Dear returning Carmageddon fans Image

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

by Errol
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
by Errol
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
by Errol
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.
by Errol
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...
by Errol
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.
by Errol
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...
by Errol
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...
by Errol
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
by Errol
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.
by Errol
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 ...
by Errol
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.
by Errol
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...
by Errol
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 &gt; Modifiy Geometry &gt; Munging tab &gt; Munge Mesh with Bone<br/><br/>Also, I must say thanks for the many posts you made on the TDR2000 mshs f...
by Errol
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
by Errol
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 &gt; Transforms: Improved the rotation panel. It is now less likely to get all confused!<br> * Viewport: Added axis indicators<br> * Viewport: F...
by Errol
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...
by Errol
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,...
by Errol
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.
by Errol
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...
by Errol
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.
by Errol
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 &gt; Open &gt; Carmageddon Reincarnation &gt; 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...
by Errol
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!
by Errol
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 ...
by Errol
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....
by Errol
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...
by Errol
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...
by Errol
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?
by Errol
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 &gt; Open &gt; Carmageddon 2 &gt; Actor<br> Select your map .act file<br> Tools &gt; Carmageddon 2 &gt; Process for Carmageddon Reincarnation<br> File &gt; Save As &gt; Carmageddon Re...
by Errol
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 &gt; Vehicle: Completely overhauled. Now generates a minge file and a CarMODgeddon ready ZAD.<br> * Save as &gt; Level: Completely overhau...
by Errol
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.
by Errol
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"...
by Errol
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.
by Errol
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...
by Errol
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...
by Errol
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 *****...