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[REL] Carmageddon PSX to C2 releases

The greatest unfinished sequel ever!
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Razor
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[REL] Carmageddon PSX to C2 releases

Post by Razor »

I've ported some vehicles from the PSX version of Carmageddon available in Carmageddon 2, complete with interiors, detachables, smashables, grooves, funks, suspension, shrapnel colours, everything!
psxmini.png
psxmini.png (89.61 KiB) Viewed 9109 times
[PSXMINI.zip ~129kb]
psxpickup.png
psxpickup.png (89.16 KiB) Viewed 9109 times
[PSXPICKUP.zip ~132kb]
psxvan.png
psxvan.png (89.16 KiB) Viewed 9109 times
[PSXVAN.zip ~71kb]
psxj220.png
psxj220.png (89.16 KiB) Viewed 9053 times
[PSXJ220.zip ~116kb]
psxstarsky.png
psxstarsky.png (89.25 KiB) Viewed 9002 times
[PSXSTARSKY.zip ~146kb]
psxhazard.png
psxhazard.png (89.16 KiB) Viewed 8965 times
[PSXHAZARD.zip ~136kb]
psxviper.png
psxviper.png (89.16 KiB) Viewed 8771 times
[PSXVIPER.zip ~137kb]

SCREENSHOTS:
► Show Spoiler
More to come!

I've also begun work on the desert map from the Playstation Carmageddon but still need to finish it, which I will get around to in the near future.
Install these vehicles as you would any other.
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Re: [CARMA2] [RELEASE] Carmageddon PSX to C2 releases

Post by Durtvan »

Sweet! are you also gonna make General P.Ram's car?
https://wiki.cwaboard.co.uk/wiki/General_P._Ram
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Re: [CARMA2] [RELEASE] Carmageddon PSX to C2 releases

Post by Jaw_Breaker »

Nice conversions, Razor! They sure fit C2 nicely! :cool: :thumbsup:
By the way, PSX Carmageddon was my first Carmageddon game. I admit that it wasn't a very good game, but it was the game that introduced me to the Carmageddon series, so it still held a special place in my heart. :smile:
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Re: [CARMA2] [RELEASE] Carmageddon PSX to C2 releases

Post by Toshiba-3 »

WTF RAZOR
PSX CARS CARMAGEDDON 2
WTF
Carma2_HW 2020-05-23 16-17-31-38.jpg
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Carma2_HW 2020-05-23 16-11-39-80.jpg
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Carma2_HW 2020-05-23 16-08-13-66.jpg
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Re: [CARMA2] [RELEASE] Carmageddon PSX to C2 releases

Post by Razor »

PSX XJ220 release in the OP :)
HERE
psxj220.png
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Re: [CARMA2] [RELEASE] Carmageddon PSX to C2 releases

Post by Toshiba-3 »

Ice cream delivery. Just noticed how these shops are made for giants.
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Re: [CARMA2] [RELEASE] Carmageddon PSX to C2 releases

Post by Jaw_Breaker »

I really like how you put small details on the interior, Razor. Pretty sweet! (Pun intended) :grin:

Oh, man, i never realized how disproportionately large the ice cream vendor in fairground level is until now. :eek:
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Re: [CARMA2] [RELEASE] Carmageddon PSX to C2 releases

Post by Razor »

PSX STARSKY release in the OP :)
HERE
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Re: [CARMA2] [RELEASE] Carmageddon PSX to C2 releases

Post by Toshiba-3 »

Strangely a dear favourite for many people. There's an odd triangle sticking out or something on the rear left fender.
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Re: [CARMA2] [RELEASE] Carmageddon PSX to C2 releases

Post by Razor »

Ah, the one I forgot to fix up! There was some weird tris all around the doors too, the models are a mess, I'll fix this and update the archive

EDIT: archive updated :)
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Re: [CARMA2] [RELEASE] Carmageddon PSX to C2 releases

Post by Razor »

PSX HAZARD release in the OP :)
HERE
psxhazard.png
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Re: [CARMA2] [RELEASE] Carmageddon PSX to C2 releases

Post by Toshiba-3 »

A tad difficult to handle?
Y u no firepoints tho? You can quickly do it by picking vertices one by one in edit poly mode and using harm's script to get the BRender vertex ID.
Also noticed you us 4 shrapnel colours, and I must say I'm surprised I had no crash as I always thought more than 3 shrapnel colours was a no no.
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Re: [CARMA2] [RELEASE] Carmageddon PSX to C2 releases

Post by Razor »

Toshiba-3 wrote: Sun May 24, 2020 11:17 pm A tad difficult to handle?
Y u no firepoints tho? You can quickly do it by picking vertices one by one in edit poly mode and using harm's script to get the BRender vertex ID.
Also noticed you us 4 shrapnel colours, and I must say I'm surprised I had no crash as I always thought more than 3 shrapnel colours was a no no.
Handling should be similar to the default C2 Copcar as I used that as a base for the handling on this, this just has a tighter turning circle and has a higher top speed.

Fire points always felt a bit redundant but I can retroactively add them back in easily enough and will do if I decide to port everything from the game to C2, which seems like a good plan now that I'm using Max as everything is far easier, I'll get the desert map finished up on the weekend and see how that goes.

Never had an issue with shrapnel colours myself, I know at least 7 work, have never tested with more. Harm's tools add .0 at the end of the RGB colours which C2 doesn't seems to like though, not sure what it does but I've noticed some colours don't seem to display properly with .0 at the end.
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Re: [CARMA2] [RELEASE] Carmageddon PSX to C2 releases

Post by Toshiba-3 »

Ok you copied the physics over, along with the same centre of mass and angular momentum proportions. But by comparing the different wheel positions, it appears that the front wheels have much more mass on them than the copcar's. And less mass on the driven wheels. And yeah, the same friction angles with different wheelbase will result in a much different handling.

I don't know what you mean by firepoints being redundant, they are a great addition :confused: By not setting them, you let the file format decide and sure enough vertex #0 is often among the front geometry, but could be anywhere in the front. Same idea if the firepoints are copied.

And yeah the shrapnels of XJ220 and HAZARD aren't correct (didn't check others).
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Re: [CARMA2] [RELEASE] Carmageddon PSX to C2 releases

Post by Razor »

Toshiba-3 wrote: Mon May 25, 2020 11:57 am Ok you copied the physics over, along with the same centre of mass and angular momentum proportions. But by comparing the different wheel positions, it appears that the front wheels have much more mass on them than the copcar's. And less mass on the driven wheels. And yeah, the same friction angles with different wheelbase will result in a much different handling.

I don't know what you mean by firepoints being redundant, they are a great addition :confused: By not setting them, you let the file format decide and sure enough vertex #0 is often among the front geometry, but could be anywhere in the front. Same idea if the firepoints are copied.

And yeah the shrapnels of XJ220 and HAZARD aren't correct (didn't check others).
I forgot to fix the trailing decimal points that Harm's tools add to the shrapnel colours, which is why they don't work.
My only bias against fire points is that I rarely ever see them but you're right they are a nice feature.

I have updated all of the archives in the OP and all vehicles now have fire points and I've fixed the couple with broken shrapnel colours.
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Re: [CARMA2] [RELEASE] Carmageddon PSX to C2 releases

Post by Razor »

PSX VIPER release in the OP :)
HERE
psxviper.png
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Re: [CARMA2] [RELEASE] Carmageddon PSX to C2 releases

Post by Toshiba-3 »

it werks
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Re: [CARMA2] [RELEASE] Carmageddon PSX to C2 releases

Post by Jaw_Breaker »

Bug report: when both The Viper and F-08 appear as opponents, the textures are messed up due to both cars having same filename on some texture files (PVBAK.PIX, PVDASH.PIX, PVSCRN.PIX, PVSEAT.PIX, PVSIT1.PIX, PVSIT2.PIX, PVTYRE.PIX, PVUND.PIX, and PVWEE.PIX). Also, the driver name and car name on The Viper's C2C file are switched around.
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Re: [CARMA2] [RELEASE] Carmageddon PSX to C2 releases

Post by Razor »

Jaw_Breaker wrote: Mon Jun 01, 2020 4:22 pm Bug report: when both The Viper and F-08 appear as opponents, the textures are messed up due to both cars having same filename on some texture files (PVBAK.PIX, PVDASH.PIX, PVSCRN.PIX, PVSEAT.PIX, PVSIT1.PIX, PVSIT2.PIX, PVTYRE.PIX, PVUND.PIX, and PVWEE.PIX). Also, the driver name and car name on The Viper's C2C file are switched around.
Oh bugger, forgot about that, I'll sort it this week and update the Viper archive. Thanks!
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Re: [CARMA2] [RELEASE] Carmageddon PSX to C2 releases

Post by Razor »

Jaw_Breaker wrote: Mon Jun 01, 2020 4:22 pm Bug report: when both The Viper and F-08 appear as opponents, the textures are messed up due to both cars having same filename on some texture files (PVBAK.PIX, PVDASH.PIX, PVSCRN.PIX, PVSEAT.PIX, PVSIT1.PIX, PVSIT2.PIX, PVTYRE.PIX, PVUND.PIX, and PVWEE.PIX). Also, the driver name and car name on The Viper's C2C file are switched around.
I have updated the archive and fixed these issues, you can redownload from the OP for the new version. Apologies for the issues, it's been a hectic week.
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Re: [CARMA2] [RELEASE] Carmageddon PSX to C2 releases

Post by Jaw_Breaker »

Razor wrote: Mon Jun 01, 2020 8:21 pm I have updated the archive and fixed these issues, you can redownload from the OP for the new version. Apologies for the issues, it's been a hectic week.
Thank you very much! Downloaded the updated archive and the texture bug is gone! :thumbsup:
By the way, I recently noticed a brown triangle sticking out on The Viper's front. Also, you forgot to remove redundant files in The Viper's PIX16 folder.
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Re: [CARMA2] [RELEASE] Carmageddon PSX to C2 releases

Post by Tracer »

Thanks for this Razor, I thought these cars would be gone forever..
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Re: [REL] Carmageddon PSX to C2 releases

Post by Razor »

Mastro has ported another PSX map to C2: https://mastro.cwaboard.co.uk/Carmagedd ... 20HATE.zip

Here's the previous one he ported:
https://mastro.cwaboard.co.uk/Carmagedd ... E_PARK.zip
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Re: [REL] Carmageddon PSX to C2 releases

Post by Razor »

Oops, I missed that one! Thanks! I'll have to finish the desert track. Only have noncars and pedestrians left to finish on it.

I still have the PSX exclusive hotrod to finish as well.
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Re: [REL] Carmageddon PSX to C2 releases

Post by Mastro 666 »

I can finish it. :tongue:
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Re: [REL] Carmageddon PSX to C2 releases

Post by Razor »

I will send it to you.
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Re: [REL] Carmageddon PSX to C2 releases

Post by Toshiba-3 »

Tested that track, I don't remember it being released?
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Re: [REL] Carmageddon PSX to C2 releases

Post by Toshiba-3 »

Little additions everywhere :swink:

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