Gourmet CarmageddonThe Finest Carmageddon 1 Pack!
(also home of the C2 Mini-Pack)2023-12-01T15:50:16+01:00Toshibaurn:md5:22e21d19465a547dd82d69dfd9b1fb50DotclearMoves, updates and plansurn:md5:1918ad0295fb0b00b0aa2e3bcfde33902020-04-27T23:19:00+02:002020-04-27T23:26:17+02:00Toshiba-3<p>These last years I started using <a href="https://twitter.com/toshiba_3" style="background-color: rgb(249, 249, 249); transition-property: all;">Twitter</a> to post stuff about Carmageddon, and most of the releases and detailed infos are still posted on the CWA board. But I guess I could still use this blog to rant about the happenings and maybe some personal thoughts..! I took a two month break from actual modding so far because I moved again, and because the CWA moved again. I'm still working on it, but this is what this post will be about...</p> <p>With the new move, all Carmageddon-related subdomains were moved from toshiba-3.com to cwaboard.co.uk. This blog was moved under the RR2000 subdomain. Redirections have been set up. Depository websites (<a href="http://joker.cwaboard.co.uk">Joker</a>, <a href="http://mastro.cwaboard.co.uk">Mastro</a>, <a href="http://maxine.cwaboard.co.uk">Maxine</a>, <a href="http://qtz.cwaboard.co.uk">QTZ</a>) have had their layout updated. The <a href="https://wiki.cwaboard.co.uk/">official Carmageddon Wiki</a> was brought back too, with the mediawiki upgraded. I'll still have to update the new style at some point. The CWA was upgraded as well. Finally, I took the time to update the <a href="https://rr2000.cwaboard.co.uk/links">Carmageddon links list</a>.</p>
<p>There is still so much to do though. As I've been discussing already a couple of years ago, the CWA has to be handled a bit differently content-wise and ofcourse, the theme must be finished. What's with the missing header uh. Forum-wise, I'd also still really like to be able to generate a phpBB db out of the dump I did of the Carma.com forums before it went down for good, and then import it into the CWA. Easier said than done..! Need to find a solid download database to attach to CWA to pose as a new Wasted!, we tried with Titania (the customization database for phpbb.com) but it was too tied to its main purpose (duh!). Finally it occured to me that we really needed a proper FAQ regarding the usual questions we keep answering again and again.<br />Besides the CWA, at some point we'll have to rebuild TheSprayShop, which is currently located at <a href="http://tss.cwaboard.co.uk/">tss.cwaboard.co.uk</a>. It's just a big dump really and not that useful in this state but most of it has been dumped. All in all, you get the idea: as the Carmageddon community is shrinking and some parts are disappearing with time, we're trying to create a core around the CWA and archive stuff. For the future... for YOUR future!</p>
<p><img src="https://rr2000.cwaboard.co.uk/blog/public/C1/unknown.png" alt="" style="margin: 0 auto; display: block;" /></p>
<p>As for my modding business, I just want to finish the C1 port of Harm's Jurassic Explorer, port the Supastucka to C1, and then finish my old medieval chariot, the Auriga. After that I'll be done with cars for a moment I think. It's about time I get into level design, finishing the Junkyard and 1920s first, then trying to adapt de_dust2 to Carmageddon gameplay using only original assets.<br />I'll also do a lot of other Carma stuff on the side, trying to update the Gourmet Carmageddon and Barbecue Carmageddon 2 packs ofcourse (it's been years :| ), more C1 hacks, BRender templates for 010 editor, updating the infographic greatly, animating the biking ped, etc.</p>
<p><a href="https://rr2000.cwaboard.co.uk/blog/public/C1/wip6.png" title="The Auriga, WIP#6, fév. 2018"><img src="https://rr2000.cwaboard.co.uk/blog/public/C1/.wip6_m.png" alt="The Auriga, WIP#6, fév. 2018" style="margin: 0 auto; display: block;" /></a></p>
<p>See you in 10 more years..!</p>Quick updateurn:md5:23f8ae65024123654d25d6dafc5044b62018-10-08T15:00:00+02:002018-10-08T15:00:00+02:00Toshiba-3 <p>This is just a quick update to the Meldpack (version didn't change): I've updated <em>ddraw</em> to FunkyFr3sh's latest release (v1.2.0.0) which works nicely with Carmageddon.</p>
<p>Both Gourmet Carmageddon and VanillaC2 mini-pack (now renamed Barbecue Carmageddon 2, I'll explain next time) are still under way.</p>A little retrospective and some newsurn:md5:569176b33a4a1c85693c409da1c9628b2016-05-22T17:35:00+02:002020-04-16T21:39:04+02:00Toshiba-3<p>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!</p>
<p style="text-align: center;"><img alt="https://rr2000.toshiba-3.com/gallery/albums/userpics/10001/brand_header_0.jpg" src="https://rr2000.toshiba-3.com/gallery/albums/userpics/10001/brand_header_0.jpg" /><br />
<em>MagnaChem Research & Development</em></p>
<p>I'm currently in a <em>rush</em> to release all the cars I've started and left unfinished all these years. <a href="https://www.cwaboard.co.uk/viewtopic.php?p=105141#p105141">You can check the topic here</a>. 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 :)</p>
<p>Recently I also worked on C2 cars for Razor's upcoming <em>Beta</em> 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.</p>
<p>In case you hadn't noticed, I made a <em><a href="https://rr2000.toshiba-3.com/the-infographic">So you want to play Carmageddon?</a></em> infographic. You can click on the pic on that page to enlarge it. I should already update it I think...</p>
<p>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</p>
<p>Now here are a fair lot of tricks and tweaks I worked on this past year and a half, just <em>continue reading</em>...</p> <ul>
<li>Been able to generate a 'rain' effect in Carmageddon 1. Can't work properly in C2. <a href="http://www.cwaboard.co.uk/viewtopic.php?f=10&t=9465">Topic here</a>. <a href="https://www.youtube.com/watch?v=pRAbct4S0-w">Video here</a>.</li>
<li>Also animated skies. Work for both C1 and C2. <a href="http://www.cwaboard.co.uk/viewtopic.php?f=10&t=9440">Topic here</a>. <a href="https://www.youtube.com/watch?v=NFZIBPXVqsI">Video here</a>.</li>
<li>Made one hell of a post-combustion thruster effect by combining FUNK and FLIC animated textures, and GROOVES, especially a SHEAR controlled by the spinning speed of the rear wheels. <a href="https://www.youtube.com/watch?v=QSoGLpIjTJA">Video here</a>.</li>
<li>Another simpler thruster effect for the Blue Falcon ported to C1. <a href="https://www.youtube.com/watch?v=j9c5R8kmAAE">Video here</a>.<br />
Also later coupled it to a couple of GROOVES to make it float:
<pre>
BLFALCON.ACT
not a lollipop
distance
circular
linear
0, 0.193187, 0 // -> actor's displacement must be reset
0.35
0.01
z
rock
harmonic
0.21
0, -0.04, 0
z
1</pre>
</li>
<li>Modded the C2 Junkyard to add a kind of cannon using negative gravity to launch cars. <a href="https://www.youtube.com/watch?v=nEBI_yhOB5A">Video here</a>. <a href="http://www.cwaboard.co.uk/viewtopic.php?p=104645#p104645">Post here</a>.</li>
<li>While working on a track for C2, I noticed a very interesting bug: if you scale up the actor of a noncar, when you hit it ingame it reverts back to its normal size. Doesn't sound overwhelming? I have a lot of ideas just from that!</li>
<li>On the same note, I noticed that groove animations set to "constant" only update when the camera is within ~5.5 BRU of the animated object's pivot. This can serve as a script trigger and allows for gameplay elements such as barriers coming from the ground and blocking your retreat (as their collision is updated as well). More about this in the topic of the following point:</li>
<li>I made a complete track texture swap turning the castle into a Doom level. <a href="https://www.youtube.com/watch?v=3aHSKD2Kak4">Video here</a>. <a href="http://www.cwaboard.co.uk/viewtopic.php?f=10&t=9547">Topic here</a>.</li>
<li>Ported the Anvil Launcher powerup from Carmageddon: Reincarnation to C2! It replaces the mine-related powerups and is pretty brutal! <a href="http://www.cwaboard.co.uk/viewtopic.php?f=3&t=9549">Topic here</a>. <a href="https://www.youtube.com/watch?v=R94JvKWFo2A">Video here</a>.</li>
<li>Played with cockpit elements in C1 for a port of the Quarantine cockpit which I bundled with the Borgnine. <a href="http://www.cwaboard.co.uk/viewtopic.php?p=105002#p105002">Topic here</a>.</li>
<li>But also played with HUD elements in C2! Turns out you can change a few things which I illustrated in my port of TDR's Eagle Mk4. <a href="http://www.cwaboard.co.uk/viewtopic.php?f=10&t=9555">Topic here</a>.</li>
<li>With that port, I was also able to find a trick to force full lit textures on cars. Makes for great effects :)</li>
<li>I think I'll just simply quote the list for that port as I played with more stuff:
<blockquote>- main model, shell model, simple model are all compiled into a single DAT file.<br />
- same with materials, all in one.<br />
- all textures can be smashed without the game crashing (just have to remove the impact effects to make it stable apparently).<br />
- I don't know about you but I only finally understood how CAMERA TURN OFF MATERIALS works. You set the materials that are affected by the feature (and update the amount above accordingly) then for each material you can set exception(s), for example the totally smashed glass can be turned on as you see through it.<br />
- it's possible to set full lit textures on cars (here used on rear lights). Just have to use the material identifier of a REG material (here engblowb and engportb from one of the powerups) but use FUNK and/or WAM to set another texture to that material.<br />
- you can customize some elements of the HUD for a car. Just create a 64x48x8 folder in the addon car's folder and duplicate DATA/CARS/64X48X8/eagle3.txt into it and change stuff. New pixelmaps go into DATA/64X48X8/PIXELMAP/tiffrgb. I'm not easy to follow? Just look how it's done with this car :)<br />
- I don't remember why I listed "ACT/DAT identifier problem" on my list anymore. Though I vaguely remember wanting to rename the model identifiers properly (like I do with C1 cars) and C2 not liking that. And thus the model identifiers end with the .ACT extension as usual.<br />
- noticed that the more geometrically dense your bbox is the more solid and tough your car is.<br />
- if you apply a smash on a material and you use that very material as its own shrapnel material, then the effect of shading are doubled or something like that. Makes for a more contrasted look.</blockquote>
</li>
<li>Then I ported the same Eagle Mk4 to C1 and manually wrote working crush datas thanks to Jeff and Errol's work. <a href="http://www.cwaboard.co.uk/viewtopic.php?p=105131#p105131">I elaborate in this post</a>, and Harmalarm has started working on a maxscript!</li>
</ul>
<p>That's all!</p>The MELD PACK finally updated! (v1.3.1)urn:md5:06f60b5cc7be62a7b28695172b8be6ac2014-12-18T16:20:00+01:002020-04-21T22:51:55+02:00Toshiba-3 <p>Is it like a gift before Christmas? No idea. Somehow this is just an update that was <em>really</em> 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.</p>
<p><br /><img src="https://rr2000.cwaboard.co.uk/blog/public/FANART/.KgP9M7t_m.png" alt="KgP9M7t.png" title="KgP9M7t.png, déc. 2014" style="margin: 0 auto; display: block;" /></p>
<center><p><em>fanart by <a href="http://forums.gearboxsoftware.com/showthread.php?p=5084459">Micki!</a></em></p>
</center>
<p>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 :)</p>
<p>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 :)</p>QTZ to the rescueurn:md5:fde59e3ffa34e29a79fafa3c5bc9b86a2014-10-01T13:29:00+02:002020-04-21T22:53:08+02:00Toshiba-3 <p>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.</p>
<p>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: <a href="http://www.cwaboard.co.uk/viewtopic.php?p=103906" hreflang="en" title="cwaboard.co.uk/viewtopic.php?p=103906">cwaboard.co.uk/viewtopic.php?p=103906</a>. 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.</p>
<p><a href="https://rr2000.cwaboard.co.uk/blog/public/C1/BUGGIT_OUTSIDE.png" title="BUGGIT_OUTSIDE.png"><img src="https://rr2000.cwaboard.co.uk/blog/public/C1/.BUGGIT_OUTSIDE_m.png" alt="BUGGIT_OUTSIDE.png" title="BUGGIT_OUTSIDE.png, oct. 2014" style="margin: 0 auto; display: block;" /></a></p>
<p style="text-align: center;"><em>Fig. 1, Bugutti and the Sled working mighty fine ingame.</em></p>
<p>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).</p>
<p>Not much else to say at the moment, I just hope to get things started slowly but steadily.</p>TESTY the test carurn:md5:dde27f078a93512919b7b9236b2f154e2013-08-25T21:14:00+02:002020-04-16T21:41:34+02:00Toshiba-3Carmageddon 1 <p>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:</p>
<p><img alt="https://i.imgur.com/UTx6ja1.png" src="https://i.imgur.com/UTx6ja1.png" /><br />
<a href="https://rr2000.toshiba-3.com/R4/C1/TESTY_C1.ZIP" hreflang="en" title="TESTY!">Download it here</a></p>
<p>As you can see, it's handy to select and modify specific vertices. And for the record, here's what <a href="http://www.1amstudios.com/" hreflang="en" title="1amstudios">Jeff</a> had to say about crush datas:</p>
<p><strong>Crush Header:</strong></p>
<pre>
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</pre>
<p><strong>For each crush vertex:</strong></p>
<pre>
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)</pre>
<p><strong>Child vertex #1:</strong></p>
<pre>
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</pre>
<p><strong>Child vertex #2:</strong></p>
<pre>
1 // vertex index. This is vertex 5 in PlayThing (-1 + 5 + 1)
133 // distance</pre>How to write your own C1 PIX packurn:md5:0083822fae11d416653a4e032bf3297f2011-08-10T23:58:00+02:002011-08-10T23:11:08+02:00Toshiba-3Carmageddon 1<p><strong>(and thus prepare your custom textures)</strong><br /><br />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. <br />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.).<br /><br />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!<br />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.</p>
<p style="color: #f00;"><strong>Updated in August 2011!</strong></p> Hexadecimal values will always be followed by a "h" and decimal values by a "d" right after them. Decimal values are what you'll calculate then turn into hexadecimal ones to write in the binary file.<br />Examples: 16<em>d</em> is your usual friendly sixteen, 16<em>h</em> however equals twentytwo in decimals.<br /><br />(In this case) a byte will be represented by two hexadecimal characters together like 00, 6B, 1A or FF (examples). I'll often speak about them in the following.<br />Four bytes are called a 'word'. Data isn't always organized as formatted words though. <br />OK... hang on to your helmet...<br /><br /><br /><br /><blockquote><p>1. THE PIX PACK HEADER</p>
</blockquote>So launch your /favorite/ hex editor and create a new binary file. C1 pix packs always start with two words: a type one (always 12<em>h</em>) then a lenght one (as in C1/C2 these first two words are always followed by eight bytes, value is always 8<em>h</em>). The following eight bytes are made of two words: the file type (in our case 02<em>h</em>) and then the last word of the header is always 02<em>h</em> for any file.<br /><br />If you didn't understand what I explained, don't worry and just write the following in the hexadecimal part of your editor (not ascii part thus!):<br /><br /><strong>00000012 00000008 00000002 00000002</strong> (don't pay attention to the spaces ofcourse)<br /><br />This part must only be written once per pix pack file (at the very start thus). The rest of the file will be the texture entries.<br />You'll notice that the word values are always written starting with the last byte. It will always be like that for any C1/C2 file.<br />You'll also notice that this header has no value as to how many texture entries the pix pack has. This means you'll be able to add/remove entries easily without having to change the header or any value.<br />This was the header, thank you very much, see you next week!<br /><br /><br /><blockquote><p>2. THE ACTUAL PIX ENTRIES</p>
</blockquote>What I mean by 'entries' is the textures. These entries are divided in two parts: the texture infos and the actual texture data.<br />The texture infos is the most important part and will probably make you rage from time to time. This part always start with two words. The first is always the same and its value is 03<em>h</em>. The second one is a length value. It defines the amount of bytes between this word and the word after the name. So it will always be <em>11d</em> + <em>the amount of bytes for the filename</em> + <em>1d</em>. In this case, if the texture is named TEST1.PIX, the amount of bytes will be <em>11d</em> + <em>9d</em> (one byte per char) + <em>1d</em> so 21d and thus <em>15h</em>.<br /><br />So now (directly after the header) write this:<br /><strong>00000003 00000015</strong><br /><br />Now the entry isn't organized in words anymore. What comes next is a 'pix type' byte followed by a series of integers using two bytes each.<br />In order: pix type byte, rowsize, width, height, half of the width, half of the height.<br />In C1 the pix type is always 03<em>h</em> (it means 8bit color depth). Width and height are ofcourse the ones of the texture we are writting the entry for. They will most probably not be the same for every texture so the entries will have to be rewritten (or at least modified) for the other textures. The rowsize is the width*pixelsize. The pixelsize for C1 textures is always 1, so the rowsize here will always equal the width.<br /><br />You must pay attention to the dimensions of your textures! Even if C1 seems to be able to support weirdo sizes ala 51*76px, these can get very complicated to calculate (in order to write the correct values in each entry I mean). Power of two are the best bet (32*32px, 128*256px, 2*1024px, 16*64px, etc.), but if you want very specific dimension here's what I suggest: the half of the dimension shouldn't finish with five (example: don't choose 70<em>d</em> because its half is 35<em>d</em>) ; what's even better is to choose a dimension that can be divided by four and still be an integer (like 12<em>d</em>) or then choosing two dimensions whose multiplication can be divided by sixteen (56*26px for example) but then the width must always be the one divisible by four at least. So you guessed it, stay with even numbers and make sure they can be divided by two a few times (if the first dimension can only be divided by two one time, the second dimension must be divisible by two three times and chosen as width, etc.).<br /><br />Let's try to resume that: the width must be the most divisible dimension, avoid a dimension whose half ends with five (or then choose it as height), the multiplication of both dimensions must be divisible by sixteen.<br /><br />Ok so let's get back at writing that chunk. In this article I'll use 56*26px as dimensions. What is their equal in hexadecimal?...<br />56<em>d</em>=38<em>h</em><br />26<em>d</em>=1A<em>h</em><br />56<em>d</em>/2=28<em>d</em>=1C<em>h</em><br />26<em>d</em>/2=13d=0D<em>h</em><br />(56<em>d</em>x26d=1456<em>d</em>=5B0<em>h</em>)<br /><br />In order the chunk is thus:<br /><strong>03 0038 0038 001A 001C 000D</strong><br /><br />If your dimension is larger even in hexadecimal simply fill the two bytes. If your decimal dimension is 1234<em>d</em> for example, hex is 4D2<em>h</em> so write 04D2<em>h</em>. Got it?<br /><br />Now what directly follows this chunk is the texture name, I suggest you write it in the ascii part of your editor. Here I choosed to name the file TEST1.PIX. There's probably the same name lenght limit as in C2 (14 chars) but I highly recommend sticking to the good ol' 8.3 format maximum and in all caps!<br />The filename is always followed by a null byte (the game uses it to notice when the name ends). In my case the hexadecimal chunk looks like this:<br /><strong>54455354312E504958 00</strong><br /><br />We are almost done! The final part of the texture infos starts with a word whose value is always 21<em>h</em> (it's the section type). Then two similar words respectively containing <em>(pixelsize*pixelcount)+8d</em> (section size) and <em>(width*height)</em> (the pixelcount). And finally the last word always 01<em>h</em>, this is the pixelsize I talked about before.<br /><br />It is easy to calculate the pixelcount as it's just <em>(width*height)</em>, in this case 56<em>d</em>x26d=1456<em>d</em>=5B0<em>h</em>. The section size is rather easy as the pixelsize is always 1<em>d</em> for these textures, so it's like <em>pixelcount+8d</em>, in this case 1456<em>d</em>+8<em>d</em>=5B0<em>h</em>+8<em>h</em>=5B8<em>h</em>.<br />If I had the first and last words it looks like this:<br /><strong>00000021 000005B8 000005B0 00000001</strong> (I guess it's explicit enough)<br /><br />Feww! I'll write everything again to have a good look at it:<br /><strong>00000012 00000008 00000002 00000002</strong> (pix pack header)<br /><strong>00000003 00000015</strong> (texture entry header)<br /><strong>03 0038 0038 001A 001C 000D</strong> (pix type and dimensions)<br /><strong>54455354312E504958 00</strong> (name.ext and null byte)<br /><strong>00000021 000005B8 000005B0 00000001</strong> (size of the bitmap etc)<br /><br />This all without spaces or carriage return obviously. The hardest part is done. Let's put the bytes CarmagEdit will later edit. To achieve that simply get back the multiplication of the width and height (the pixelcount, in this case 1456<em>d</em>) and insert the same amount of bytes. Yes, your hex editor is supposed to have this feature. Make sure you place your cursor at the end (in the hex part, not ascii!), use the insert function, make sure that this tool will read the amount of bytes to insert as a decimal value (hex workshop might insert 1456<em>h</em> bytes (=5206<em>d</em>!) instead of 1456<em>d</em> for example), and if you can set the byte value choose/write FF<em>h</em> (this way you can easily see where the texture bitmap data starts and ends). And finally insert eight null bytes (<strong>00000000 00000000</strong>) to finish this entry.<br /><br />At this point you should have the header and one complete entry. I suggest you save your file (as PACKTEST.PIX for example, don't forget the extension uh) and try to open it in CarmagEdit. If everything went well it should display one white texture with the correct dimensions ready to import your 8bit bitmap!<br /><br /><br /><blockquote><p>3. MAKING THE PROCESS EASIER</p>
</blockquote>Ok so you got the file header right and one first entry to insert your texture. Ofcourse your car/track is probably not made out of one single texture. There are few chances that all your textures have different sizes. Logically you should even stick with as many power of two dimensions as possible (btw using these dimensions speeds up the loading a little). So imagine we have five 32*64px textures, one 64*64px, one 128*64px and one non-power of two ala 216*68px. Well you'll write the first texture entry with the correct dimensions etc., fill it with the right amount of FF<em>h</em> bytes to insert the bitmap and finish it with the eight null bytes. Now select the hex part of the chunk starting with 00000003<em>h</em> and stop after the eight null bytes. This is a complete chunk, copy it and paste it four more times (in the hex part, remember to never work in the ascii part of your editor but for text editing). Your five 32*64px texture entries are already there! You just have to change their name, remember that the name lenght doesn't matter much, just try not to have filenames longer than eight characters (the extension not counting) and don't forget to finish it with a null byte. <strong>Pay attention that if you change the length of the filename, you must also change the dimensions+name length value (<em>15h</em> in this example) accordingly.</strong> Now write your 64*64px entry but stop right before inserting the lot of FF<em>h</em> bytes. Select your new chunk from 00000003<em>h</em> and stop after the closing 00000001<em>h</em> word, and copy it. Insert the correct amount of FF<em>h</em> bytes and then the eight null bytes. The 64*64px texture is done. Now paste your previous hex selection, change the height, then the half of the height, the name and finaly the kind of ratio. Fill in the right amount of FF<em>h</em> bytes again (should be double as last time) then the eight bytes and so your 64*128px texture is done. Now for that bigger texture with unusual dimensions it's better to start the last chunk from scratch again just to make sure you don't miss a thing.<br /><br />I suggest you save your file often and test it with CarmagEdit (chunks must be complete uh! including the eight null bytes).<br />When you are done there's nothing to add at the end of the file. The last texture entry will finish the file with its eight null bytes.<br />You'll notice that I started with the smaller textures and ended up with the bigger ones. This is a more convenient order as the bigger the textures will be the more bitmap data (the FF<em>h</em> bytes) they'll require, and thus it becomes easier to get lost in your file. At some point if you have too much big textures it'd be wise to skip the FF<em>h</em> bytes filling and do it when you're done creating all the entries.<br /><br />Voilà! Seems like we are done! Good luck!Marvelous Carmageddon 1urn:md5:f9282aefbe8d86b659b3ae6cb409bb442010-08-01T20:21:00+02:002020-04-21T22:57:24+02:00Toshiba-3Carmageddon 1 <p>Here's a short post about some C1 stuff.</p>
<p>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.</p>
<p>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:</p>
<p><code>1x= 3F80h<br />2x= 4000h<br />3x= 4040h<br />4x= 4080h<br />5x= 40A0h<br />6x= 40C0h<br />7x= 41E0h<br />8x= 4100h<br />9x= 4110h<br />10x= 4120h</code></p>
<p> </p>
<p>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:</p>
<p><img src="https://rr2000.cwaboard.co.uk/blog/public/C1/DUMP0000.gif" alt="Dithering example" style="margin-top: 0; margin-right: auto; margin-bottom: 0; margin-left: auto; display: block; " title="Dithering example, août 2010" /></p>
<p> </p>
<p>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.</p>
<p>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.</p>
<p>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.<br />I proceeded to mod said palette and created a SinCity look alike one.</p>
<p><a href="http://a.imageshack.us/img834/844/sincity2.gif" target="_blank"><img src="https://rr2000.cwaboard.co.uk/R4/SINCITY_C1_160.gif" alt="SinCity Carmageddon 1" style="margin-top: 0; margin-right: auto; margin-bottom: 0; margin-left: auto; display: block; " title="SinCity Carmageddon 1, août 2010" /></a></p>
<center><em>Click the thumbnail to enlarge it.</em></center>
<p>This wasn't short at all.</p>Oh and about BBQ: ToDo listurn:md5:7c8397dfc20ca30450abcc3c650454892010-07-09T10:25:00+02:002020-04-21T23:36:16+02:00Toshiba-3Carmageddon 2 <div>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.<br /><br /> New content:<br /><br />- 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.<br /> <center><img mce_src="https://rr2000.cwaboard.co.uk/gallery/albums/userpics/10001/c2dump4.JPG" alt="Early Silo Area 3 screenshot" title="Early Silo Area 3 screenshot" width="334" height="264" class="imgborder" style="border-top-width: 5px; border-right-width: 5px; border-bottom-width: 5px; border-left-width: 5px; border-style: initial; border-color: initial; margin-top: 0; margin-right: 0; margin-bottom: 0; margin-left: 0; padding-top: 0; padding-right: 0; padding-bottom: 0; padding-left: 0; border-style: initial; border-color: initial; font-weight: inherit; font-style: inherit; font-size: 12px; font-family: inherit; border-top-style: solid; border-right-style: solid; border-bottom-style: solid; border-left-style: solid; border-top-color: rgb(0, 0, 0); border-right-color: rgb(0, 0, 0); border-bottom-color: rgb(0, 0, 0); border-left-color: rgb(0, 0, 0); " src="https://rr2000.cwaboard.co.uk/gallery/albums/userpics/10001/c2dump4.JPG" /></center><br /><br />- Silo 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.<br /> <center><img mce_src="https://rr2000.cwaboard.co.uk/gallery/albums/userpics/10001/c2dump2.JPG" alt="Early Silo Area 3 screenshot" title="Early Silo Area 3 screenshot" width="334" height="268" class="imgborder" style="border-top-width: 5px; border-right-width: 5px; border-bottom-width: 5px; border-left-width: 5px; border-style: initial; border-color: initial; margin-top: 0; margin-right: 0; margin-bottom: 0; margin-left: 0; padding-top: 0; padding-right: 0; padding-bottom: 0; padding-left: 0; border-style: initial; border-color: initial; font-weight: inherit; font-style: inherit; font-size: 12px; font-family: inherit; border-top-style: solid; border-right-style: solid; border-bottom-style: solid; border-left-style: solid; border-top-color: rgb(0, 0, 0); border-right-color: rgb(0, 0, 0); border-bottom-color: rgb(0, 0, 0); border-left-color: rgb(0, 0, 0); " src="https://rr2000.cwaboard.co.uk/gallery/albums/userpics/10001/c2dump2.JPG" /></center><br /><br /><br />Ressource editing:<br /><br />- 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.<br /><br />- In 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.<br /><br />Miscellaneous:<br /><br />- Compress executables back.<br />- Add version layer for Glide rendering. (There's already one but it only appears in D3D mode which is unsupported in BBQ)<br />- Adding the Multiplayer Car Changer.<br />- Handling the Internet lag directly from within the Winsock hook?!<br /><br /><br />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.</div>ENB Series for Carmageddon IIurn:md5:0721da5aa5688ec3797358080f7c17952010-07-08T20:55:00+02:002020-04-21T23:03:30+02:00Toshiba-3Carmageddon 2 <p><p>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.</p>
<p>This archive should include everything you need:<br />- ENB Series (d3d9.dll)<br />- Needed DirectX dependencies (d3dx9_26.dll, d3dx9_40.dll)<br />- Config files (enbseries.ini)<br />- The DX9 glide wrapper, dgVoodoo (glide2x.dll)<br />- dgVoodoo setup (dgVoodooSetup.exe)</p>
<p>There are three config files:<br />- enbseries.ini (this is mine, Toshiba, only subtle bloom and color correction)<br />- enbseries_hazardic.ini (this is Hazardic's, heavy dark bloom, very dark and oppressive)<br />- enbseries_chevy2.ini (ChevyII's, with occlusion)</p>
<p>Put all these files in your C2 folder.<br /></p>
<p>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.</p>
<p>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.</p>
<p>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.<br /></p>
<p>ABOUT THE GLIDE WRAPPER:<br />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'.<br /></p>
<p>PAY ATTENTION THAT THIS MIGHT SIMPLY NOT WORK WITH ALL GFX CARDS.<br />Not much to do if it's the case with yours :(<br /></p>
<p>ENB Series is made by Boris Vorontsov: <a href="http://www.enbdev.com" hreflang="en">http://www.enbdev.com</a><br />dgVoodoo is made by dege: <a href="http://dege.freeweb.hu" hreflang="en">http://dege.freeweb.hu</a></p>
<p>Oh, by the way you can download this little pack at <a href="https://rr2000.cwaboard.co.uk/" hreflang="en">Road Reaction</a> in the PC tools part. And yes you guessed it, I just posted the readme I just wrote...</p>
</p>Error messagesurn:md5:f2fde3297739c9be68e4f4cd6a5c4c082010-06-17T18:13:00+02:002010-06-17T18:13:00+02:00Toshiba-3Carmageddon 2 <p>Things sure are slowing down a lot lately, that's because of my business taking more time by the day.</p>
<p>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.</p>
<p>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...</p>
<p>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.<br />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.</p>
<p>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.</p>Full lit materials for C2 cars, peds via REG folderurn:md5:aaa06c151416b613d6753e5a3999dc502010-05-08T00:47:00+02:002020-04-21T23:04:19+02:00Toshiba-3Carmageddon 2 <p>Hello,</p>
<p>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 <em>track full-lit trick</em>. 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).</p>
<p>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:<br />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.</p>
<img src="https://rr2000.cwaboard.co.uk/blog/public/C2/zenabot.jpg" alt="" style="float: left; margin-top: 0; margin-right: 1em; margin-bottom: 1em; margin-left: 0; " title="Zenabot, mai 2010" /><p>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.</p>
<p>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 <strong>unfiltered </strong>(might still be dithered though (if flagged)).</p>
<p>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).</p>
<p>Well anyway... seriously I could use these SimpMats for a million things. And so do you.</p>Mayan Mayhem notesurn:md5:e2dc95159b052cd8f18e9ccb8fe3a8702010-03-20T01:37:00+01:002020-04-21T23:05:14+02:00Toshiba-3Carmageddon 2 <p><img src="https://rr2000.cwaboard.co.uk/blog/public/C2/notes_mayanmayhem.jpg" alt="" style="float: left; margin-top: 0; margin-right: 1em; margin-bottom: 1em; margin-left: 0; " title="Mayan Mayhem notes, mar. 2010" /></p>
<p>Notes.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>Projects!urn:md5:b38b57c5222a2495f903d0659e1d11742010-03-02T00:59:00+01:002010-03-02T00:59:00+01:00Toshiba-3Carmageddon 2 <p>Hello, here's some news about my doings.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>devWAMurn:md5:5440b38f46071e2694e05ac81d8140e32010-02-06T12:29:00+01:002010-02-06T12:30:45+01:00Toshiba-3 <p>After months of silence etc.</p>
<p>It's been a long long time I was waiting for that.<br />CFe is open again under a new form.<br />That is all. <br /><a href="http://devwam.toshiba-3.com" hreflang="en">devWAM</a></p>
<p>And I know Google currently blocks this page, but it's a false alarm...</p>Razorbackurn:md5:8895a0d388b17f05e11a9c3fd7dcd4ec2009-07-12T22:38:00+02:002020-04-21T23:06:24+02:00Toshiba-3Carmageddon 1 <p><img title="Razorback for Carmageddon 1, juil. 2009" style="margin: 0 auto; display: block;" alt="" src="https://rr2000.cwaboard.co.uk/blog/public/C1/RZRBCK_C1.gif" /></p>
<p>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<br />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.</p>
<p>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. </p>
<p>You can dowload the stuff at <a hreflang="en" href="https://rr2000.cwaboard.co.uk">Rooooad Reeactionnn</a>. C1 section.<br />Extrapolation of squirrels' adaptive capability to synthetic office plants in West Uruguay.</p>Cuccourn:md5:fcf85b044f5081790415cc186825c5ac2009-07-04T16:54:00+02:002020-04-21T23:06:51+02:00Toshiba-3Carmageddon 2 <p><img title="Cucco, juil. 2009" style="margin: 0 auto; display: block;" alt="" src="https://rr2000.cwaboard.co.uk/blog/public/C2/Cucco.jpg" /><br />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.<br />You can download it at <a hreflang="en" href="https://rr2000.cwaboard.co.uk">Road Reaction</a>.</p>
<p>In other news, FUEL has been released for PC. It rocks. Even runs on my comp.</p>Digga updatedurn:md5:88c5736f7bce3db7d411348834b691c02009-07-02T15:05:00+02:002020-04-21T23:07:14+02:00Toshiba-3Carmageddon 2 <p>Digga has been updated.</p>
<p>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.</p>
<p>If you use this car, just download the archive from <a hreflang="en" href="https://rr2000.cwaboard.co.uk">RR</a> again and overwrite the previous installation.</p>TEH STELLTIO LOLurn:md5:741d36608b3d3c05d8561cfa94d560792009-06-28T17:47:00+02:002020-04-21T23:08:29+02:00Toshiba-3Carmageddon 2 <p><img title="Choro Q Stiletto, juin 2009" style="margin: 0 auto; display: block;" alt="" src="https://rr2000.cwaboard.co.uk/blog/public/C2/stelltiolol.png" /></p>
<p>This blog will probably become more active. Seeing I post <strong>useless shit</strong> there clearly is no reason I post my <strong>useless shit</strong> elsewhere than here. I'll work on the integrity of the tosh server and with my usual projects. First thing: <a hreflang="en" href="http://crashocalypse.cwaboard.co.uk">Crashocalypse</a> 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.</p>
<p>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 <a hreflang="en" href="http://carmageddon.wikia.com/wiki/Alfonso_Spaghetti">here</a>. 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.</p>Recommended settings for Zeckensack's glidewrapperurn:md5:69e5463d5942983be76a5219dfff1efc2009-06-28T17:02:00+02:002020-04-21T23:08:44+02:00Toshiba-3Carmageddon 2 <p><a href="https://rr2000.cwaboard.co.uk/blog/public/C2/C2Settings.jpg" target="_blank"><img title="Recommended C2 Settings For Zeckensack's Glidewrapper, juin 2009" alt="" src="https://rr2000.cwaboard.co.uk/blog/public/C2/.C2Settings_t.jpg" /></a><br /><em> Clic to enlarge</em></p>
<p>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.<br />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.<br />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.<br />Old games like C2 won't kill your comp if you add some 2X or 4X anisotropy :]<br />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.<br />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.<br />Ah and refresh rate, I'm not sure that it really works with XP, anyway "by app" is the safest.</p>