A quick little release :)
In order to gain some motivation, I started removing projects: backward Fiat 126 (sorry QTZ), Demolition machine + Lorry (C2 lost bits), Radigator remake for C1, James Bond micro car (C2).
I'll probably try to fit the demolition machine and the lorry back into the mesh of one of the junkyard races. If so I'll release it as a patch and include in the C2 pack thing.
Hesitating about removing much more and move on with newer projects :/
Hey, finally another carma release, nice work Tosh. Does it come with extra features? Water in the bowl is a flipped mesh? Glass of the bowl looks convincing too, as if it has thickness. How did you do that?
Offtopic: It feels like I haven't spoken to you guys in ages! I'll be sure to check into ICR a bit more
Ok C2 release of Beroc's Iron Horse. I still had the max scene from back then (more than 10 years damn). I split the big textures into smaller ones and remapped the model. Setup funky suspensions, look ok half the time.
Still don't understand how/why C2 allows some materials to be hidden via CAMERA_TURN_OFF_MATERIALS and some just won't work.
Going to put it in C1 while I'm at it (unless the textures look bad with the C1 palette).
It's at RR2000 etc.
Razor: the 'C2 lost bits' will be included somehow in the next Vanilla C2 pack thing.
Harmalarm: No extra features for the Goldfingered sadly, kinda rushed the release. The 'neck' was supposed to be articulated (fake) via shear groove or something. Glass bowl, water and white part of eyes are flipped indeed. The thickness of the bowl is a bit visible because there's a space between the glass and the water, and the kind of reflective texture on the glass works quite well IMO.
And yeah, everyone should try and idle in the IRC chatroom
What an awesome monster truck. Guess it has been riping these 10 years for someone to finally digest it. Love the texture work too. Tires look awesome and the van itself looks very crispy. Nice coop guys
@tosh: I have had issues with the cam-turn-off materials too. Never got them to fully work in all situations. It seemed like an unfinished/buggy feature to me.
Turned out to be a nice addon really. Decided to keep the interior and try and make it look like the vehicle has tinted windows. Kept all grooves from C2 too.
Decided to remove Beroc's Chargers from my todo list. Realised it was made for Crashday back then and thus required way more work to be a nice addon for Carma. So mleh.
Moved to the next item in the list:
One year ago I asked Maxine to sktech a quick idea around a "medieval carma car".
So yes, a cow-powered-chariot, with the Ranger from Quake as the charioteer
I'll try to work on it a bit everyday and finish it for Christmas!
Yeah
The running cow sequence from MOO.PIX will be mapped on a quad inside the wheel. Too bad we can't use yLollipop properly with cars as it would have turned into a proper sprite!
Other idea is to mimic the Quake hud as the cockpit view
Ah thanks for the kind words! Always a motivation boost to be reminded others also play C1 with mods!
I don't think that will ever stop. I still boot it up from time to time. Even though activity on the forums is getting lower and lower by the years, I still feel a strong connection with the games <3
Nice mod, and yeah, odd thing that nobody did it before.
Damn I should work on that deformation textblock maxscript...
@Harm: Beside a C1 source-port, a crush data generator is the biggest thing! Even a simple one that would output preset deformation. But I understand this mustn't be easy at all.
Heh! Well it was more of a test to see how feasible it was to update the C1 textures using their mobile version counterpart, and if it was worth it.
I'm not sure it is a success in the end as the original textures were even sharper in their details (cfr. eagle mk1 and ed's jet textures) and also because it takes quite some time for something that might be not that noticeable ingame. So I don't know.
Some other cars like the Suppressor or the Twister really need updated textures but the mobile textures might not be the best base (they don't restore the 'radiation' sticker either on Twister's skin for example).
I posted better and final before/after on twittah:
@Wade: Yes, just keep in mind that it is the ingame palette you have to apply (there are two palettes: ingame and menus).
Just done with the Deathcruiser for C1. Not quite sure why I did that. Demaking it for C1 was a good exercise though; tried to get a bit closer to CWR's original design while keeping Stainless' overal skin yet simplifying it. Front red circular thing glows. Physics are the same as C2.
Didn't make a cockpit nor damage indicator
I'm not against the idea as C1 lacks a very big vehicle like that.
However unlike C2; C1 doesn't work well with such large machines. At the moment, trying to load the bigdump at its full size breaks the race. I have to scale it down to 90% for it to load and display properly ingame. This is already a setback.
Besides that, the textures are annoying, they don't translate nicely to the C1 ingame palette. I don't feel like working it out from the base textures. Applying C1 crane textures might be an idea for a more C1ish bigdump if you get what I mean. I must also rework the model to lessen the crazy texture jumps thanks to affine mapping.
So I think I'll work on it now and then to take a break from other projects :)
Must first find how to make the game load it at full size!
I don't know what your problem exactly is, but remember to apply PPP to your game palettes and tools - this avoid black color turning to transparent ;) If you are modifying textures from game it's important to apply patch *BEFORE* export.
If this is completely mess - I think maybe you are trying to import not properly converted textures (wrong color depth or wrong palette).
"Affine mapping" - that's what Mastro was talking about (earlier he uploaded example with different size textures).
Well i extracted the image from carmegedit, open in the PS, turn to RGB, edited, then turn into INDEX colors, and load the carma_tosh (not the menu one) pallet, and save.