing reverse the ball go forward with unbeatable force, powerful to drive with care, yeeeeaahh! :twisted:
Great work like always, amazing! :beer:
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Re: Tosh's releases for TDR 2000..!

Post by Toshiba-3 »

Trying to turn this into a driveable vehicle but it's really too big.
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Re: Tosh's releases for TDR 2000..!

Post by Mastro 666 »

That's insane. :eek:
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Re: Tosh's releases for TDR 2000..!

Post by Toshiba-3 »

Had to get this out of my system, even if it's not really playable. I'm pretty sure it can't be made to work nicely with TDR anyway. If you want to mess with it, the source is included.

LADY LUXURY
https://rr2000.cwaboard.co.uk/carmageddon-tdr2000

Mastro's little tutorial to place the steering wheel is very easy, writes the coords into a dbg_cockpit.txt file placed in the root.
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Re: Tosh's releases for TDR 2000..!

Post by Mastro 666 »

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Image

Image

:twisted: :rofl: :beer: :banana: :rockon:
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Re: Tosh's releases for TDR 2000..!

Post by Toshiba-3 »

Bearded Expense commissioned the Supastucka and Loggerhead to be ported to TDR 2000. He also shares the love!
Here they are..! https://rr2000.cwaboard.co.uk/carmageddon-tdr2000

Nothing to mention in particular. I noticed it's possible to use empty nodes to tilt elements and thus have animations at an angle (in this case, the propeller on the stucka). Also noticed it's possible to use a texture without it's alpha channel by duplicating the .tx file and removing the 'has-alpha-channel' flag. It's useful when that texture is used elsewhere without the need for the alpha and avoid Z-fighting. Heavy vehicles really are a pain to configure for TDR2000, I mean physics-wise.
Ah yes, also noticed it's very important for the main bounding box ("data_chassis") to include the center of the wheels, just like C1 and C2. Figuring this out, I realized it was actually obvious. Felt like a dum-dum :crazy: :crazy: :crazy: :crazy: :crazy: :crazy:
:supermad: :techsupport: :noob: :suicide: :oops:

:twisted:
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Re: Tosh's releases for TDR 2000..!

Post by Alex_Dynamite »

TF2 fan here! :scool:

Lady Luxury reminds me of how flying vehicles could be added to Midtown Madness and 1nsane.

Hey, has the Supastuka ever been ported to some other flying game or sim?
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Re: Tosh's releases for TDR 2000..!

Post by Likvidator »

Toshiba-3 wrote: Tue Mar 22, 2022 11:08 am Bearded Expense commissioned the Supastucka and Loggerhead to be ported to TDR 2000. He also shares the love!
Here they are..! https://rr2000.cwaboard.co.uk/carmageddon-tdr2000

Nothing to mention in particular. I noticed it's possible to use empty nodes to tilt elements and thus have animations at an angle (in this case, the propeller on the stucka). Also noticed it's possible to use a texture without it's alpha channel by duplicating the .tx file and removing the 'has-alpha-channel' flag. It's useful when that texture is used elsewhere without the need for the alpha and avoid Z-fighting. Heavy vehicles really are a pain to configure for TDR2000, I mean physics-wise.
Ah yes, also noticed it's very important for the main bounding box ("data_chassis") to include the center of the wheels, just like C1 and C2. Figuring this out, I realized it was actually obvious. Felt like a dum-dum :crazy: :crazy: :crazy: :crazy: :crazy: :crazy:
:supermad: :techsupport: :noob: :suicide: :oops:

:twisted:
Ooyy, beautiful :smile: :thumbsup:
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Re: Tosh's releases for TDR 2000..!

Post by Mastro 666 »

:rockon: :beer: :rockon:

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Re: Tosh's releases for TDR 2000..!

Post by Toshiba-3 »

@Mastro: :beer: not running with the -f parameter for full texture resolution though?

so yeah now DEATHCRUISER and THE HARVESTER for TDR 2000. Courtesy once again of Bearded Expense :beer:
Grab'em at RR2000.

Don't forget to run the game in full texture resolution mode, guys. Either use the TDR Launcher from the MAX-Pack to run it in "hires", or just add -f after TDR2000.exe in a command line. If you don't do that all textures in the game are downsized to 50%. Massive loss in details, especially with these ports from C2 and their already tiny textures..! :crazy:
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Re: Tosh's releases for TDR 2000..!

Post by Mastro 666 »

Lesson learned. :scool:

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Re: Tosh's releases for TDR 2000..!

Post by Toshiba-3 »

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Re: Tosh's releases for TDR 2000..!

Post by Likvidator »

In TDR2000 they look cool :thumbsup:
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Re: Tosh's releases for TDR 2000..!

Post by xMD87x »

Yeah, the game lacked that same excavator! :rockon:

2022, the madness continues! It seems to me that love for Carmageddon is already a diagnosis).
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Re: Tosh's releases for TDR 2000..!

Post by Mastro 666 »

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:twisted: :banana:
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Re: Tosh's releases for TDR 2000..!

Post by Toshiba-3 »

More stuff commissioned by Bearded Expense. Thanks to him!
Again available at RR2000 -> https://rr2000.cwaboard.co.uk/carmageddon-tdr2000
Each download has the 3dsMax R3.1 source included in case one of you wants to check how vehicles are set up.
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Re: Tosh's releases for TDR 2000..!

Post by Mastro 666 »

Seconds before disaster!!

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Re: Tosh's releases for TDR 2000..!

Post by Toshiba-3 »

Forgot to release the last three cars :slol: They're in Bearded Expense's Rage O Rama too anyway

They're at RR2000. 3ds Max sources included like the others.

The Monster Beatle has hires textures, I guess I'll update my C2 tweak with them 🤔
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