Dear returning Carmageddon fans
These last years, the CWA Board assimilated what was archived from many old Carmageddon forums, including the whole of the Official Carmageddon.com Forums.
If you wish to merge any previous account you might have had with your new or existing CWA account, don't hesitate to reach out to us !
These last years, the CWA Board assimilated what was archived from many old Carmageddon forums, including the whole of the Official Carmageddon.com Forums.
If you wish to merge any previous account you might have had with your new or existing CWA account, don't hesitate to reach out to us !
Search found 1166 matches
- Tue Aug 04, 2015 5:31 am
- Forum: Carmageddon: Max Damage
- Topic: sorry to say
- Replies: 141
- Views: 795
sorry to say
*psst* that's the moon
- Mon Aug 03, 2015 8:33 am
- Forum: Carmageddon: Max Damage
- Topic: FC's Modding
- Replies: 1285
- Views: 22337
FC's Modding
You need to define an engine in the SystemDamage.xml, take a look at any of the stock cars for reference
- Sun Aug 02, 2015 2:36 pm
- Forum: Carmageddon: Max Damage
- Topic: Let's get porting! (C2>C:R tutorial)
- Replies: 7
- Views: 14079
Re: Let's get porting! (C2>C:R tutorial)
Hehe, nope, not taken the wrong way at all.
- Sun Aug 02, 2015 12:03 pm
- Forum: Carmageddon: Max Damage
- Topic: Let's get porting! (C2>C:R tutorial)
- Replies: 7
- Views: 14079
Re: Let's get porting! (C2>C:R tutorial)
When I get some free time I'll have to try this out! Is it possible to delete the original C2 driver model in Flummery or should we maybe get rid of it in PT2 first so there's not two drivers?? For levels I'm gonna guess there's no opponent paths yet? Next version of Flummery fixes the double drive...
- Sun Aug 02, 2015 11:55 am
- Forum: Carmageddon: Max Damage
- Topic: OK I made a map (sort of) imported easily from C2 (for a start)
- Replies: 124
- Views: 3567
OK I made a map (sort of) imported easily from C2 (for a start)
3ds max to Flummery is not currently (and possibly won't ever be) supported. I didn't see much point as Trents tools have 3ds max covered.
Not trying to bring things from Max into Flummery sounds like it'll solve whatever problems you're having.
Not trying to bring things from Max into Flummery sounds like it'll solve whatever problems you're having.
- Wed Jul 29, 2015 12:43 pm
- Forum: Carmageddon: Max Damage
- Topic: Flummery v0.3.8.9
- Replies: 410
- Views: 34590
[Tool] Flummery v0.3.7.5
It really depends on what you're after.<br/><br/>Right now you could: Make a map in Blender, import into Flummery and get it into the game. This would take you about 5 clicks in Flummery.<br> You could then hand-craft a pedfile.xml for ped spawns, edit the materials by hand to do fancier things like...
- Wed Jul 29, 2015 5:56 am
- Forum: Carmageddon: Max Damage
- Topic: Flummery v0.3.8.9
- Replies: 410
- Views: 34590
[Tool] Flummery v0.3.7.5
Last things first... importing a light and saving it as a CNT will embed the light within the cnt as an embedded resource. I'll remove "import light" from the menu as currently there is no way to just save the light without embedding it in the CNT.<br/><br/>As to everything else, I'll investigate.<b...
- Tue Jul 28, 2015 9:26 pm
- Forum: Carmageddon: Max Damage
- Topic: Flummery v0.3.8.9
- Replies: 410
- Views: 34590
[Tool] Flummery v0.3.7.5
Sorry it has taken so long... and for the issue solved in...
v0.3.7.5 released!
Changelog:
* CNT Export: Fixed a long-standing bug that has been malforming Z rotations
* Framing an object now correctly positions the camera
v0.3.7.5 released!
Changelog:
* CNT Export: Fixed a long-standing bug that has been malforming Z rotations
* Framing an object now correctly positions the camera
- Tue Jul 28, 2015 7:46 pm
- Forum: Carmageddon: Max Damage
- Topic: Alex's Garage
- Replies: 1113
- Views: 90914
Alex's Garage
I know, it was just letting starbuck know that at the very minimum he only needs a single mesh.
Also, you can just not link engine damage to anything... although that does result in an unwastable car.
Also, you can just not link engine damage to anything... although that does result in an unwastable car.
- Tue Jul 28, 2015 7:29 pm
- Forum: Carmageddon: Max Damage
- Topic: Flummery v0.3.8.9
- Replies: 410
- Views: 34590
[Tool] Flummery v0.3.7.5
v0.3.7.4 released!<br/><br/>Changelog:<br/><br/>* FBX Import: Final axis flip no longer corrupts rotations<br> * Overview: Added a little homage to Plaything 2<br> * Save as Level: Now generates a functional post_process settings file. Greatly improving the default sun.<br> * Save as Vehicle: Fixed ...
- Tue Jul 28, 2015 7:14 pm
- Forum: Carmageddon: Max Damage
- Topic: Alex's Garage
- Replies: 1113
- Views: 90914
Alex's Garage
You don't even need that many.
Bare bones is body, 4 hub nodes, 4 wheel nodes under those.
Bare bones is body, 4 hub nodes, 4 wheel nodes under those.
- Tue Jul 28, 2015 7:27 am
- Forum: Carmageddon: Max Damage
- Topic: sorry to say
- Replies: 141
- Views: 795
sorry to say
<a href="http://images.akamai.steamusercontent.com/ugc/434946652995411222/5F87CB7A89DD499E66C829624373D1542301539E/" class="bb-url" rel="nofollow"><img src="http://images.akamai.steamusercontent.com/ugc/434946652995411222/5F87CB7A89DD499E66C829624373D1542301539E/" alt="" class="postimage" style="dis...
- Tue Jul 28, 2015 7:19 am
- Forum: Carmageddon: Max Damage
- Topic: [Tool] Max Script Recenter
- Replies: 24
- Views: 189
[Tool] Max Script Recenter
Neat script Beroc, cheers.<br/><br/>Just a note to Flummery user(s), this same task can be achieved by selecting the part in question Object > Modifiy Geometry > Munging tab > Munge Mesh with Bone<br/><br/>Also, I must say thanks for the many posts you made on the TDR2000 mshs f...
- Fri Jul 24, 2015 10:59 pm
- Forum: Carmageddon: Max Damage
- Topic: Flummery v0.3.8.9
- Replies: 410
- Views: 34590
[Tool] Flummery v0.3.7.5
And another sun related issue. Fantastic. It'll be fixed in v0.3.7.4
- Fri Jul 24, 2015 7:59 am
- Forum: Carmageddon: Max Damage
- Topic: Flummery v0.3.8.9
- Replies: 410
- Views: 34590
[Tool] Flummery v0.3.7.5
v0.3.7.3 released!<br/><br/>Changelog:<br/><br/>* FBX Import: Imports from Blender and Maya should now be as close to correct as possible<br> * Details > Transforms: Improved the rotation panel. It is now less likely to get all confused!<br> * Viewport: Added axis indicators<br> * Viewport: F...
- Thu Jul 23, 2015 10:13 pm
- Forum: Carmageddon: Max Damage
- Topic: Flummery v0.3.8.9
- Replies: 410
- Views: 34590
[Tool] Flummery v0.3.7.5
Not in the version you're using but it should be in v0.3.7.3 going forward<br> I'll test and ensure this is the case before release.<br/><br/>Tested... and yes. The co-ordinates are identical between C2 assets in Flummery and C2 assets in Plaything. Obviously as soon as you process a C2 map or whate...
- Thu Jul 23, 2015 3:56 pm
- Forum: Carmageddon: Max Damage
- Topic: Flummery v0.3.8.9
- Replies: 410
- Views: 34590
[Tool] Flummery v0.3.7.5
Haha, no offence taken! Sorry for not getting back to you sooner but I've spent the last 2 days up to my armpits in transformation matrices fixing both the Blender and Maya FBX imports. This is now complete! No more random rotations, yay! An added bonus if I've corrected the various viewport issues,...
- Tue Jul 21, 2015 8:58 am
- Forum: Carmageddon: Max Damage
- Topic: Flummery v0.3.8.9
- Replies: 410
- Views: 34590
[Tool] Flummery v0.3.7.5
Could be a bug, let me investigate.
- Mon Jul 20, 2015 6:40 am
- Forum: Carmageddon: Max Damage
- Topic: Flummery v0.3.8.9
- Replies: 410
- Views: 34590
[Tool] Flummery v0.3.7.5
<s>In all honesty I have no idea what you are doing or why it would be failing. I find it very difficult to follow along with what you are saying. Where did all the "line 6, row 50" stuff come from?</s><br/><br/><s>Also, I was confused about the path "C:\Users\Maxx\Documents" that appeared in your s...
- Sun Jul 19, 2015 10:22 pm
- Forum: Carmageddon: Max Damage
- Topic: Flummery v0.3.8.9
- Replies: 410
- Views: 34590
[Tool] Flummery v0.3.7.5
I'm slightly confused about the path it seems to be saving to.
- Sun Jul 19, 2015 12:48 pm
- Forum: Carmageddon: Max Damage
- Topic: Flummery v0.3.8.9
- Replies: 410
- Views: 34590
[Tool] Flummery v0.3.7.5
I've just tried reopening two different maps I've created and both open fine. Open Flummery, File > Open > Carmageddon Reincarnation > Environment... select your level.cnt in the folder you "save as level" to.<br/><br/>Screenshot any error you get (preferably with the details ta...
- Sun Jul 19, 2015 8:11 am
- Forum: Carmageddon: Max Damage
- Topic: Flummery v0.3.8.9
- Replies: 410
- Views: 34590
[Tool] Flummery v0.3.7.5
I think the basic approach is to take an existing wheel and replace the rim.mdl with your new rim. Alex has created entirely new wheels (tyres and their punctured states too) so he is probably the best to give you the run down.
Sorry chap, I just write the tools!
Sorry chap, I just write the tools!
- Sun Jul 19, 2015 6:19 am
- Forum: Carmageddon: Max Damage
- Topic: Flummery v0.3.8.9
- Replies: 410
- Views: 34590
[Tool] Flummery v0.3.7.5
Right, forget the FBX, ok? You don't need it to achieve your goals so just forget it even exists.<br/><br/>Let us say that you've opened your Carma 2 act file, clicked "Process for Carmageddon Reincarnation" and "Saved as Level".<br/><br/>In that folder you've just saved to are a lot of files, many ...
- Sun Jul 19, 2015 1:32 am
- Forum: Carmageddon: Max Damage
- Topic: Flummery v0.3.8.9
- Replies: 410
- Views: 34590
[Tool] Flummery v0.3.7.5
You don't need to edit the geometry to make the fences double-sided, you just need to edit the appropriate material (the .mt2 files). These files can be opened in your text editor of choice.<br/><br/>I think you can make them double-sided by just adding "" on the line below "" but I'm not 100% sure....
- Sun Jul 19, 2015 12:38 am
- Forum: Carmageddon: Max Damage
- Topic: Flummery v0.3.8.9
- Replies: 410
- Views: 34590
[Tool] Flummery v0.3.7.5
<blockquote><div><cite>starbuck wrote:</cite>OK Minor bug. I crashed into the "blank" side of a double sided texture in Junkyard. It was that long concrete wall. The "city" side was blank. No big deal but you owe me a new car :) <p>While I am at it is FBX export supposed to include textures too ? Ca...
- Sat Jul 18, 2015 8:45 pm
- Forum: Carmageddon: Max Damage
- Topic: Flummery v0.3.8.9
- Replies: 410
- Views: 34590
[Tool] Flummery v0.3.7.5
Indeed I am! I should really update that site.<br/><br/>Unfortunately X-Ray and I didn't port the powerup positions from C1 to C2 when we made the level ports otherwise they'd automatically be configured for you (as starbuck just discovered with a C2 map conversion).<br/><br/>Peds are easy as pie (t...
- Sat Jul 18, 2015 7:35 pm
- Forum: Carmageddon: Max Damage
- Topic: Flummery v0.3.8.9
- Replies: 410
- Views: 34590
[Tool] Flummery v0.3.7.5
Manual placement?
- Sat Jul 18, 2015 1:52 pm
- Forum: Carmageddon: Max Damage
- Topic: OK I made a map (sort of) imported easily from C2 (for a start)
- Replies: 124
- Views: 3567
OK I made a map (sort of) imported easily from C2 (for a start)
v0.3.7.2 is out now.<br/><br/>The process for going from C2 to C:R is now:<br/><br/>File > Open > Carmageddon 2 > Actor<br> Select your map .act file<br> Tools > Carmageddon 2 > Process for Carmageddon Reincarnation<br> File > Save As > Carmageddon Re...
- Sat Jul 18, 2015 1:51 pm
- Forum: Carmageddon: Max Damage
- Topic: Flummery v0.3.8.9
- Replies: 410
- Views: 34590
[Tool] Flummery v0.3.7.5
v0.3.7.2 released!<br/><br/>Changelog:<br> * FBX Export: Vertex colours now exported<br> * FBX Export: Fixed duplicate node name collisions<br> * Save as > Vehicle: Completely overhauled. Now generates a minge file and a CarMODgeddon ready ZAD.<br> * Save as > Level: Completely overhau...
- Thu Jul 16, 2015 11:13 pm
- Forum: Carmageddon: Max Damage
- Topic: Flummery v0.3.8.9
- Replies: 410
- Views: 34590
[Tool] Flummery v0.3.7.5
Sorry starbuck, I was hoping to get everything shipshape for a release this evening but I've run out of time.
- Thu Jul 16, 2015 10:52 pm
- Forum: Carmageddon: Max Damage
- Topic: Flummery v0.3.8.9
- Replies: 410
- Views: 34590
[Tool] Flummery v0.3.7.5
Nope, just me being silly. It is a bit of a joke based on the previous changelog entry.<br/><br/>edit:<br/><br/>Running a little behind where I wanted to be so I thought I'd tease the next release...<br/><br/><span data-s9e-mediaembed="youtube" style="display:inline-block;width:100%;max-width:640px"...
- Thu Jul 16, 2015 7:54 pm
- Forum: Carmageddon: Max Damage
- Topic: OK I made a map (sort of) imported easily from C2 (for a start)
- Replies: 124
- Views: 3567
OK I made a map (sort of) imported easily from C2 (for a start)
Just download the templates from Toxic-Ragers. They should contain every texture necessary for a given map.
- Thu Jul 16, 2015 6:35 pm
- Forum: Carmageddon: Max Damage
- Topic: OK I made a map (sort of) imported easily from C2 (for a start)
- Replies: 124
- Views: 3567
OK I made a map (sort of) imported easily from C2 (for a start)
No, I'm sorry, I'm haven't been particularly clear.<br/><br/>IMG conversion (and ZAD packing) will be in the Flummery version I will be releasing this evening. v0.3.7.2<br/><br/>I have also added a couple of time-saving features for porting from C2 to C:R which should help you immensely. Once this b...
- Thu Jul 16, 2015 7:50 am
- Forum: Carmageddon: Max Damage
- Topic: OK I made a map (sort of) imported easily from C2 (for a start)
- Replies: 124
- Views: 3567
OK I made a map (sort of) imported easily from C2 (for a start)
<blockquote><div><cite>starbuck wrote:</cite>on that subject of Flummery 3.7.1 crashing it didnt crash on me either</div></blockquote>It was 0.3.7.0 that crashed when saving Acid Reign. One of developments I did for 0.3.7.1 was pre-processing the meshes so they wouldn't cause errors when tristrippin...
- Thu Jul 16, 2015 5:45 am
- Forum: Carmageddon: Max Damage
- Topic: OK I made a map (sort of) imported easily from C2 (for a start)
- Replies: 124
- Views: 3567
OK I made a map (sort of) imported easily from C2 (for a start)
<blockquote><div><cite>starbuck wrote:</cite> I did get an error on that AcidReign file when saving the environment file on the new program. <p>See the end of this message for details on invoking <br> just-in-time (JIT) debugging instead of this dialog box.</p> <p>************** Exception Text *****...