DeeBerz in da house?

Deep_Blue's latest attempt to post on this forum.

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  1. Deep_Blue
     
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    Did it work?
    'sup peeps...
     
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    Dios

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    Hello there! :B):
     
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    Dios

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    Hi!
     
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  4. Deep_Blue
     
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    Nice!
    It works.

    Glad to see you're still making C1 stuff these days, Mastro.

    I'm trying to get back into making C1 things again.

    I have a track question probably better asked in the C1 forum.


    Good to see you're still around!
     
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    Dios

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    Feel free to ask any question.

    This is the C1 thread where I upload my work: https://carmageddon.forumfree.it/?t=49158792
     
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  6. Deep_Blue
     
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    That's one thing I wanted to know. I like those tracks you make.

    Do you have a tutorial somewhere for C1 trackmaking?

    Also would a track like the C2 "Maxed Out!" be possible in C1?
    (With ped sprites and minus the exploding models, of course.)
     
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    Dios

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    QUOTE
    Do you have a tutorial somewhere for C1 trackmaking

    Old tutorial whose content has not been updated for a long time: https://carmageddon.forumfree.it/?t=56867985

    QUOTE
    Also would a track like the C2 "Maxed Out!" be possible in C1? (With ped sprites and minus the exploding models, of course.)

    I'm not so sure. Remember that there is a material limit in C1. www.cwaboard.co.uk/viewtopic.php?p=105934#p105934

    Edited by Mastro 666 - 27/3/2019, 19:22
     
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  8. Deep_Blue
     
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    Yes, I remember reading that.
    I was wondering about the size.

    One if the things I wanted when I started making the Maxed Out! terrain was a map I could drive full throttle on for periods of time.
    One of the things I hated about the stock C2 maps is that they're cramped tracks...there's no room to get a fast vehicle up to full speed before hitting a wall, a 45° up-angle, a right-angle turn or some other restrictive aspect of the map.

    I loved certain stretches of road in the original C1 maps like "By The Seascythe" that had room to speed for at least a short time.

    When I envisioned the Mad Max map, I wanted to be able to drive flat-out for a period of time and actually feel like I was going somewhere in real time.

    One of the details I was careful to pay close attention to was the road gradient changes.
    C1 and C2 stock maps changed angles up and down radically in a short distance.

    I wanted them to change smoothly and gradually, like real roads do.

    Granted, it might not make as much noise or mayhem as bouncing off the road every couple feet and throwing sparks, but you get a better driving experience with more realistic grade changes and gentler curves to follow.

    Besides..once the C1 race palette is applied, the Maxed Out! textures don't look much different than stock C1 textures.

    Even at ground level.

    There's a lot of stuff in the Maxmap that could be omitted or made as part of the terrain- solid and unmoving like some of the things in your El Morte Desert track.
    Unnecessary buildings, etc. could be removed, etc. and the remaining ones repeated if necessary to keep the materials count down.


    Most of the fun of C1 is hauling ass down roads getting chased by cops and hitting peds anyway.

    I was just wondering if it's possible to convert-even a smaller, redesigned version of the Maxmap.

    Just an idea.
    I don't actually know enough about C1 trackmaking to attempt it.

    The only thing I've ever been any good at was making cars and terrain.

    Do you have a step-by step C1 trackmaking tutorial anywhere?

    I'd be interested in learning.

    EDIT:Never mind. I found your C2-to-C1 track conversion tut on the CWA.

    Thanks for that!
     
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    Dios

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    Start with something simple and work your way up. C1 map modelling is harder than it looks.

    Thread moved.
     
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  10. Deep_Blue
     
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    I'm beginning to understand how difficult as I read tutorials and dig deeper into it.

    I have a small test track that I made for C2. I'm trying to follow your C2 track-to-C1 conversion tut now.
    I've made a .pix file, fixed the .mat file with a hex editor (insert mode, correct? It's been so long I may have forgotten which mode. Mine starts in 'insert' mode by default.),
    and I've put the .act and .dat that Plaything had already spit out for C2 into the game folders.
    (This small map had no checkpoints-is that going to be a problem? Are they required by C1?)

    Now I'm trying to edit a race.txt to reflect the lack of checkpoints, materials, actors, and pixelmaps in this track.

    Feel free to correct me/suggest stuff/warn me about mistakes at any point.

    Any and all info/criticism is appreciated.
     
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    Dios

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    QUOTE (Deep_Blue @ 28/3/2019, 17:45) 
    This small map had no checkpoints-is that going to be a problem? Are they required by C1?

    Nop, you can add checkpoints later on.
     
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  12. Deep_Blue
     
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    Ok.
    The race.txt is what I'm fiddling with now.

    Just tried my butchered version and the game wouldn't even load.

    Back when I was fiddling with changing C1 cars, all I had to do was change a carname.txt reference in the opponent.txt to get a different car or change references to a .dat file to get a different (albeit untextured) model to show up in-game.

    The map's .txt file is hanging me up (so far).

    What does the game *absolutely* require of a map to run it?

    I set the center of grid start position coords.
    I set the grid direction degrees.

    You just said it doesn't need checkpoints. (I changed the mapname.txt to reflect 0 checkpoints and deleted all the checkpoint text chunks.)

    I changed the horizon pix references/horiz. repetition, etc to reflect the same specs as in the C2 text file.

    Changed opponent paths to 0 and deleted the existing ones as they were for another map.

    No peds(0)


    No spec. Volumes (0)

    No cop start points. (0)

    I just want to get a textured, driveable surface in game at this time.

    Can I do that like I can in C2?
     
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    Dios

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    QUOTE (Deep_Blue @ 28/3/2019, 18:41) 
    No peds(0)

    You need at least one pedestrian/powerup.

    QUOTE
    Changed opponent paths to 0

    Another difference with c2: No opponent path = Crash to windows.

    Send me the decrypted files.
     
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  14. Deep_Blue
     
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    Ah. OK.
    That explains the hangup then.
    Now I know.

    I got a text file with nothing changed except just start position/direction and checkpoints set to zero with only the .act, .dat, .mat, and .pix files changed to load up to where it says it "can't load pixelmap '60' or it's empty." (It's trying to load the number above where it says 'number of pixelmaps to load." Why, I'm not sure unless editing causes the line order to change in that one spot.

    Anyway I have no working race.txt file at this time, but I'll upload the other files I do have to my Google Drive and send you a link.
     
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    Dios

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    QUOTE (Deep_Blue @ 28/3/2019, 20:30) 
    I'm not sure unless editing causes the line order to change in that one spot.

    An example of a map with 0 laps:

    VERSION 6 // V1 expects map checkpoint rectangles
    // V2 and above expect map checkpoint points
    // V3 and above expect splash file stuff at the end
    // V4 and above expect two sets of PIX and MAT and ped substitution entry
    31, 11, 0.8 // Position of centre of start of grid
    180 // Direction that grid faces in
    // Laps, checkpoints etc
    1809,9990,3990 // Initial timer count for each skill level
    0 // # laps
    5000,5000,5000 // Race completed bonus (all laps raced) for each skill level
    10000,10000,10000 // Race completed bonus (all peds killed) for each skill level
    10000,10000,10000 // Race completed bonus (all oppos wasted) for each skill level
    // Width and height of map checkpoint rectangles
    9,18
    11,26
    0
    4 // # pixelmap files to load
     
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52 replies since 27/3/2019, 15:38   850 views
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