Dear returning Carmageddon fans Image

These last years, the CWA Board assimilated what was archived from many old Carmageddon forums, including the whole of the Official Carmageddon.com Forums.
If you wish to merge any previous account you might have had with your new or existing CWA account, don't hesitate to reach out to us !

Carma gets Hard boiled

When the mayhem started! And its expansion pack made by interns!
User avatar
70's Viking
hit n run
Posts: 237
Joined: Fri Aug 19, 2016 7:04 pm
Location: Norway
Contact:

Re: Carma gets Hard boiled

Post by 70's Viking »

Toshiba-3 wrote: Mon May 31, 2021 9:32 am 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

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:
Alright, finally tested it and compiling the wheels like that makes them stationary.
However adding .DAT makes the front wheels move while steering, still stationary though.
User avatar
Toshiba-3
BRender Actor
Posts: 5511
Joined: Sun Jun 08, 2003 12:14 am
Location: MagnaChem Data Unit
Contact:

Re: Carma gets Hard boiled

Post by Toshiba-3 »

If you could upload the files (both the cared OBJ and BRender files), I'll give it a look.
Image / carmageddon add-ons at road reaction
User avatar
70's Viking
hit n run
Posts: 237
Joined: Fri Aug 19, 2016 7:04 pm
Location: Norway
Contact:

Re: Carma gets Hard boiled

Post by 70's Viking »

Hello,

Excuse me for the late reply.
Thanks but in the meantime i figured out how to make the wheels spin.

Probably asked it before but is it possible to build and setup Carmageddon 2 cars by only using Cared?
User avatar
Toshiba-3
BRender Actor
Posts: 5511
Joined: Sun Jun 08, 2003 12:14 am
Location: MagnaChem Data Unit
Contact:

Re: Carma gets Hard boiled

Post by Toshiba-3 »

Ah great that you got it working on your own! And yes CarEd was specifically made to create C2 cars, it should even be easier. IIRC CarEd ships with a rather good tutorial for creating a basic C2 car.

I suggest you also give Maxine's great C2 CarEd tutorial a read: viewtopic.php?t=9009
Image / carmageddon add-ons at road reaction
User avatar
70's Viking
hit n run
Posts: 237
Joined: Fri Aug 19, 2016 7:04 pm
Location: Norway
Contact:

Re: Carma gets Hard boiled

Post by 70's Viking »

Ok i created a Carma 2 car and mostly followed the tutorial that was indeed shipped with Cared (Maxines tutorial also includes Plaything2 which does not work on my PC :help: ). Set everything up and start the game, select the car (Which menu images do not want to appear) and as soon as a race is selected and loading, the game dies :supermad: .
User avatar
Toshiba-3
BRender Actor
Posts: 5511
Joined: Sun Jun 08, 2003 12:14 am
Location: MagnaChem Data Unit
Contact:

Re: Carma gets Hard boiled

Post by Toshiba-3 »

For Plaything2, right-click on the executable, go into properties, then compatibility tab, and check 16 bit colours ("High Color". That should do it.

As for the issue, once again I can't help without having access to the files. If I were you I'd post the files by default.
Image / carmageddon add-ons at road reaction
User avatar
70's Viking
hit n run
Posts: 237
Joined: Fri Aug 19, 2016 7:04 pm
Location: Norway
Contact:

Re: Carma gets Hard boiled

Post by 70's Viking »

Sorry.
Here you go:
https://joker.cwaboard.co.uk/71ForelliBastard.rar

Plaything2 after setting it to 16 bit colours says "Failed to create empty document".
User avatar
Toshiba-3
BRender Actor
Posts: 5511
Joined: Sun Jun 08, 2003 12:14 am
Location: MagnaChem Data Unit
Contact:

Re: Carma gets Hard boiled

Post by Toshiba-3 »

Alright, a few issues but you're not too far off.
First: the menu images need to be named after the car's folder, so in this case: sexxesA, sexxesB, sexxesC, sexxesD, sexxesE, sexxesF. The driver pic filename is the short driver name from Opponent.txt +"64". Look at the other cars to get the idea. Example: The Plow's driver is Don Dumpster, his shortname in opponent.txt is "don", so the driver pic filename is "don64".
Secondly, you've got two FUNKs in the txt file at the moment but they are the exact same (same material and same effect). That is something you can't have in C1/C2, so remove one of them. Also it seems they serve no purpose for the time being so I'd suggest removing both for now.
Finally... the main model has too many vertices (1839 instead of 1024). Optimizing the whole car with PT2 removes a lot of vertices but still not enough on the main model (still at 1323 instead of 1024 after optimizing). I simply suggest you detach both exhaust pipes as their own element as they represent 200 vertices, you can also detach the driver models, seats, fenders.

As for Plaything2 not running, I think you're running the wrong one? Try cesm's previous modded PT2. If that doesn't cut it, try the original one.
Image / carmageddon add-ons at road reaction
User avatar
70's Viking
hit n run
Posts: 237
Joined: Fri Aug 19, 2016 7:04 pm
Location: Norway
Contact:

Re: Carma gets Hard boiled

Post by 70's Viking »

Ok so the menu images work now, the Funks are gone and the passenger/exhausts & the middle wheels are removed. Still to many i think as the game still dies when loading a level (Is 1024 the limit?).
By detaching Driver, Seats and Fenders you mean putting them in a new component group?

Got Plaything2 running in the meantime, but the textures do not want to load.

BTW What is weird (To me) is that Carma1 has no problem with a model like this but Carma2 has, why is that though?
User avatar
Toshiba-3
BRender Actor
Posts: 5511
Joined: Sun Jun 08, 2003 12:14 am
Location: MagnaChem Data Unit
Contact:

Re: Carma gets Hard boiled

Post by Toshiba-3 »

Just let them as their own component, no need to group them together or anything. C2 cars can have a myriad of components.

With PT2, you must first import the ACT file, it'll then ask for the DAT and MAT files, PT2 will look for the tiff files into the tiffrgb folder. When you save the modifications, it'll create an SDF file that you can open directly the next time. Keep in mind that modifications you make in PT2 can't be loaded by CarEd, so PT2 must be used once you're done working on the model within CarEd (or for quick ingame tests ofcourse).

I believe C2 has that 1024 vertices limit because of the dynamic deformation applied to all crushable elements (by default everything but the wheels). C1 has precalculated crush datas for only 3 models (main, bonnet and simple models) so it didn't force the vertice limit. C2 however seems to prepare each car element for crushing upon loading the race, I imagine having too many complex models to deform could have been a strain on computers from the late 90s so that limit was put in place.
It's easy to work around it though: either split the models in several elements, or put a groove on the hipoly element to disable crushing (not sure it can be done on the main component though).

Don't forget you can check the vertice and triangle count of each element from within PT2 via the registry (Edit > Show PT2 Registry). And also optimise all elements by selecting the master element, then Object > Misc Obj Operations > Optimize. Can also check for errors with the same path.

BTW, it'd be better to create a new topic in the C2 subforum if you start releasing and discussing C2 stuff :eek:
Image / carmageddon add-ons at road reaction
User avatar
Toshiba-3
BRender Actor
Posts: 5511
Joined: Sun Jun 08, 2003 12:14 am
Location: MagnaChem Data Unit
Contact:

Re: Carma gets Hard boiled

Post by Toshiba-3 »

:wink:
Attachments
Sans titre-1.png
Sans titre-1.png (212.55 KiB) Viewed 9326 times
Image / carmageddon add-ons at road reaction
User avatar
70's Viking
hit n run
Posts: 237
Joined: Fri Aug 19, 2016 7:04 pm
Location: Norway
Contact:

Re: Carma gets Hard boiled

Post by 70's Viking »

Thank you very much for testing :grin:
Finally discovered how to make Driver 2 like wheel models :eek: .

Now then...

The Martians landed and have had enough of the human race.
They decided to use mankinds own weapons on them.
Using scrap parts such as truck cabs, wheels and train chassis
they created these monstrosities to blast the humans to a pulp.
The martians continue to slide...through crowds hoping to end the human race soon...forever.
Image
Image
https://joker.cwaboard.co.uk/WarOfTheWorlds.rar


Also, Red John and a Battlecar decided to show up for some reason.
It truly is the end of the world as we know it.
Image
Image
https://joker.cwaboard.co.uk/RedPol.rar
https://joker.cwaboard.co.uk/BattleCar.rar
User avatar
Lince DJ
driver
Posts: 66
Joined: Mon May 18, 2020 2:46 am

Re: Carma gets Hard boiled

Post by Lince DJ »

Hi Joker!
The install lines are the same for HalfTrack and WarTruck, loading both the WarTruck car (the one with single weapon).

The install sound lines are differents, this it´s ok.

Please, check it.
User avatar
70's Viking
hit n run
Posts: 237
Joined: Fri Aug 19, 2016 7:04 pm
Location: Norway
Contact:

Re: Carma gets Hard boiled

Post by 70's Viking »

Sorry about that.

Fixed
User avatar
Toshiba-3
BRender Actor
Posts: 5511
Joined: Sun Jun 08, 2003 12:14 am
Location: MagnaChem Data Unit
Contact:

Re: Carma gets Hard boiled

Post by Toshiba-3 »

Quickly tested your last cars :sbsmile: Just the usual GFR problem with REDPOL, fix:

Code: Select all

4,-1,-1,-1		// Left-front suspension parts GroovyFunkRef
3,-1,-1,-1		// Right-front suspension parts GroovyFunkRef
6,-1			// Left-rear suspension parts GroovyFunkRef
5,-1			// Right-rear suspension parts GroovyFunkRef
15,16,2,1		// Driven wheels GroovyFunkRefs (for spinning)
10,9,-1,-1		// Non-driven wheels GroovyFunkRefs (for spinning)
Attachments
DUMP0014.png
DUMP0014.png (125.99 KiB) Viewed 9168 times
DUMP0013.png
DUMP0013.png (149.29 KiB) Viewed 9168 times
DUMP0008.png
DUMP0008.png (95.29 KiB) Viewed 9168 times
DUMP0007.png
DUMP0007.png (125.05 KiB) Viewed 9168 times
Image / carmageddon add-ons at road reaction
User avatar
WadeSullivan
hit n run
Posts: 110
Joined: Thu Feb 14, 2013 4:54 pm
Contact:

Re: Carma gets Hard boiled

Post by WadeSullivan »

Ahn the truck HLFTRK (war of the worlds tank track), when i try to play it, after i chose the grid position the game closes O_o
User avatar
70's Viking
hit n run
Posts: 237
Joined: Fri Aug 19, 2016 7:04 pm
Location: Norway
Contact:

Re: Carma gets Hard boiled

Post by 70's Viking »

I'm sorry Wade, i have no idea what the cause could be?



Here is some Psychedelia on wheels (Thanks to Tosh for setting it up correctly)
Image
https://joker.cwaboard.co.uk/LondonRacer.rar
User avatar
Mastro 666
motorised death
Posts: 968
Joined: Thu Jan 26, 2006 6:24 pm
Contact:

Re: Carma gets Hard boiled

Post by Mastro 666 »

Image

:beer:
User avatar
70's Viking
hit n run
Posts: 237
Joined: Fri Aug 19, 2016 7:04 pm
Location: Norway
Contact:

Re: Carma gets Hard boiled

Post by 70's Viking »

Thanks for testing :beer:
Updated the Archive with a suspension fix by Tosh


Also, would someone like to take care of my pet car when i'm out of the house?
Image
https://joker.cwaboard.co.uk/BigMouth.rar
User avatar
Toshiba-3
BRender Actor
Posts: 5511
Joined: Sun Jun 08, 2003 12:14 am
Location: MagnaChem Data Unit
Contact:

Re: Carma gets Hard boiled

Post by Toshiba-3 »

Great job, worked right away :swheel:
DUMP0004.png
DUMP0004.png (60.9 KiB) Viewed 8948 times
WadeSullivan wrote: Sun Sep 19, 2021 5:53 pm Ahn the truck HLFTRK (war of the worlds tank track), when i try to play it, after i chose the grid position the game closes O_o
Not sure why it works in my Carma95 despite GFR being misconfigured, but yeah try to replace the GFRs with these lines:

Code: Select all

2				// Number of steerable wheels
7				// GroovyFunkRef of 1st steerable wheel
8				// GroovyFunkRef of 2nd steerable wheel
4,-1,-1,-1			// Left-front suspension parts GroovyFunkRef
3,-1,-1,-1			// Right-front suspension parts GroovyFunkRef
-1,-1				// Left-rear suspension parts GroovyFunkRef
-1,-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)
Image / carmageddon add-ons at road reaction
User avatar
70's Viking
hit n run
Posts: 237
Joined: Fri Aug 19, 2016 7:04 pm
Location: Norway
Contact:

Re: Carma gets Hard boiled

Post by 70's Viking »

(Early) Merry Christmas to all :grin:
Image
https://joker.cwaboard.co.uk/HeavyPack2021.rar
Thanks Tosh for testing and helping out

Also remodeled these two
Image
Image
https://joker.cwaboard.co.uk/RedPol.rar
https://joker.cwaboard.co.uk/BattleCar.rar

And a small texture fix for Rolls:
https://joker.cwaboard.co.uk/LondonRacer.rar
User avatar
Toshiba-3
BRender Actor
Posts: 5511
Joined: Sun Jun 08, 2003 12:14 am
Location: MagnaChem Data Unit
Contact:

Re: Carma gets Hard boiled

Post by Toshiba-3 »

An impressive pack..! Not sure there's enough room under the Christmas tree :slol:

As I already told you, a lot of cool stuff in this pack :thumbsup:
You already put out so many addons that a download gallery with an image of each addon (like RR2000 etc) would be really neat to browse through your cars :oops:
Attachments
DUMP0011.png
DUMP0011.png (89.39 KiB) Viewed 8832 times
DUMP0007.png
DUMP0007.png (89.47 KiB) Viewed 8832 times
DUMP0005.png
DUMP0005.png (102.87 KiB) Viewed 8832 times
Image / carmageddon add-ons at road reaction
User avatar
70's Viking
hit n run
Posts: 237
Joined: Fri Aug 19, 2016 7:04 pm
Location: Norway
Contact:

Re: Carma gets Hard boiled

Post by 70's Viking »

Toshiba-3 wrote: Fri Dec 24, 2021 3:52 pm An impressive pack..! Not sure there's enough room under the Christmas tree :slol:
As I already told you, a lot of cool stuff in this pack :thumbsup:
Thank you :grin:
Toshiba-3 wrote: Fri Dec 24, 2021 3:52 pm You already put out so many addons that a download gallery with an image of each addon (like RR2000 etc) would be really neat to browse through your cars :oops:
That is a neat idea, but i don't know how to :help: :twisted:

Eep Eep
Image
https://joker.cwaboard.co.uk/TorMobile.rar
User avatar
Mastro 666
motorised death
Posts: 968
Joined: Thu Jan 26, 2006 6:24 pm
Contact:

Re: Carma gets Hard boiled

Post by Mastro 666 »

User avatar
70's Viking
hit n run
Posts: 237
Joined: Fri Aug 19, 2016 7:04 pm
Location: Norway
Contact:

Re: Carma gets Hard boiled

Post by 70's Viking »

Thank you for testing :beer:
Looks quite at home in that level :grin:

Murky Marauder's big brother is on parole
Image
Image
https://joker.cwaboard.co.uk/KHAKI.rar
User avatar
70's Viking
hit n run
Posts: 237
Joined: Fri Aug 19, 2016 7:04 pm
Location: Norway
Contact:

Re: Carma gets Hard boiled

Post by 70's Viking »

Someone is going to burn their fingers on this...or their face
Image
https://joker.cwaboard.co.uk/FeuerVolvo.rar

EDIT: Thanks Tosh, and again sorry.
Last edited by 70's Viking on Fri Feb 04, 2022 1:54 pm, edited 2 times in total.
User avatar
Toshiba-3
BRender Actor
Posts: 5511
Joined: Sun Jun 08, 2003 12:14 am
Location: MagnaChem Data Unit
Contact:

Re: Carma gets Hard boiled

Post by Toshiba-3 »

When chosen at the vehicle menu, shows "Error in funkotronic file"

Missing NEXT FUNK line between each funk like so:

Code: Select all

START OF FUNK

FEUSIR.MAT
constant
piss off
no fucking lighting bastards
flic
approximate
FEU_SIR.FLI

NEXT FUNK

FEUROF.MAT
constant
piss off
no fucking lighting bastards
flic
approximate
FEU_ROF.FLI

NEXT FUNK

FEUFLM1.MAT
constant
piss off
no fucking lighting bastards
flic
approximate
FEU_FLM.FLI

END OF FUNK
Image / carmageddon add-ons at road reaction
User avatar
70's Viking
hit n run
Posts: 237
Joined: Fri Aug 19, 2016 7:04 pm
Location: Norway
Contact:

Re: Carma gets Hard boiled

Post by 70's Viking »

My pet car Inge grew alot, she's a big girl now
Image
https://joker.cwaboard.co.uk/Ingeborg.rar

Also an airport truck was stolen...no idea where it went
Image
https://joker.cwaboard.co.uk/FollowMeSemi.rar
User avatar
Toshiba-3
BRender Actor
Posts: 5511
Joined: Sun Jun 08, 2003 12:14 am
Location: MagnaChem Data Unit
Contact:

Re: Carma gets Hard boiled

Post by Toshiba-3 »

Tested the latest additions..! Your addons keep on getting better :beer:

The animated textures are very nice (lights, flame, flag, tail) and the animated engine/bumper. Always cool. I quite like that Ingeborg car, what is it based on? Is it from the Cars that ate Paris? Though I'd rather see it with normal proportions :grin:
Kinda weird having bonnets from other cars though. Also you included a 2MB pic of a flower in an otherwise really small zip?
Attachments
DUMP0004.png
DUMP0004.png (82.18 KiB) Viewed 8348 times
DUMP0003.png
DUMP0003.png (73.25 KiB) Viewed 8348 times
DUMP0002.png
DUMP0002.png (101.74 KiB) Viewed 8348 times
DUMP0001.png
DUMP0001.png (86.2 KiB) Viewed 8348 times
DUMP0000.png
DUMP0000.png (122.09 KiB) Viewed 8348 times
Image / carmageddon add-ons at road reaction
User avatar
70's Viking
hit n run
Posts: 237
Joined: Fri Aug 19, 2016 7:04 pm
Location: Norway
Contact:

Re: Carma gets Hard boiled

Post by 70's Viking »

Toshiba-3 wrote: Tue Mar 22, 2022 3:41 pm Tested the latest additions..! Your addons keep on getting better :beer:

The animated textures are very nice (lights, flame, flag, tail) and the animated engine/bumper. Always cool. I quite like that Ingeborg car, what is it based on? Is it from the Cars that ate Paris? Though I'd rather see it with normal proportions :grin:
Kinda weird having bonnets from other cars though. Also you included a 2MB pic of a flower in an otherwise really small zip?
Thank you :beer:

Ingeborg is based on an old (and i think by now long gone) sketch i drew some years ago.
I can give you the CarEd files if you want? You have my permission to resize it :grin: .

Kind of forgot/not enough time to make bonnet models, but did mostly want to use models i already made.

The flower is a "Inside?" joke:
Image
Didn't notice it was a big file though
User avatar
70's Viking
hit n run
Posts: 237
Joined: Fri Aug 19, 2016 7:04 pm
Location: Norway
Contact:

Re: Carma gets Hard boiled

Post by 70's Viking »

Ever seen a half dead man drive a semi truck?
Image
Me neither...
https://joker.cwaboard.co.uk/DeadTruck.rar
User avatar
Toshiba-3
BRender Actor
Posts: 5511
Joined: Sun Jun 08, 2003 12:14 am
Location: MagnaChem Data Unit
Contact:

Re: Carma gets Hard boiled

Post by Toshiba-3 »

The MAT file has like 145 materials in it, how's that even possible :lol: Had a look, the model actually uses 36 materials (which is quite a lot for a C1 car). Anyway, doesn't matter much.
Enabled env map effect on that chrome texture but it didn't look that much better ingame.

you forgot to close the doors btw
Attachments
DUMP0000.png
DUMP0000.png (62.9 KiB) Viewed 8212 times
Image / carmageddon add-ons at road reaction
User avatar
70's Viking
hit n run
Posts: 237
Joined: Fri Aug 19, 2016 7:04 pm
Location: Norway
Contact:

Re: Carma gets Hard boiled

Post by 70's Viking »

Toshiba-3 wrote: Fri May 13, 2022 1:39 pm Enabled env map effect on that chrome texture but it didn't look that much better ingame.
Actually curious what that looks like :eek: .
Toshiba-3 wrote: Fri May 13, 2022 1:39 pm you forgot to close the doors btw
I could close them but the idea is that they are bent and damaged:
Image
I see now it does not really look like it though :lol:
User avatar
Toshiba-3
BRender Actor
Posts: 5511
Joined: Sun Jun 08, 2003 12:14 am
Location: MagnaChem Data Unit
Contact:

Re: Carma gets Hard boiled

Post by Toshiba-3 »

Ah I didn't keep the little tweak. But it wasn't working too well as the texture must be appropriate for the effect. You can have a look at some of my addons (like the Jetcar, Corvega) to see how that effect looks ingame.

And I was just joking about the door :wink: I think it's clear the truck is intended to appear damaged.
Image / carmageddon add-ons at road reaction
Post Reply

Check who’s online

Users browsing this forum: No registered users and 191 guests