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Marvelous Carmageddon 1

Here's a short post about some C1 stuff.

Everybody playing C1 knows about the annoying effect in the windows being kinda messed up. I had a look at the reason why it happens like that. First thing is that it isn't linked to the car at all. You can define a material on your car that the game will later replace with a sky material or area material if you are in a SFX volume. Actually these materials that the game is substituing are the "problem". Most of these materials are using the env map (loc) effect, like we use in C2 for chrome etc. and these materials are also rolling by default (controlled by the car's movement). As the env map in C1 is kinda ugly (pixelated) and not working the same way as in C2, Stainless decided to multiply both horizontal and vertical repeatition by 5! This was an unknown feature of the MAT files. And apparently it doesn't go well with the env map effect. Getting rid of the repeatition also get rid of the problem but then the material in the windows are very pixelated, enabling dithering on said material doesn't help. No idea what to do to solve this so far. And fixing this would be a lot of work as C1 uses a lot of these materials all around and they don't all beheave the same way.

At least this made me discover the UV repeatition! Not really sure how useful this could actually be (besides increasing the env map material) but I understood how it works. Hexediting a MAT file you can notice for each material entry a pair of 3F80h. The C1 materials using UV repeatition had 40A0h instead. So to put it simply, 3F80h = 1 and 40A0h = 5. However the scale value isn't a constant. It's decreasing at every power of two. Let me explain: 1 is 3BF0h, to get the texture to repeat to times you must add 80h and thus write 4000h, to go from 2 to 3 however as we passed by 2 power 1 we mustn't add 80h but 40h and write 4040h, it's the same to go to 4 (and write 4080h). Again as we leave 4 which is 2 power 2 the difference must be divided by two again and we must add 20h instead. From 8, the difference will be 10h. And at 16, 8h. To put it simply, here's a table:

1x= 3F80h
2x= 4000h
3x= 4040h
4x= 4080h
5x= 40A0h
6x= 40C0h
7x= 41E0h
8x= 4100h
9x= 4110h
10x= 4120h

   

I talked about dithering in C1 materials. I don't think it was ever used in both C1 and C2 (must not have much incidence in C2 but for its software mode) but it actually works (I know that for a long time, just forgot to talk about it). Dithering might seldom be suitable for C1 texturing as it diffuses pixels to loosen the texels and (imo) it doesn't fit in C1 which is more about pixelart. Also dithering soften details in textures. However there are some cases where it is useful. Textures where random noises is welcome or which are supposed to offer a lot of matter detail at different distances. For example I used it on the log of recently released Mighty Fist. You can see in the shot here how it diffuses pixels from a texel to another:

Dithering example

   

Speaking of diffusing pixels I'm now sure you can't do that with transparent pixels for the cockpit images. It either makes the game crash or then messes up the cockpit image itself. You might want to diffuse transparent pixels if for example you wanted blurry edges or subtle shading on the borders of the transparent areas. Well forget it, the game doesn't like that. I guess it keeps track of the amount of transparent areas in the cockpit image and if it encounters too much of them or a 1x1pixel one it goes pop-fizzle.

Another thing that apparently might crash C1 when working on an addon car is the amount of shrapnel colors. Keep it low. 3 maximum. The car here above with log had 4 shrapnel colors and it made the game crash every time shrapnels had to be generated. It's either 3 maximum or they are SimpMat colors that make the game crash.

And finaly a word about the C1 palette. All of sudden it came to my mind that if the C1 palette was that customized in comparison to the standard 256 palette then it should be possible to modify it given the fact it wasn't integrated into the executable itself,(and thus relying on both palettes located in REG\PALETTES. Well it does use these palettes and you can modify these easily. The PAL file format is the same as the Microsoft PAL but for the header. Also it isn't needed to modify DRRENDER.PAL directly as the game will load anything in the PALETTES folder and give priority to the last one loaded. So just create a new palette keeping the same name as DRRENDER.PAL in the header but write the filename so that it is loaded after DRRENDER.PAL it will then overwrite it.
I proceeded to mod said palette and created a SinCity look alike one.

SinCity Carmageddon 1

Click the thumbnail to enlarge it.

This wasn't short at all.

  • By Toshiba-3 | Sunday, August 1 2010 | 20:21
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Oh and about BBQ: ToDo list

Things are getting slower lately as I'm working on normal C1 and C2 stuff but BBQ is still progressing towards its first proper release. Here's what I'm planning to work on until then. You'll notice stable Internet gaming isn't on the list yet (getting rid of the lag) this is because I want to have ressources done before. LAN gaming is working a treat anyway, and if the host has a very good Internet connection (univertities, etc.) the Internet lag is greatly decreased.

  New content:

- Port of the Stunt Park from Carmagedddon TDR2000. Errol released last year a near fully featured port of the TDR2000 Hollowood track. The TDR multiplayer level "Stunt Park" is actually an excerpt of Hollowood so I'm working on it from there. My port however will be much more complete gfx-wise as it will include the hard shadows the original has, ambiant lighting, the multiplayers powerups and spawning points gfx and all sort of goodies.

Early Silo Area 3 screenshot


- S
ilo Area 4. The two first Silo areas are part of the singleplayer Silo race. The third was an unused part of the latter which rather made it as a multiplayer arena. Well I've been designing a fourth area on my own some months ago. A WipeOut inspired gameplay with an overal setting placing the area on the edge of the base with lava breaking the tunnel on the deepest part and an apocalyptic open sky at the top. The level will be available as a checkpoint race as well as an arena.

Early Silo Area 3 screenshot



Ressource editing:

- Setting the Silo Area 3 original lighting ambiant back. The beta visuals of Carmageddon 2 depicted the third Silo area as a prerendered scene, backing shadows and lights into textures (a la C1), however the way it was in C2 added shading over the prerendered textures, which ofcourse kills the whole atmosphere. This will be fixed in BBQ, colors and contrast will be back as they were meant to be.

- I
n the BBQ alpha version, the Opponent Repulsificator powerup was replaced by the Slaughter Mortar one. This is because the Carmageddon TDR2000 multiplayer events made it clear that this powerup was totally unfair. Yet I finally thought that completly removing the powerup isn't a bright idea either. So I'll just replace the powerup references in the tracks themselves and leave the option to level designers to add a real Opponent Repulsificator in their addon level if the gameplay really needs it.

Miscellaneous:

- Compress executables back.
- Add version layer for Glide rendering. (There's already one but it only appears in D3D mode which is unsupported in BBQ)
- Adding the Multiplayer Car Changer.
- Handling the Internet lag directly from within the Winsock hook?!


Voilà, let's just hope for the best and this stuff should arrive soon. And yes once again I copy pasted, this time from my ModDB news item.
  • By Toshiba-3 | Friday, July 9 2010 | 10:25
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ENB Series for Carmageddon II

Hello, let me get this straight, this is actually the ENB mod for GTA Vice City! Only two functions work correctly with C2: bloom and occlusion. Bloom is very easy to get going without losing much fps at all. While occlusion is a ressource hog, only use it if you have a powerful computer.

This archive should include everything you need:
- ENB Series (d3d9.dll)
- Needed DirectX dependencies (d3dx9_26.dll, d3dx9_40.dll)
- Config files (enbseries.ini)
- The DX9 glide wrapper, dgVoodoo (glide2x.dll)
- dgVoodoo setup (dgVoodooSetup.exe)

There are three config files:
- enbseries.ini (this is mine, Toshiba, only subtle bloom and color correction)
- enbseries_hazardic.ini (this is Hazardic's, heavy dark bloom, very dark and oppressive)
- enbseries_chevy2.ini (ChevyII's, with occlusion)

Put all these files in your C2 folder.

If you want to use Hazardic's or ChevyII's, simply delete or rename mine, then rename the wanted one to enbseries.ini. Pay attention that ChevyII's config activate occlusion, you'll quickly notice whether your comp can run it or not.

You can ofcourse modify the config file yourself. Just head to enbdev.com and read up documentation etc. The thing isn't that easy to handle.

Once you've extracted the files into your C2 folder, configure dgVoodoo by executing dgVoodooSetup.exe and setting it up to your likings. The important part is to use the DirectX9 API instead of DirectX7.

ABOUT THE GLIDE WRAPPER:
There are a few DX9 glide wrappers but only one is known to work with ENB and it is dgVoodoo. If you already have dgVoodoo installed on your comp, having another instance of it within another folder will not change a thing. If you have another glide wrapper installed (Zeckensack's for example), extracting dgVoodoo with ENB in a C2 folder will make this very C2 use dg rather than Zeckensack's but all other glide games will use Zecken'.

PAY ATTENTION THAT THIS MIGHT SIMPLY NOT WORK WITH ALL GFX CARDS.
Not much to do if it's the case with yours :(

ENB Series is made by Boris Vorontsov: http://www.enbdev.com
dgVoodoo is made by dege: http://dege.freeweb.hu

Oh, by the way you can download this little pack at Road Reaction in the PC tools part. And yes you guessed it, I just posted the readme I just wrote...

  • By Toshiba-3 | Thursday, July 8 2010 | 20:55
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Error messages

Things sure are slowing down a lot lately, that's because of my business taking more time by the day.

Anyway I'm still modding C2 almost everyday, yet I never experienced so much bugs and errors than this week. I ported the C1 Sumo arena to BBQ and wanted to keep the textures unfiltered so put the MAT and PIX files within the REG folder. I spent two days to discover that for absolutely no apparent reason three textures were the cause of an error message I never saw before and then didn't stop occuring: "DataFileStack type mismatch, wanted 3, got 3". I swear I checked and tested everything. Finaly I simply kept these three textures within the track folder, they'll be filtered.

Then I did a lot of betatesting to try to see why the three Cameron cars included in BBQ were crashing the game. First thing was the bbox. The three of them were too complicated and most probably a bit concave here and there. But then the game kept on shouting two kind of messages: "Physics error type #" (type 9 and 16 were the most recurring ones) and "Net contents too big" or similar. I tried cleaning the wam but that wasn't enough. So I replaced the three cars with three other ones...

While porting the C1 Sumo arena I noticed one very interesting thing: at the end of a track textfile the number just before the textfile name is always 1. Well this number is actually a Yon multiplier! Put 2 and you'll increase the drawing distance by two, put 0.5 and it will shorten the drawing distance to its half.
Now that I think of it, Harmalarm noticed another thing .It's possible the set sfx volumes so that they change the sky to a certain color. I knew this and wanted to use that effect in my Mayan Mayhem C2 port but for some reason it didn't work. Harm pointed me later that the depth cue mode must be set on "colour" in order to get this effect to work.

Right now I'm still working on BBQ, and will maybe quickly port some models to C1. I still have a lot of stuff to do for both C1 and C2 and they'll be done one at a time. etc.

  • By Toshiba-3 | Thursday, June 17 2010 | 18:13
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Full lit materials for C2 cars, peds via REG folder

Hello,

I'll make this one kinda short. There's a way to have full lit colors and textures on your peds, cars, noncars, etc. even though you can't use the track full-lit trick. The idea is to use a material/texture from the REG folder! In order to achieve that, you have to create a reference to this external MAT file within the model DAT file only (and thus no entry in the normal car MAT file).

Usually working in PT2, when you save your car/ped, PT2 creates/updates the MAT file to make it include all the materials in use on said model. If you happen to want a full bright yellow color on some part, here's what you'll do:
C2 includes SimpMats (if you're an advanced modder you should know that) and one of them is a full bright yellow, M38.MAT. So in PT2, create a new empty material named M38.MAT (flags and the likes doesn't matter at all, we just need the exact material name) and then assign it to the triangles you want. Save your model, PT2 creates/updates the MAT file. This car MAT file includes M38.MAT and this is bad as we want the game to use the external one (from the REG folder uh (it's inside simpmat.mat which is loaded automaticaly)). So open up your car MAT file with a hex editor, find the M38.MAT entry and delete it (correctly). And voila, your car will now use the generic M38 material which will render full lit ingame.

Ofcourse so far this shows limited uses, only full lit colors. You can still achieve very interesting design touches though. As example look there Coffeycup's Zenabot is using this trick to have green glowing eyes. They come out very well out of the metalic chrome effect.

But yeah... it's possible to go further. You can put your textures in the REG/PIXELMAP folder (usualy twatted though) and create a specific MAT file for them all. The main difference with the SimpMat.mat is that you can have other lighting settings than full lit (setup via PT2), not sure about diffuse colors. Once again referencing the external material in the DAT file only (and not in the car/ped mat file) will load the new MAT file from the REG folder. The textures will render ingame as full lit (or as set up) but also unfiltered (might still be dithered though (if flagged)).

You guessed it, it's not very comfortable to use as usualy the REG datas are twatted. Still it's an interesting feature for modders working on total convertions. Also I'm positive it should be possible to hack the main C2 executable to make it load other TWT files (and thus addon ressources).

Well anyway... seriously I could use these SimpMats for a million things. And so do you.

  • By Toshiba-3 | Saturday, May 8 2010 | 00:47
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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.

Continue reading...

  • By Toshiba-3 | Thursday, April 29 2010 | 15:18
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Mayan Mayhem notes

Notes.

Mayan Mayhem is about to be released actually. I couldn't achieve all the design ideas I had in mind. It was not really worth the effort anyway. I just wanted it finished correctly for the next BBQ build.

Designed a new level mixing C2's nuclear silo with wipeout-styled levels today. Must complete the TDR Stuntpark multiplayer level (for C2 uh) first though.

Kinda understood how to get rid of these crashes occuring when opponents fall out of the track in fanmade tracks btw: opponent path node types.

  • By Toshiba-3 | Saturday, March 20 2010 | 01:37
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Projects!

Hello, here's some news about my doings.

I'm currently working on an update for BBQ, a lot of things are already changed/added and right now the StuntPark from TDR is in the works (based on Errol's Hollowood port) and I'm also completing the Mayan Mayhem level by adding powerups! I automated the importation of the original C1 powerups, I just have to create custom powerup models (3d versions of the C1 sprites uh) and they'll be there! Good thing it's all automated and we now have Dan's noncar tool to plot these instantly, else I wouldn't have placed 421 powerups by hand in PT2... Once both of these are done I'll release them as standalone for singleplayer mode.

I'll probably write another couple of tutorials or more (in the near future), about special materials for cars/peds/drones, the api wrappers, and maybe one about the noncar tool, but it will be for advanced users, it takes a bit too much time to explain everything from scratch.

I also want to test that unused Force Front flag in PT2 material options. Got an idea by looking at one of Agent Orange's drawings.

After finding out how to give and offset to the track in the minimap texture (usualy centered) I can now rotate it. Gonna be handy with that StuntPark track as I'm rotating it so that it faces the C2 light vector the way I want. And then I rotate the minimap back so that I can use the original horizontal minimap from TDR.

Did you know it's possible to load the materials through the actor instead of directly with the model? I wonder if it's possible to cumulate materials or create interesting effects with this.

And finally I REALLY want to find how to get rid of those hardcoded blue boxes around the timer in the ingame HUD. Using a process memory dumper to watch what's going on, might help me as I'm clueless as to where it could be in the exe binary.

  • By Toshiba-3 | Tuesday, March 2 2010 | 00:59
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devWAM

After months of silence etc.

It's been a long long time I was waiting for that.
CFe is open again under a new form.
That is all.
devWAM

And I know Google currently blocks this page, but it's a false alarm...

  • By Toshiba-3 | Saturday, February 6 2010 | 12:29
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Razorback

Hello, seeing Razorback was featured in the C1 intro but not in the actual game (Razorbill instead) and then appeared in C2, I decided to port it back to C1. Everything's done inside PT2 :B
I added the mohawk and the glasses (they are sky reflective btw). Mohawk material is one of these c1 untextured custom material there and the black part of the glasses are simpmats. Just details ofcourse but is cool to notice I guess. Suspensions are working. Bonet view. Simple model. Menu pics etc. etc. Thanks to TTR for the testing.

I noticed that there's some kind of material limit per car. Maybe 36. I must test that again sometime. I had a corrupted mat slot around the same moment.

You can dowload the stuff at Rooooad Reeactionnn. C1 section.
Extrapolation of squirrels' adaptive capability to synthetic office plants in West Uruguay.

  • By Toshiba-3 | Sunday, July 12 2009 | 22:38
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Cucco


Here's a new 'ped'. It's Cucco the chicken. That's the model from Zelda: Twhilight Princess. It comes with a new set of animations I made in MAX2.
You can download it at Road Reaction.

In other news, FUEL has been released for PC. It rocks. Even runs on my comp.

  • By Toshiba-3 | Saturday, July 4 2009 | 16:54
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Digga updated

Digga has been updated.

The driver's texture is now two sided (for the hand that is), some textures lighting specs are tweaked, new bounding boxes, changed the physics: now more arcade and more playable.

If you use this car, just download the archive from RR again and overwrite the previous installation.

  • By Toshiba-3 | Thursday, July 2 2009 | 15:05
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TEH STELLTIO LOL

This blog will probably become more active. Seeing I post useless shit there clearly is no reason I post my useless shit elsewhere than here. I'll work on the integrity of the tosh server and with my usual projects. First thing: Crashocalypse is now hosted here as well. We still have to bring the actual files back, but I fixed the layout, the galleries and the dead links. An update of Digga is coming as well and then a small update to BBQ for the people enjoying PvP. I got new animations for boned peds working in C2. I guess it's just a matter of time till I get the skeleton animations working too. I'll probably release a chicken (the one from Zelda TP) as a test (it's already ingame though, I'm testing the bones limitations). And then if I'm lucky, the fucking biker I work on for at least 1 month now. I'll also bring back some short tuts I posted on CWA, in here. I should actually create a tutorial tag.

What you see up there is a picture depicting the Stiletto in "Choro Q" style (didn't know the term untill a few hours ago). It's been drawn by Agent_Orange from the Carmageddon Wikia. You can see the original drawing here. TTR suggested me to do it in MAX and I thought it'd be a good idea to test some more simpmats. The result is a mix of wireframe actor rendering mode and full lit materials for cars. The new full lit trick is very simple and I'll explain it later this week.

  • By Toshiba-3 | Sunday, June 28 2009 | 17:47
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Recommended settings for Zeckensack's glidewrapper


 Clic to enlarge

It's better to have VSYNC always on, unless you have trouble recording videos with FRAPS (slowdowns), or have a lower-end comp and too many hi details cars installed.
According to Zeckensack's documentation, trying to apply trilinear filtering is useless if the game doesn't support mipmapping, I don't think that C2 does so Generating Mipmaps will fix that AND apply trilinear filtering on them.
A negative LOD bias increases the sharpness of the textures with trilinear filtering, max is -3, it doesn't have an effect on the framerate, but can cause shimmering in too low resolutions I think. Need to lock the value, as C2 might use its internal lod bias if it has any.
Old games like C2 won't kill your comp if you add some 2X or 4X anisotropy :]
It's useless to load most fancy shaders as C2 doesn't use any, Simple Shaders are enough and don't make C2O look like a psychedelic progie.
And for the Thread Policy: I think that choosing Classic is the safest option, unless someone experiences craches running the glidewrapper while another opengl program is running.
Ah and refresh rate, I'm not sure that it really works with XP, anyway "by app" is the safest.

  • By Toshiba-3 | Sunday, June 28 2009 | 17:02
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CUSTOM LIGHTING SETTINGS FOR MATERIALS aka. FULL LIT TRICK

This is the key to a lot of visual design tricks and creativity.

In a C2 track the lighting is usualy set at the the very start of the track text file. It only lets you specify the directional and ambiant light that will be applied on every material. Which is not much at all considering all the lighting settings that you can set in Plaything 2.
Without using the FULL LIT TRICK the game will only use the ambiant and directional lighting specified in the text file and the diffuse color. If you use the trick the game will follow the settings you set in Plaything2 for each material! This means diffuse color, ambiant/directional lighting, specular & specular force. Spending some time on the material settings can make a lot of difference ingame (visually). Lights become real lights because they are full lit now (logical you say). Chromey stuff, pipes and shiny things can be shiney now (high specular). It is possible to combine env mapping with diffuse lighting and special material settings to achieve very precise visual concepts. You can make different types of material react differently to the ambiant light or the directional light. Or create color schemes and work on the atmosphere of your track to give it more life or constitency in your track concept! (what I did with the last TDR Arena revamp for example)

So! How to make use of this trick you ask?
Well ages ago, people (probably Cesm/C2S/ChevyII) noticed there's one thing that isn't affected by the global lighting: the powerup materials. Then the easiest way is simply to create a single dummy powerup which you'll place totaly out of the track (usualy far under the track). It is needed to make it unreachable because all the "special" materials would be back to default if the powerup was activated. It can ofcourse be used as a trick too, activating a powerup would turn off all the lights in a track for example. Anyway back to the dummy itself: it must not be an empty dummy as we'll apply every "special material" to a triangle of the fake powerup. Have a look at this, this is what I use to easily sort them out and see which material is already activated via the full lit trick, it is a simple plan which I estimates the number of subdivisions based on the amount of needed "special materials" (easy to do in Max):



And here's an example (above). You can see most of the exterior materials are shady etc. and the corridor is full lit.
The FULL LIT TRICK might theoricaly also allow the use of textures with baked lighting and shadows. Making them full lit (read shadingless) would prevent the highlighted parts in a texture to be darkened or darker parts to be highlighted ingame. One can imagine a room in the nuclear silo where the light is green and is diffused in a very particular manner. Just get rid of the normal lighting by using the full lit trick and bake the green lighting you want in the textures. 3D programs like 3dsMax can bake shading and highlights into textures directly.
Another use is making hard shadows. No need to duplicate textures and make one darker. Just duplicate the material and use the lighting settings to make one darker (no specular, high specular force and low a/d lighting) then apply it to the triangles defining the shadow and to one triangle of the fake powerup. It can be done without the full lit trick by using diffuse color (cold/warm black/dark grey) but the global lighting would still be applied on it and it might look weird at times: addition of the black diffused color and the global lighting shady area (shadows aren't supposed to be additive), while in the case of the full lit trick there's no addition of shadows or anything, just a specific lighting set to define a shadow.

Unfortunately, applying a funk on one of the materials using the full lit trick will disable it.
By the way it is a good idea to place the dummy powerup apart from the rest of the powerups and even at the root of your track hierarchy just to access it easily and not be confused with something else. You can even rename it into a powerup just before the preprocessing.

To resume the idea of this trick: using the FULL LIT TRICK lets you specify a specific lighting for any material instead of the global lighting.

  • By Toshiba-3 | Sunday, June 28 2009 | 16:56
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FORCING AN OBJECT TO ALWAYS FACE THE CAMERA

Can be used to have 2tris fake sprites along the Y axis.

An easy one again. This is actor based so remember to let the mesh at the origin of the scene and then move the actor only. As always the animated object shouldn't be preprocessed so use the & char.
So let's say we have a component named &SPRITE.ACT, let's import it in the track then move its actor where it is supposed to be rendered. Oh btw the face of your mesh that you'd like to see face the camera should go along the +Z axis.
Now just save your track and preprocess it if needed (name might change in the latter case if the component is also a noncar). Open up the track text file and add this GROOVE:

&SPRITE.ACT
yLollipop
Constant // Can be changed to distance, sharp, smooth, always, whatever...
No path // You can ofcourse put the thing on a path
No object // Same goes for animating the object itself

That's all! Actually I bet the PATH and MOVING part of the GROOVE can interfere with the LOLLIPOP.
Not sure though, might create interesting effects and all. If you put a path or animation don't forget this is actor based so the coords of these will be relative to the actor center.
This can be used on cars as well BUT as the steering as an influence on the camera this create an offset within the lollipopping actor! However this can still be used to create somewhat eratic movements. We can imagine a satellite antenna on the roof of Econo's Dodge Van.
It is also possible to combine it with an xLollipop and zLollipop but will create crazy things.
I could already see Mastro using such trick to fake the sprites from Doom, Duke Nukem 3D or Blood in his levels.

  • By Toshiba-3 | Sunday, June 28 2009 | 16:51
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(kind of) CEL SHADING

You have to select a component and clone it then select the copy and make it a bit bigger.
Notice that the original and the copy must have the same center. The difference between
the edge of the original model and the edge of the clone makes the width of the black lines
then you must flip the triangles of the copy and apply a black (or another colour) material on the whole thing.
You'll probably have to adjust the width of the 'difference' manually here and there to have a regular black width everywhere.
Some components can eventually be optimized polycount-wise.
Do that for every component (maybe not the wheels as they are already black, depends of what you're doing), and you'll get something like that :


Rikusyo's Doraemon

  • By Toshiba-3 | Sunday, June 28 2009 | 16:49
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FIXING THE FIFTH SUSPENSION

In C2 when you have more than 4 elements (usualy wheels), there's one of the groovyfunkrefs for suspension that actually is somehow negative (meaning that when the element is supposed to go down with the others it does the opposite and thus go up).
I bet this is present in every C2 cars that has more than 4 wheels or 4 elements set on suspension, before PedBasher. There's always one component to move the other way on the vertical axis.

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  • By Toshiba-3 | Sunday, June 28 2009 | 16:28
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How to get rocking grooves and such WITH AN ANGLE

Usually whathever you try to get a component rocking around an axe with an angle will result in terrible failure. The game just doesn't want it to happen.
Here's how to force it.

Let's take the steering wheel as an example. Create it and place it normaly in your model with the angle etc. Be sure to make it a separate component though.
When you're ready to go into PT2 duplicate the steering wheel component and rotate it so that you remove completely the angle and align the steering wheel with one of the X,Y,Z axis. Remember the angle you needed to make it parallel with one of the axes as it will be used to give that angle back to the steering wheel through a groove. So keep the model like it, with two steering wheels at the same position but with a different angle. And export to PT2 and continue your work.
In PT2 don't try to make the steering wheel a correct actor (a correct actor is centered on 0,0,0) just let it there as we'll use absolute coords later to specify its center. However in PT2 create an empty dummy as a child of the steering wheel then drag it back under the master component and put the steering wheel inside it. Rename the dummy ST_DUMMY.ACT or something obvious. Oh BTW you can delete the steering wheel in correct position.
Now calculate the absolute center of the aligned steering wheel, or at least it must be the point around which the steering wheel was rotated to make it parallel with the X/Y/Z axis.

Then use these grooves:

STWHEEL.ACT			-> This groove is applied on the SW mesh. It's the usual rocking groove.
not a lollipop
constant
no path
rock
absolute
20
-0.127,0.187,-0.948 -> The center coord around which the SW was rotated.
z
0

NEXT GROOVE

ST_DUMMY.ACT -> This groove is applied at the parent dummy. It gives the angle back.
Not a lollipop
Constant
No path
Rock
Flash
-1
-0.127,0.187,-0.948 -> The center coord around which the SW was rotated.
x -> Axis that will get the angle back.
60 -> The opposite of the angle you used to align the SW with one of the XYZ axis.

It's easy to do little mistakes with the angle but it's quickly fixed. If you wanna see that trick used. Test the General Lee or the Sor BN12.
Don't forget to add the groovyfunkref (here it's the number 20 in the first groove chunk) in the text file as well.
  • By Toshiba-3 | Sunday, June 28 2009 | 16:20
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How to break the 1000 triangles per component limit

It is possible to have components with a higher polycount than the usual limit by setting them as a null groove like so:

NAME_OF_PART.ACT
not a lollipop
constant
no path
no object
However this part will lose dynamic damages (just like wheels). It still can detach though if it is the children of a dummy set as a detachable.
  • By Toshiba-3 | Sunday, June 28 2009 | 16:17
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