Posts written by Toshiba-3

  1. .
    ZING
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    d177C1W
    This one is very nice, it converted very well to C1 :| Is that from a JoJo game or something?
  2. .
    Looks better in C1 imo

    Pcj4JOR
  3. .
    Motivates me to try porting de_dust2 even more!

    PLDCtD3
    91BbkLT
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    I think you can increase the contrast in the shading by tweaking the materials in PT2, MAT will probably have to be put in the REG too along with the PIX file. Or then change the shade table to make it darker. But imo it works nicely as you've done there as the race takes place under a big blue sky.

    That black car is right at home in C1, the Quake Rally car is nicely converted too, this texture worked better than the blue one I had seen on Discord.
    Strange track with that surprising change of textures, I wasn't familiar with that LSD game. The horizon texture is 👌👌👌

    hx0AS10
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  5. .
    Finally had some time to test your last ports! Great job!
    That THXXX car looks especially sweet with the Carma colour palette.

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    TDWW5Q8

    Nice though it oversteers a bit too quickly at max APO :cv34v4:
  7. .
    That's fuckin' brillant!!
  8. .
    Mastro 666, it seems the model wants to load 358 materials. Well that's what's included in the MAT file. I split it in 3, same with the PIX packs.

    Deep_Blue, "threwing stuff at the wall until it stuck", ha! Still what we do, we're just 15 years later and a lot has stuck to the wall :lol:
  9. .
    Let's keep the discussion about the Maxmap level here, cross-board posting is difficult to follow.

    About the Meldpack: did you try removing ddraw.dll as I suggested on CWA? There's no reason for the executable to not work on XP, only the wrappers can be an issue (ddraw, winmm). QTZ who helped make the Meldpack is on XP too (there's an alternative ddraw in DOCS/Ddraw folder IIRC). Anyway C1SE is good too.

    About IWANTTOFIDDLE, my bad, should have also said to backup your install just in case. I'm pretty sure the game crashes because it tried to decrypt non-encrypted files. If you still have that broken install, zip it up and send it to me and I'll try to fix it.
    The kinda rule about all this is that either all files are encrypted (and it makes modding the game very annoying and difficult), or all files are non-encrypted. Somehow the game is able to mix both modes but it really isn't reliable. So yeah, we just expect modders to have a non-encrypted install.

    Here's the Max map quickly ported to C1: https://rr2000.toshiba-3.com/R6/MAXMAP_C1.ZIP
    Checkpoints aren't ported ; opponent paths were halved (only kept the main loop) as it was too many nodes/sections for C1 it seems ; noncars should be converted to the C1 version (basically you have to redo the collision box to match what C1 expects, I did it when I ported the C2 Junkyard, it's a chore) ; I suppose some smashables could be turned into noncars ; I didn't correct the minimap matrix (minimap image could be redone or enhanced as it's not readable at this size).

    I set the YON multiplier to 1000 to maximize view distance, I feel like it kinda makes sense with this level. Though it kinda kills the AI as it can't cheat anymore. I also set the default transparency for ! materials to 0 as bushes and trees used that flag and C1 renders them at 50 or 25% opacity.

    As Mastro said, to be perspective correct, textures must be 64², 128² or 256². Stuff like 128x256 aren't good either. It's not the end of the world on walls with enough subdivision in the mesh, but on the ground lack of perspective correction can be vomit inducing :lol: And yeah there's also that weird flickering/tearing induced by very long and thin triangles. Maybe setting the material to "subdiv" could help that but I'm not even sure C1 has that BRender feature implemented.

    So IMO it's definitely possible to make a fine C1 port of the Max map but there is some work to do :vccvc:
  10. .
    Quick and dirty port of the max map to C1. Technically it works :B

    jYEFp0z

    But there'd be A LOT of work IMO. There's something about the way some parts are mapped that makes textures flicker ingame (esp. on some road segments). Maybe triangles too long/thin? I remember you had a similar problem within C2.
  11. .
    Shredlight skin is sweet :)

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  12. .
    That Abba Cab skin is stellar

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  13. .
    That Abba Cab skin looks damn great too! Great job! Would be nice to see it expanded to the other textures too!
    I suppose you know about this but just in case: you can distribute skins as subfolders of TGA files. That folder just has to be placed within the respective car folder. The game will load TGA textures from that folder rather than from the PAK file (as long as the filenames match) and it will thus replace the default skin. This method lets you change the other textures as well (wheels, the plow and bomb in this case, etc.).
  14. .
    Nice skin! Been a very long time since I last installed a TDR skin :D
    I prefered the damaged version over the normal version:

    P9lF6ME
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    Uh1feAE

    bajajajajajjah :clown:
235 replies since 27/12/2010
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