[CARMA1] Carma gets Hard boiled

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Toshiba-3
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Re: Carma gets Hard boiled

Post by Toshiba-3 » Tue Jan 22, 2019 12:41 am

Took some time to test the content of NEWPOL.RAR (the one you uploaded on 21 jan at 4:15PM).

First some basic things: if you want people to test your stuff, post pictures, detail what is inside the archive and release individual archives (as in: one zip per car).
Additionally, mods that replace existing files should be released with enough warning about the files that get overwritten. In this case your APC+BIGAPC mod could be its own archive with overwritten files detailed in the Readme and suggestion to backup the original files.

- As the opponent code chunks are the same, there's no need to include the APC and BIGAPC ones in the Readme.
- For some reason, IVAN.TXT and SCREWIE.TXT are also included. I didn't pay attention and thus these overwrote my files.
- EASTWOOD is also included? Minus the opponent code chunk.
- We're not too sure about this but we think it might be counterproductive to set all car numbers to 00. Best set them to different numbers until we completely figure out how they're used by the game.
- The archive is missing TKMUG.FLI and HBTANK.TXT (couldn't test this one at all).
- With Carma95, BIGAPC makes the game crash, groovyfunkrefs 11 and 12 must be set to -1. And some lines before, 13 and 14 must be removed and the number of steerable wheels set to 2 instead of 4.
- I noticed TAXI has no turning front wheels, if you did that on purpose to avoid the wheels going through the fenders, then it's nice :)

Pics:
BIGAPC
Image

APC
Image

CADDI
Image

FLYBY
Image

cute little TAXI
Image
Image / carmageddon add-ons at road reaction

The Joker
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Re: Carma gets Hard boiled

Post by The Joker » Tue Jan 22, 2019 10:07 pm

Toshiba-3 wrote:Took some time to test the content of NEWPOL.RAR (the one you uploaded on 21 jan at 4:15PM).

First some basic things: if you want people to test your stuff, post pictures, detail what is inside the archive and release individual archives (as in: one zip per car).
Additionally, mods that replace existing files should be released with enough warning about the files that get overwritten. In this case your APC+BIGAPC mod could be its own archive with overwritten files detailed in the Readme and suggestion to backup the original files.

- As the opponent code chunks are the same, there's no need to include the APC and BIGAPC ones in the Readme.
- For some reason, IVAN.TXT and SCREWIE.TXT are also included. I didn't pay attention and thus these overwrote my files.
- EASTWOOD is also included? Minus the opponent code chunk.
- We're not too sure about this but we think it might be counterproductive to set all car numbers to 00. Best set them to different numbers until we completely figure out how they're used by the game.
- The archive is missing TKMUG.FLI and HBTANK.TXT (couldn't test this one at all).
- With Carma95, BIGAPC makes the game crash, groovyfunkrefs 11 and 12 must be set to -1. And some lines before, 13 and 14 must be removed and the number of steerable wheels set to 2 instead of 4.
- I noticed TAXI has no turning front wheels, if you did that on purpose to avoid the wheels going through the fenders, then it's nice :)
I knew i should have done that, though i'm not very good at it. Thats why i usually leave it out.
When making the archive i thought putting all of these in one was a safe idea (like the 7 Broom! vehicles)

-That has gone unnoticed, changed that now.
-Ivan and Screwie.txt have been included because of a sound effect change, nothing special
-The eastwood is included because all vehicles (except the APC's) are based on Hard boiled vehicles.
-I never encounterd a problem with that, always put it on 00 by default
-TNK files have been added now.
-Guess the DOS version works a bit different. I've changed it now though the groovyfunkrefs still confuse me
-That is on purpose.

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Re: Carma gets Hard boiled

Post by The Joker » Thu Feb 07, 2019 8:03 pm

Here is the new version of NEWPOL


It includes

-Above mentioned vehicles plus the eastwood and four new ones
-New sound effects
-Cars.txt files for different sound effects for IVAN, SCREWIE & FAUST

Image
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Image
Image
Image
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Image
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https://joker.toshiba-3.com/NEWPOL.rar

(Warning, make backups of your original files before installing these)

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Mastro 666
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Re: Carma gets Hard boiled

Post by Mastro 666 » Sun Feb 24, 2019 5:43 pm

Wreck it:

Image

Image

:twisted:

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Re: Carma gets Hard boiled

Post by The Joker » Sun Mar 10, 2019 1:57 pm

I actully thought that Wreck would have been one of the least likeable cars :eek: .



Three racers from an old playstation game join the carnage.

Image
Image
Image

https://joker.toshiba-3.com/RenegadeRacers.rar

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Toshiba-3
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Re: Carma gets Hard boiled

Post by Toshiba-3 » Mon Mar 11, 2019 11:28 pm

You like them old PS1 racers uh? :swheel:
screenshots:
Image
Image
Image
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Re: Carma gets Hard boiled

Post by The Joker » Sun Mar 17, 2019 6:49 pm

I sure do :thumbsup: .

What do you think of these three?
I actully hesitated to release them, i felt that they where a bit lame.

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Re: Carma gets Hard boiled

Post by Toshiba-3 » Mon Mar 18, 2019 3:44 pm

They sure are geometrically simple. You reproduce PS1 game cars and apply ripped textures back onto them if I understood properly. You have your own approach to it while you're still learning CarEd etc. and I think it works nicely. Seems to me like you're bringing in more mesh detail lately (like that hifi setup on one of the latest cars). So yeah keep it up, also the most important part is you having fun when doing this.

BTW you usually post screenshots while in lowres mode, and I do think it makes more sense considering the overal mesh/texture detail. Akin to how the PS1 also usually used lower resolution for 3D games. Hires screenshots like I did might be a little unfair.
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The Joker
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Re: Carma gets Hard boiled

Post by The Joker » Mon Apr 01, 2019 8:58 am

That is correct, though it was quite hard to apply textures in their original format (stretching or shrinking is necessary sometimes). I'am indeed slowly working on vehicles with more details (visible seats and steering wheels when textures are available) . There is alot to explore in cared, fun is indeed the right word :grin: .

It might be a bit more fair to post vehicles like this in lowres screenshots, but i guess it depends on how a person plays carmageddon.


Edit: Two new vehicles, one test car and a truck i've been wanting to recreate for carmageddon.

Image
https://joker.toshiba-3.com/DerSchatten.rar (<---Also includes a new wav.file for the cattle)
Image
https://joker.toshiba-3.com/Dogbite.rar

Thanks to Toshiba for showing me how to remove the alpha channel from textures.

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Re: Carma gets Hard boiled

Post by Toshiba-3 » Tue Apr 02, 2019 10:43 pm

Tested the vehicles:
Dogbite works right away. No driver which is too bad. I would have mapped the front grill from the front rather than from the top. Reminder that you should subdivide the mesh a tad more to avoid perspective distording textures.
Image
Image

Both trucks however wouldn't work at all. First off the TXT files are encrypted, not a good idea to release the addon like that even though the game can load encrypted files. You left unused groovyfunkrefs: 11,12,13,14. I know the DOS executable doesn't care, but Carma95 crashes upon that. But that wasn't enough, the angular momentum proportions were too wrong (I set them to 0.5, 0.5, 2.2 - Y value might be too high) and bbox min-Y a bit too high, set it to 0.064 (maybe too low now). Still not good!! Then I noticed you used commas instead of dots in several values in the Mechanics part at the end of the text file (for both trucks), so the values for a bit everything after the bbox were off. Then it worked...
HONK.WAV would overwrite the default horn, luckily I never install the sound mods.
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Re: Carma gets Hard boiled

Post by The Joker » Wed Apr 03, 2019 7:01 pm

Tested the vehicles:
Dogbite works right away. No driver which is too bad. I would have mapped the front grill from the front rather than from the top. Reminder that you should subdivide the mesh a tad more to avoid perspective distording textures.
There are no driver textures from the game these textures are from, all cars are driverless :crazy: (On the PC version there are driver models, but i have no idea how to get textures from the pc version). . I do not know what to do with driver models for these cars. The idea was for me to make a few more updates to dogbite, so i'll try to remember.

Both trucks however wouldn't work at all. First off the TXT files are encrypted, not a good idea to release the addon like that even though the game can load encrypted files. You left unused groovyfunkrefs: 11,12,13,14. I know the DOS executable doesn't care, but Carma95 crashes upon that. But that wasn't enough, the angular momentum proportions were too wrong (I set them to 0.5, 0.5, 2.2 - Y value might be too high) and bbox min-Y a bit too high, set it to 0.064 (maybe too low now). Still not good!! Then I noticed you used commas instead of dots in several values in the Mechanics part at the end of the text file (for both trucks), so the values for a bit everything after the bbox were off. Then it worked...
HONK.WAV would overwrite the default horn, luckily I never install the sound mods.
Encrypted? That is totally on accident, never noticed that. Because they work like normal here, i did not notice the groovyfunkrefs and the Y, X, Z Axis being off. I cannot really check it as i do not know how do decrypt these without killing my copy of the game again.

As in the other topic, i tried Deep_Blue's motorcycle and i accidentally encrypted every txt file. I'm missing a few car files for some other vehicles also because Carmagedit gives an error right at the start of the txt file reader .

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Re: Carma gets Hard boiled

Post by Toshiba-3 » Sat Apr 06, 2019 5:16 pm

You can try to decrypt the text files with CarmagEdit. Just double check that it doesn't mess. It may leave lines starting with @ here and there, just remove them.

As I said in the other topic, zip up the whole install or stuff you me to try decrypting and I'll give it a look.
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Re: Carma gets Hard boiled

Post by The Joker » Sun Apr 14, 2019 11:25 am

Toshiba-3 wrote:
Sat Apr 06, 2019 5:16 pm
You can try to decrypt the text files with CarmagEdit. Just double check that it doesn't mess. It may leave lines starting with @ here and there, just remove them.

As I said in the other topic, zip up the whole install or stuff you me to try decrypting and I'll give it a look.
Tried decrypting the files with carmagedit, but it shows an error.

I found the decrypted files for the truck though (somewhere on a deserted island).
What extactly do you want me to change within the groovyfunkrefs?
If i change the angular momentum proportions to 0.5, 0.5, 2.2, the truck slides all over the place.
Not to be rude, but where exactly are these commas in the mechanics :help: ?(i cannot find any misplaced ones)

Here is some stuff i cannot decrypt
https://joker.toshiba-3.com/Cars.TXT.rar




EDIT
Dogbite Version 2
Image
https://joker.toshiba-3.com/Dogbite.rar
Image
https://joker.toshiba-3.com/Ericar.rar

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Re: [CARMA1] Carma gets Hard boiled

Post by Toshiba-3 » Mon Apr 15, 2019 10:13 am

Quickly tested the Ericar and it works. The Dogbite one looks much better like this :sbsmile:

If there are groovyfunkrefs listed that aren't used in the GROOVES, they must be replaced by -1. I understand it's not easy for you to check as you don't use CARMA95 iirc.
I wanted to point out where the commas where but couldn't find them in the original files..! My guess is that CarmagEdit screwed the file when I used it to edit the files.

I attach decrypted text files to this message, I had a quick glance and they seemed fine.
Attachments
D.zip
(11.62 KiB) Downloaded 18 times
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