Search found 1202 matches

by Harmalarm
Sun Aug 14, 2016 8:29 pm
Forum: devWAM
Topic: Carmatools Maxscript Pack [WIP]
Replies: 49
Views: 33237

Re: Carmatools Maxscript Pack [WIP]

That part about the helper objects makes perfect sense now, thanks. Also, importing many tracks instead of just one will definitely be the cause of the slowdown. It might be because I use 'getnodebyname' calls and those only get slower with a bigger node pool. But in general Max just gets slower and...
by Harmalarm
Fri Aug 12, 2016 5:02 pm
Forum: devWAM
Topic: Carmatools Maxscript Pack [WIP]
Replies: 49
Views: 33237

Re: Carmatools Maxscript Pack [WIP]

When the ACT is imported what's the reason for the way it uses groups? The sole reason for them is that they act as null nodes in the hierarchy. Pivot's of car wheels that should rotate the wheel when steering sometimes lack a model, but do have an act entry for rotation purposes. The group will ac...
by Harmalarm
Wed Aug 10, 2016 4:52 pm
Forum: devWAM
Topic: Carmatools Maxscript Pack [WIP]
Replies: 49
Views: 33237

Re: Carmatools Maxscript Pack [WIP]

Oh sweet man, nice work. No problem with releasing it. I'm glad you made the time to improve it. It's also a well needed addition and I think Toshiba will be very happy with it. The exporter already had some changes to fit c1's need, but I never checked it with tracks. I haven't done any work on the...
by Harmalarm
Wed Jul 13, 2016 2:26 pm
Forum: devWAM
Topic: New C2 tricks + C1 crush data (Eagle MK4)
Replies: 19
Views: 11826

Re: New C2 tricks + C1 crush data (Eagle MK4)

Cool, thanks! Good to know about those 3 crush data entries, that makes sense.
by Harmalarm
Tue Jul 12, 2016 7:50 pm
Forum: devWAM
Topic: New C2 tricks + C1 crush data (Eagle MK4)
Replies: 19
Views: 11826

Re: New C2 tricks + C1 crush data (Eagle MK4)

Just posting here to let you guys know I have done a little work on the crush-generator for my tools. I can use max's soft selection to figure out which vertices will be affected by the trigger vertices. The rest of the setup is just a bit of a headache at the moment :crazy: I'm not sure if I quite ...
by Harmalarm
Tue Jul 12, 2016 1:38 pm
Forum: News
Topic: Carmageddon: Max Damage out now on PS4 and Xbox One
Replies: 4
Views: 3458

Re: Carmageddon: Max Damage out now on PS4 and Xbox One

Hmm, I haven't played C:MD yet, but I have read a bunch of reviews. While reading them I noticed that the majority of them seem to be regarding C:MD as a triple-A title or something similar while it was actually made as an Indie game. Let's not forget that it has been developed by a relative small t...
by Harmalarm
Mon Jun 13, 2016 7:50 am
Forum: General Discussion / Rant Forum
Topic: Screen Shots
Replies: 1386
Views: 355011

Re: Screen Shots

:eek: :smile:
by Harmalarm
Wed Jun 01, 2016 11:52 am
Forum: Carmageddon 1 / Carmageddon 2 Editing Forum
Topic: Tosh's car releases
Replies: 122
Views: 72111

Re: Tosh's car releases

That interior looks like it came straight out of the original game. :thumbsup:
by Harmalarm
Wed May 25, 2016 8:06 pm
Forum: Carmageddon 1 / Carmageddon 2 Editing Forum
Topic: Tosh's car releases
Replies: 122
Views: 72111

Re: Tosh's car releases

Hah, cool addition Tosh
Can't wait to be able to add rudimentary crush datas!
Yes yes, I know I know :ssurpr:
by Harmalarm
Wed May 18, 2016 8:17 am
Forum: devWAM
Topic: New C2 tricks + C1 crush data (Eagle MK4)
Replies: 19
Views: 11826

Re: New C2 tricks + C1 crush data (Eagle MK4)

If that is what you did and it worked nicely then I have my answer :swink:
by Harmalarm
Tue May 17, 2016 7:19 pm
Forum: devWAM
Topic: New C2 tricks + C1 crush data (Eagle MK4)
Replies: 19
Views: 11826

Re: New C2 tricks + C1 crush data (Eagle MK4)

I have made a script that will convert your max-vertex selection to carma's vertex indices for fire points etc. This will serve as a basis for the rest of the crush data scripts I hope to make. I haven't figured out yet how to update on the fly, so it works with a button right now. http://www.harmso...
by Harmalarm
Thu May 12, 2016 11:49 am
Forum: devWAM
Topic: New C2 tricks + C1 crush data (Eagle MK4)
Replies: 19
Views: 11826

Re: New C2 tricks + C1 crush data (Eagle MK4)

Did a little try yesterday but didn't manage to get far at all. The first hurdle of finding the vertex index has been overcome, but now I'm still figuring out how to make it easier for you and other modders to set the maximum deformation for the trigger vertices. I made a quick try with an editable ...
by Harmalarm
Thu May 12, 2016 10:06 am
Forum: Carmageddon 1 / Carmageddon 2 Editing Forum
Topic: Tosh's car releases
Replies: 122
Views: 72111

Re: Tosh's car releases

sweet man, keep up the good works!
by Harmalarm
Tue May 10, 2016 2:57 pm
Forum: devWAM
Topic: New C2 tricks + C1 crush data (Eagle MK4)
Replies: 19
Views: 11826

Re: New C2 tricks + C1 crush data (Eagle MK4)

Ok. I will give it a first try tomorrow evening. I've re-read your first post for the eagle mk4 and noticed you mentioned compiling all models into a single dat file. I was sure we tried this way back and never got it to work, but I guess I must have been mistaken or I did something wrong back then....
by Harmalarm
Mon May 09, 2016 7:52 am
Forum: Carmageddon 1 / Carmageddon 2 Editing Forum
Topic: Tosh's car releases
Replies: 122
Views: 72111

Re: Tosh's car releases

That Venom looks neat in C1. Textures come out real nice. And quite a tempo you got there :)
by Harmalarm
Tue May 03, 2016 8:22 am
Forum: devWAM
Topic: New C2 tricks + C1 crush data (Eagle MK4)
Replies: 19
Views: 11826

Re: Eagle MK4 ported to C2 and some new features, and C1 now

new reply to get your attention: Let me see if I have this right: You predefine a certain amount of trigger vertices. These are vertices in the outmost positions of the car, like front_left_top, front_left_bottom, mid_right_bottom, mid_right_top, etc.... And from these points you create your crush d...
by Harmalarm
Tue May 03, 2016 8:03 am
Forum: devWAM
Topic: New C2 tricks + C1 crush data (Eagle MK4)
Replies: 19
Views: 11826

Re: Eagle MK4 ported to C2 and some new features, and C1 now

:cool: Epic work tosh. Yes we need a generator and I'm more than willing to make one in maxscript. I'll try to work with what you have written here, it seems clear enough for a first try. Coming week will be busy but I'm sure I can make some time next week and start fiddling ;) Perhaps we can work w...
by Harmalarm
Tue May 03, 2016 8:02 am
Forum: Carmageddon 1 / Carmageddon 2 Editing Forum
Topic: Tosh's car releases
Replies: 122
Views: 72111

Re: Tosh's car releases

Good luck :thumbsup:
by Harmalarm
Tue Mar 22, 2016 9:37 pm
Forum: Carmageddon 1 / Carmageddon 2 Editing Forum
Topic: The other General
Replies: 28
Views: 19182

Re: The other General

Man, you keep cranking these out like it's nothing! :scool: Nice work man!
by Harmalarm
Tue Feb 09, 2016 8:16 pm
Forum: devWAM
Topic: Transparency test
Replies: 15
Views: 10352

Re: Transparency test

yes, the texture vertices make sense to me. In fact, the number of texture vertices is leading for the vertex count in carmageddon. (I know this because that's the way I built my exporter) It surprises me that changing the smoothing groups has changed behaviour ingame though. I thought the game woul...
by Harmalarm
Wed Feb 03, 2016 9:40 am
Forum: Carmageddon 1 / Carmageddon 2 Editing Forum
Topic: Anvil Launcher for C2
Replies: 8
Views: 5648

Re: Anvil Launcher for C2

Hah, nice! :rockon:
by Harmalarm
Fri Jan 29, 2016 1:04 pm
Forum: devWAM
Topic: A bit more of Carmageddoom: whole environment swap
Replies: 5
Views: 4797

Re: A bit more of Carmageddoom: whole environment swap

Hm, I would have to look into the parent-children hierarchy stuff then. As far as I know it works in carma2, as I have tested this feature, but perhaps things are different in carma1. I assume you set the export switch to track, and not to car? I always forget the exact differences but from my exper...
by Harmalarm
Wed Jan 27, 2016 5:03 pm
Forum: devWAM
Topic: Transparency test
Replies: 15
Views: 10352

Re: Transparency test

So can we do an exact count of the number of polygons that can be shown safely? I would have expected that the texture size would impact the games behaviour on transparancy, but I guess it doesn't... I wonder if the games texture limit is affected by the texture sizes. The texture limit of tracks is...
by Harmalarm
Tue Jan 26, 2016 10:12 am
Forum: devWAM
Topic: A bit more of Carmageddoom: whole environment swap
Replies: 5
Views: 4797

Re: A bit more of Carmageddoom: whole environment swap

Yes I wonder if the collision will be updated when switching models using the replacemodel function of funks... Perhaps it doesn't work properly as these replacemodel objects are always used as props and not driveable surfaces... but who knows. It's worth a shot.
by Harmalarm
Tue Jan 26, 2016 10:10 am
Forum: devWAM
Topic: Transparency test
Replies: 15
Views: 10352

Re: Transparency test

http://www.polygonengineer.com/wp-content/uploads/manual/misc/treetest.jpg I did a similar test, but your amount of trees far exceeds mine. I made a tree with 2 triangles, both of them double sided. The trunk was, as in your excample, non-transparant. I think the game is simply limited to a nuber o...
by Harmalarm
Mon Jan 25, 2016 4:35 pm
Forum: devWAM
Topic: A bit more of Carmageddoom: whole environment swap
Replies: 5
Views: 4797

Re: A bit more of Carmageddoom: whole environment swap

Very interesting visual effect there. I almost started to believe you invented teleporting in carmageddon. So now you are swapping textures via a smash trigger? Wouldn't it be possible to swap models instead? I believe the collision is variable between instances to a certain extend. I think I tested...
by Harmalarm
Fri Jan 22, 2016 10:21 am
Forum: General Discussion / Rant Forum
Topic: Carmageddon, Splat Pack,... what about another expansion?
Replies: 6
Views: 4121

Re: Carmageddon, Splat Pack,... what about another expansion

Now there is an interesting idea. I've played a couple of remasters and nostalgia boosters in games like: - Jedi Knight II series, although these are basically unofficial mods with remastered models and textures - The XNA build of Perfect dark. There was even one planned for Goldeneye, but unfortuna...
by Harmalarm
Thu Jan 07, 2016 4:21 pm
Forum: Technical Assistance & Help Forum
Topic: Powerslide
Replies: 5
Views: 4361

Re: Powerslide

I'm quite skilled with maxscript, so I can build my own importers if I know the file format. Luckilly Errol figured that out for me.
by Harmalarm
Tue Jan 05, 2016 9:21 pm
Forum: Carmageddon 1 / Carmageddon 2 Editing Forum
Topic: Smoothed Ski Track
Replies: 14
Views: 8909

Re: Smoothed Ski Track

Heh, I actually made powerups in max using names like "&£91_napalm_001". I gave all powerups understandable names so I could easilly place them in the way I wanted. I then exported the whole thing and ran it through pt2's preprocessing. That renamed the actor to '&£91xxxx' and the models names are '...
by Harmalarm
Tue Jan 05, 2016 3:23 pm
Forum: Carmageddon 1 / Carmageddon 2 Editing Forum
Topic: Smoothed Ski Track
Replies: 14
Views: 8909

Re: Smoothed Ski Track

I also understood we can't properly instance powerup models so each powerup has its own model, a tad annoying as it fills up the model pool (or did I miss some tip about this?). Hmm, I would have to look into that. The purpose is to just instance objects with "&£" as a prefix. The script should rec...
by Harmalarm
Tue Jan 05, 2016 10:39 am
Forum: Carmageddon 1 / Carmageddon 2 Editing Forum
Topic: Smoothed Ski Track
Replies: 14
Views: 8909

Re: Smoothed Ski Track

So I guess when I killed the process some variables used by the script aren't reset and only using the import/export script successfully did reset them and allowed the preprocess script to work. Yeah, that's probably what caused it. The slow export, or MAX hanging, might be caused by the addition I...
by Harmalarm
Tue Jan 05, 2016 10:26 am
Forum: Technical Assistance & Help Forum
Topic: Powerslide
Replies: 5
Views: 4361

Re: Powerslide

That's right. I already explained in a pm. ;)

I did try to create my own car importer but I couldn't figure out how to get the texture coordinates to show up correctly. So I can import models, but without texture mapping... :techsupport:
by Harmalarm
Mon Jan 04, 2016 9:18 am
Forum: Carmageddon 1 / Carmageddon 2 Editing Forum
Topic: Smoothed Ski Track
Replies: 14
Views: 8909

Re: Smoothed Ski Track

Smoooth! but off course this piqued my interest: It put Harm's script under a lot of stress, poor thing didn't stop crashing :sdead: There are UVW mishaps a bit everywhere but mleh the base mesh was so-so in the first place. Also some nets are strangely solid. Do you have any idea what caused it? Ma...
by Harmalarm
Sat Jan 02, 2016 8:22 pm
Forum: General Discussion / Rant Forum
Topic: So...
Replies: 6
Views: 4361

Re: So...

I feel like a newby to the community compared by you and even I am already a member for 12 years or so. :)
by Harmalarm
Tue Dec 29, 2015 11:13 am
Forum: General Discussion / Rant Forum
Topic: Merry Christmas 2015
Replies: 12
Views: 7247

Re: Merry Christmas 2015

And a happy new year in advance guys! :beer: