A little retrospective and some news

I've been working slowly but surely this past year and a half on diverse aspects of Carmageddon 1 and 2. So I thought I'd try to wrap it all in a new post. But first some overal news!

http://rr2000.toshiba-3.com/gallery/albums/userpics/10001/brand_header_0.jpg
MagnaChem Research & Development

I'm currently in a rush to release all the cars I've started and left unfinished all these years. You can check the topic here. There's still a lot of work ahead but I'm quite motivated! The idea is to be done with addon cars after that... I'd like to fully go into level design, there's work to be done in the field :)

Recently I also worked on C2 cars for Razor's upcoming Beta mod. I updated Purple Piledriver (again) with wheel-mounted blades and overal texture work. Set the icevan up based on Cameron's model and Carma64 textures. Updated Monster Beetle greatly texture-wise and fixed transparency issues. And finally set the famous (and missing) Digga up based on the original model, references and Loggerhead textures. They'll all be part of the new VanillaC2 pack and Purple Piledriver, Digga and Icevan will be uploaded to RR2000 too.

In case you hadn't noticed, I made a So you want to play Carmageddon? infographic. You can click on the pic on that page to enlarge it. I should already update it I think...

About Gourmet Carmageddon and VanillaC2 mini-pack: I've completely changed the Gourmet project planning and keep on updating the todo list. It's still scheduled for after VanillaC2. Speaking of which, progress is slowly made but my priority is still the smaller projects that I want to get out of the way :D

Now here are a fair lot of tricks and tweaks I worked on this past year and a half, just continue reading...

Continue reading...

The MELD PACK finally updated! (v1.3.1)

Is it like a gift before Christmas? No idea. Somehow this is just an update that was really needed for years. I'm glad I have this out of my way. Though it can still be updated now and then if QTZ wants to patch it more or other issues are reported.


KgP9M7t.png

fanart by Micki!

All in all, the pack has been heavily fixed by QTZ (sadly no changelog available, though the one from the MC1SE patch might gave you an idea (520+ files fixed)). Hifi's cnc-ddraw mod added and pre-configured, his wsock32.dll tool is included in the \DOCS\ subfolder if you need a lift for LAN games. I decided to keep the same CARMA95 executable and just add a little hires launcher, this allows the pack to stay compatible with QTZ' work. The modified executable will ship with Gourmet Carmageddon :)

Ah well... I'll continue now with the Vanilla C2 MINI-PACK update and then Gourmet Carmageddon... Stay tuned! Oh and by the way, the download links have been updated in the right column here and on RR2000 :)

QTZ to the rescue

First of all, a few words about this blog. This has been my development blog for years but it's also been left alone for years now. So yes, I decided to use it as a base for the new blog that will be the home of Gourmet Carmageddon (and the vanilla C2 Mini-Pack). Changed the design a bit and tried to come up with something similar to a logo. I added download links for the current Meld Pack which Gourmet will replace. Also the Mini-Pack. Both the Meld Pack and the Mini-Pack will be updated in the upcoming weeks.

So, the Meld Pack is quite old now, and its bugs were never fixed directly in the installer. Nor does it include recent tools to enhance the game on modern systems (it actually saw two generations of tools pass by).  QTZ finally started releasing patches for the Meld Pack (as he did for the original Carma releases and Mastro's C1 SE Pack). Current patch adresses most common issues found with the pack as well as his usual tiding-up things. Details can be found in this thread at CWA: cwaboard.co.uk/viewtopic.php?p=103906. Once the main patch will be done, it will be incorporated into the main Meld Pack and that will be the first and only update to the pack before Gourmet Carmageddon.

BUGGIT_OUTSIDE.png

Fig. 1, Bugutti and the Sled working mighty fine ingame.

About the C2 Mini-Pack, a lot is going on at the moment and very interesting changes are coming. While it isn't a gargantuan task, I simply lack free time at all as of lately to really engage into progressing with the to-do list. Also a change which is part of the Mini-Pack process was integrated into the Steam/GOG C2 release: the Eagle 3 model was updated with a more high resolution compliant model I prepared last year. (along with original hires textures being part of the official release now).

Not much else to say at the moment, I just hope to get things started slowly but steadily.

  • By Toshiba-3 | Wednesday, October 1 2014 | 13:29

TESTY the test car

2 years later, a simple post to share the test car I had made for Errol when he investigated crush datas. It's a simple block on wireframe wheels:

http://i.imgur.com/UTx6ja1.png
Download it here

As you can see, it's handy to select and modify specific vertices. And for the record, here's what Jeff had to say about crush datas:

Crush Header:

0.450000 // damage multiplier. This is low for strong vehicles and high for small, light vehicles
0.150000,0.400000 // unknown. seems to always be the same
0.050000 // (same)
0.050000 // (same)
0.000000 // (same)
0.000000 // (same)
93 // number of vertices

For each crush vertex:

65 // vertex index
-0.1682, -0.1328, -0.4427 // min position for this vert
-0.0682, -0.0540, -0.3427 // max position for this vert
0.0121, 0.0156, 0.0062 // multiplier for left/top/rear collisions
0.0378, 0.0234, 0.0437 // multiplier for right/bottom/front collisions
74 // number of child vertices (used if the main vertex is hit)

Child vertex #1:

5 // vertex index. This starts at -1 and is added for each vertex. So this vertex is 4 (-1 + 5) in PlayThing
178 // distance of this vert from the parent vertex

Child vertex #2:

1 // vertex index. This is vertex 5 in PlayThing (-1 + 5 + 1)
133 // distance

How to write your own C1 PIX pack

(and thus prepare your custom textures)

With this article, you should be able to /write/ your own pix pack for Carmageddon 1 (C1) from scratch, and then include your bitmaps easily with CarmagEdit. 
Prior to reading and trying to go on with this article. Be sure that you have a hex editor installed (Hex Workshop, FrHed, 010 Editor, etc.).

This stuff is only useful for C1 modders or for people who would like to start modding C1. It is useless for any C2 editing!
I highly recommend you totaly read this article before attempting to create a pix pack for the first time. This way you'll have a global idea of what is awaiting you.

Updated in August 2011!

Continue reading...