[CARMA2] [RELEASE] Carmageddon PSX to C2 releases

Forum dedicated to editing and modifying Carmageddon 1 & Carmageddon 2.

Moderator: coffeycup

Post Reply
User avatar
Razor
Stomping-on-Kittens
Posts: 2523
Joined: Sat Dec 01, 2007 6:38 pm
Location: Beaver City
Contact:

[CARMA2] [RELEASE] Carmageddon PSX to C2 releases

Post by Razor »

I've ported some vehicles from the PSX version of Carmageddon available in Carmageddon 2, complete with interiors, detachables, smashables, grooves, funks, suspension, shrapnel colours, everything!
psxmini.png
psxmini.png (89.61 KiB) Viewed 218 times
[PSXMINI.zip ~129kb]
psxpickup.png
psxpickup.png (89.16 KiB) Viewed 218 times
[PSXPICKUP.zip ~132kb]
psxvan.png
psxvan.png (89.16 KiB) Viewed 218 times
[PSXVAN.zip ~71kb]
psxj220.png
psxj220.png (89.16 KiB) Viewed 162 times
[PSXJ220.zip ~116kb]
psxstarsky.png
psxstarsky.png (89.25 KiB) Viewed 111 times
[PSXSTARSKY.zip ~146kb]
psxhazard.png
psxhazard.png (89.16 KiB) Viewed 74 times
[PSXHAZARD.zip ~136kb]

SCREENSHOTS:
► Show Spoiler
More to come!

I've also begun work on the desert map from the Playstation Carmageddon but still need to finish it, which I will get around to in the near future.
Install these vehicles as you would any other.
[ Razor @ Carmageddon Webmasters Alliance Network ] [ My Downloads ] [ My Carma Items ] [ Conversion lists ]
To download the BETA Mod and more information on my other work, visit me @ https://razor.cwaboard.co.uk

User avatar
Durtvan
mechanic
Posts: 26
Joined: Sun Apr 05, 2020 1:44 am

Re: [CARMA2] [RELEASE] Carmageddon PSX to C2 releases

Post by Durtvan »

Sweet! are you also gonna make General P.Ram's car?
https://wiki.cwaboard.co.uk/wiki/General_P._Ram

User avatar
Jaw_Breaker
mechanic
Posts: 26
Joined: Wed Sep 18, 2013 5:17 am
Location: Semarang, Central Java, Indonesia

Re: [CARMA2] [RELEASE] Carmageddon PSX to C2 releases

Post by Jaw_Breaker »

Nice conversions, Razor! They sure fit C2 nicely! :cool: :thumbsup:
By the way, PSX Carmageddon was my first Carmageddon game. I admit that it wasn't a very good game, but it was the game that introduced me to the Carmageddon series, so it still held a special place in my heart. :smile:

User avatar
Toshiba-3
アルカリ (単3形)
Posts: 3993
Joined: Thu Jul 24, 1986 12:13 pm
Location: Belgium/France
Contact:

Re: [CARMA2] [RELEASE] Carmageddon PSX to C2 releases

Post by Toshiba-3 »

WTF RAZOR
PSX CARS CARMAGEDDON 2
WTF
Carma2_HW 2020-05-23 16-17-31-38.jpg
Carma2_HW 2020-05-23 16-17-31-38.jpg (131.88 KiB) Viewed 167 times
Carma2_HW 2020-05-23 16-11-39-80.jpg
Carma2_HW 2020-05-23 16-11-39-80.jpg (125.78 KiB) Viewed 167 times
Carma2_HW 2020-05-23 16-08-13-66.jpg
Carma2_HW 2020-05-23 16-08-13-66.jpg (91.98 KiB) Viewed 167 times
Image / carmageddon add-ons at road reaction

User avatar
Razor
Stomping-on-Kittens
Posts: 2523
Joined: Sat Dec 01, 2007 6:38 pm
Location: Beaver City
Contact:

Re: [CARMA2] [RELEASE] Carmageddon PSX to C2 releases

Post by Razor »

PSX XJ220 release in the OP :)
HERE
psxj220.png
psxj220.png (89.16 KiB) Viewed 111 times
[ Razor @ Carmageddon Webmasters Alliance Network ] [ My Downloads ] [ My Carma Items ] [ Conversion lists ]
To download the BETA Mod and more information on my other work, visit me @ https://razor.cwaboard.co.uk

User avatar
Toshiba-3
アルカリ (単3形)
Posts: 3993
Joined: Thu Jul 24, 1986 12:13 pm
Location: Belgium/France
Contact:

Re: [CARMA2] [RELEASE] Carmageddon PSX to C2 releases

Post by Toshiba-3 »

Ice cream delivery. Just noticed how these shops are made for giants.
Attachments
Carma2_HW 2020-05-23 18-18-30-67.jpg
Carma2_HW 2020-05-23 18-18-30-67.jpg (106.56 KiB) Viewed 156 times
Image / carmageddon add-ons at road reaction

User avatar
Jaw_Breaker
mechanic
Posts: 26
Joined: Wed Sep 18, 2013 5:17 am
Location: Semarang, Central Java, Indonesia

Re: [CARMA2] [RELEASE] Carmageddon PSX to C2 releases

Post by Jaw_Breaker »

I really like how you put small details on the interior, Razor. Pretty sweet! (Pun intended) :grin:

Oh, man, i never realized how disproportionately large the ice cream vendor in fairground level is until now. :eek:

User avatar
Razor
Stomping-on-Kittens
Posts: 2523
Joined: Sat Dec 01, 2007 6:38 pm
Location: Beaver City
Contact:

Re: [CARMA2] [RELEASE] Carmageddon PSX to C2 releases

Post by Razor »

PSX STARSKY release in the OP :)
HERE
psxstarsky.png
psxstarsky.png (89.25 KiB) Viewed 111 times
[ Razor @ Carmageddon Webmasters Alliance Network ] [ My Downloads ] [ My Carma Items ] [ Conversion lists ]
To download the BETA Mod and more information on my other work, visit me @ https://razor.cwaboard.co.uk

User avatar
Toshiba-3
アルカリ (単3形)
Posts: 3993
Joined: Thu Jul 24, 1986 12:13 pm
Location: Belgium/France
Contact:

Re: [CARMA2] [RELEASE] Carmageddon PSX to C2 releases

Post by Toshiba-3 »

Strangely a dear favourite for many people. There's an odd triangle sticking out or something on the rear left fender.
Attachments
Carma2_HW 2020-05-24 11-12-41-50.jpg
Carma2_HW 2020-05-24 11-12-41-50.jpg (68.49 KiB) Viewed 106 times
Carma2_HW 2020-05-24 11-11-16-53.jpg
Carma2_HW 2020-05-24 11-11-16-53.jpg (58.05 KiB) Viewed 106 times
Image / carmageddon add-ons at road reaction

User avatar
Razor
Stomping-on-Kittens
Posts: 2523
Joined: Sat Dec 01, 2007 6:38 pm
Location: Beaver City
Contact:

Re: [CARMA2] [RELEASE] Carmageddon PSX to C2 releases

Post by Razor »

Ah, the one I forgot to fix up! There was some weird tris all around the doors too, the models are a mess, I'll fix this and update the archive

EDIT: archive updated :)
[ Razor @ Carmageddon Webmasters Alliance Network ] [ My Downloads ] [ My Carma Items ] [ Conversion lists ]
To download the BETA Mod and more information on my other work, visit me @ https://razor.cwaboard.co.uk

User avatar
Razor
Stomping-on-Kittens
Posts: 2523
Joined: Sat Dec 01, 2007 6:38 pm
Location: Beaver City
Contact:

Re: [CARMA2] [RELEASE] Carmageddon PSX to C2 releases

Post by Razor »

PSX HAZARD release in the OP :)
HERE
psxhazard.png
psxhazard.png (89.16 KiB) Viewed 73 times
[ Razor @ Carmageddon Webmasters Alliance Network ] [ My Downloads ] [ My Carma Items ] [ Conversion lists ]
To download the BETA Mod and more information on my other work, visit me @ https://razor.cwaboard.co.uk

User avatar
Toshiba-3
アルカリ (単3形)
Posts: 3993
Joined: Thu Jul 24, 1986 12:13 pm
Location: Belgium/France
Contact:

Re: [CARMA2] [RELEASE] Carmageddon PSX to C2 releases

Post by Toshiba-3 »

A tad difficult to handle?
Y u no firepoints tho? You can quickly do it by picking vertices one by one in edit poly mode and using harm's script to get the BRender vertex ID.
Also noticed you us 4 shrapnel colours, and I must say I'm surprised I had no crash as I always thought more than 3 shrapnel colours was a no no.
Attachments
Carma2_HW 2020-05-25 01-15-58-82.jpg
Carma2_HW 2020-05-25 01-15-58-82.jpg (99.27 KiB) Viewed 61 times
Image / carmageddon add-ons at road reaction

User avatar
Razor
Stomping-on-Kittens
Posts: 2523
Joined: Sat Dec 01, 2007 6:38 pm
Location: Beaver City
Contact:

Re: [CARMA2] [RELEASE] Carmageddon PSX to C2 releases

Post by Razor »

Toshiba-3 wrote:
Sun May 24, 2020 11:17 pm
A tad difficult to handle?
Y u no firepoints tho? You can quickly do it by picking vertices one by one in edit poly mode and using harm's script to get the BRender vertex ID.
Also noticed you us 4 shrapnel colours, and I must say I'm surprised I had no crash as I always thought more than 3 shrapnel colours was a no no.
Handling should be similar to the default C2 Copcar as I used that as a base for the handling on this, this just has a tighter turning circle and has a higher top speed.

Fire points always felt a bit redundant but I can retroactively add them back in easily enough and will do if I decide to port everything from the game to C2, which seems like a good plan now that I'm using Max as everything is far easier, I'll get the desert map finished up on the weekend and see how that goes.

Never had an issue with shrapnel colours myself, I know at least 7 work, have never tested with more. Harm's tools add .0 at the end of the RGB colours which C2 doesn't seems to like though, not sure what it does but I've noticed some colours don't seem to display properly with .0 at the end.
[ Razor @ Carmageddon Webmasters Alliance Network ] [ My Downloads ] [ My Carma Items ] [ Conversion lists ]
To download the BETA Mod and more information on my other work, visit me @ https://razor.cwaboard.co.uk

User avatar
Toshiba-3
アルカリ (単3形)
Posts: 3993
Joined: Thu Jul 24, 1986 12:13 pm
Location: Belgium/France
Contact:

Re: [CARMA2] [RELEASE] Carmageddon PSX to C2 releases

Post by Toshiba-3 »

Ok you copied the physics over, along with the same centre of mass and angular momentum proportions. But by comparing the different wheel positions, it appears that the front wheels have much more mass on them than the copcar's. And less mass on the driven wheels. And yeah, the same friction angles with different wheelbase will result in a much different handling.

I don't know what you mean by firepoints being redundant, they are a great addition :confused: By not setting them, you let the file format decide and sure enough vertex #0 is often among the front geometry, but could be anywhere in the front. Same idea if the firepoints are copied.

And yeah the shrapnels of XJ220 and HAZARD aren't correct (didn't check others).
Attachments
Carma2_HW 2020-05-25 13-37-49-89.jpg
Carma2_HW 2020-05-25 13-37-49-89.jpg (75.18 KiB) Viewed 33 times
Carma2_HW 2020-05-25 13-15-53-81.jpg
Carma2_HW 2020-05-25 13-15-53-81.jpg (70.64 KiB) Viewed 33 times
Image / carmageddon add-ons at road reaction

User avatar
Razor
Stomping-on-Kittens
Posts: 2523
Joined: Sat Dec 01, 2007 6:38 pm
Location: Beaver City
Contact:

Re: [CARMA2] [RELEASE] Carmageddon PSX to C2 releases

Post by Razor »

Toshiba-3 wrote:
Mon May 25, 2020 11:57 am
Ok you copied the physics over, along with the same centre of mass and angular momentum proportions. But by comparing the different wheel positions, it appears that the front wheels have much more mass on them than the copcar's. And less mass on the driven wheels. And yeah, the same friction angles with different wheelbase will result in a much different handling.

I don't know what you mean by firepoints being redundant, they are a great addition :confused: By not setting them, you let the file format decide and sure enough vertex #0 is often among the front geometry, but could be anywhere in the front. Same idea if the firepoints are copied.

And yeah the shrapnels of XJ220 and HAZARD aren't correct (didn't check others).
I forgot to fix the trailing decimal points that Harm's tools add to the shrapnel colours, which is why they don't work.
My only bias against fire points is that I rarely ever see them but you're right they are a nice feature.

I have updated all of the archives in the OP and all vehicles now have fire points and I've fixed the couple with broken shrapnel colours.
[ Razor @ Carmageddon Webmasters Alliance Network ] [ My Downloads ] [ My Carma Items ] [ Conversion lists ]
To download the BETA Mod and more information on my other work, visit me @ https://razor.cwaboard.co.uk

Post Reply

Who is online

Users browsing this forum: No registered users and 12 guests