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(Outdated) Shotgun's Mods - [REL] Improved Camera + Effects tweaks, [Updated] Varied Skies

The 2016 reincarnation of Carmageddon! Thanks, SCi!
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(Outdated) Shotgun's Mods - [REL] Improved Camera + Effects tweaks, [Updated] Varied Skies

Post by STShotgun »

2023 edit: Welp I had to redo the OP since I accidentally broke it. :techsupport: Anyway this thread is super old with most of the addon work eventually evolving into the Overhaul. The car is sadly still unreleased.
---------------------------------------------------------------------------------------
Hiya, so this is where I'm gonna put all of my mods and WIP stuff for C:MD. My cars are still in the process of being modelled and set up before I release a beta version of them, but I do also have some other stuff ready to download in the mean time.

Cars:

KVN SpeedDemon 12 (aka the Reincarnated Purple Piledriver) [WIP - severely outdated]
Image

More Screenshots:
► Show Spoiler
-------------------------------------------------

Other Stuff:
Installation: Simply drag and drop the zads into C:MD's ZAD folder.
Note: Installing these will disable saving, achievements, and multiplayer.

Tweaked Fires and No Stunned effect
► Show Spoiler
Links:
https://www.dropbox.com/s/rqvb2zd11g3sx ... s.zad?dl=0
https://www.dropbox.com/s/9404ezyhrgxbb ... s.zad?dl=0
-------------------------------------------------
Improved Camera Mod
Screenshot Comparison:
► Show Spoiler
Link: https://www.dropbox.com/s/q8yal7jfkj3eo ... a.zad?dl=0
-------------------------------------------------
Varied Skies Mod
► Show Spoiler
https://www.dropbox.com/s/5j1wvmshfoyeo ... s.zad?dl=0

-------------------------------------------------
Custom Powerups Mod
Replaces a few of the PUps with new ones.
https://www.dropbox.com/s/jaxiulmtqc29c ... s.zad?dl=0
Info:
► Show Spoiler
C:MD Mods: Overhaul / Car Lot
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Shotgun's Mods - [REL] Improved Camera + Effects tweaks, [Updated] Varied Skies

Post by FatCat »

That speed demon is looking gorgeous!
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Shotgun's Mods - [REL] Improved Camera + Effects tweaks, [Updated] Varied Skies

Post by STShotgun »

FatCat wrote:That speed demon is looking gorgeous!

Thanks!
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Shotgun's Mods - [REL] Improved Camera + Effects tweaks, [Updated] Varied Skies

Post by '80s Time Warp »

Welcome to the Thunderdome that is the modding forum Shotgun! :)

Whilst the Purple Piledriver was never my type of car, this looks like it's going to be a fitting Reincarnation.
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Shotgun's Mods - [REL] Improved Camera + Effects tweaks, [Updated] Varied Skies

Post by STShotgun »

'80s Time Warp wrote:Welcome to the Thunderdome that is the modding forum Shotgun! :)

Whilst the Purple Piledriver was never my type of car, this looks like it's going to be a fitting Reincarnation.


Cheers, Mike. :)
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Post by FatCat »



Speed demon wheels

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Post by Toshiba-3 »

Would it be easy/difficult to have a variant or mod for SpeedDemon/Purple Piledriver that restores its rear wheel mounted blades (from C2 beta)? I know it makes it harder to drive but it's hilarious to mow peds with these.
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Shotgun's Mods - [REL] Improved Camera + Effects tweaks, [Updated] Varied Skies

Post by Gravedrinker »

That's looking really cool, I hope you can finish it.
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Post by STShotgun »

Gravedrinker wrote:That's looking really cool, I hope you can finish it.

Cheers :)

Toshiba-3 wrote:Would it be easy/difficult to have a variant or mod for SpeedDemon/Purple Piledriver that restores its rear wheel mounted blades (from C2 beta)? I know it makes it harder to drive but it's hilarious to mow peds with these.

Sorry for the delayed reply, but yeah this was definitely one of the things I would like to add. It's on the to-do list!

Also just an update, I've pretty much got most of the bodywork done now, so very soon I'll be starting on the interior and then the mechanical parts (and then the texturing ofc :p).


Spoiler: Images





C:MD Mods: Overhaul / Car Lot
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Post by '80s Time Warp »


wrote:Would it be easy/difficult to have a variant or mod for SpeedDemon/Purple Piledriver that restores its rear wheel mounted blades (from C2 beta)? I know it makes it harder to drive but it's hilarious to mow peds with these.


Sorry for the delayed reply, but yeah this was definitely one of the things I would like to add. It's on the to-do list!


Also just an update, I've pretty much got most of the bodywork done now, so very soon I'll be starting on the interior and then the mechanical parts (and then the texturing ofc :p).



Spoiler: Images






It's coming along nicely.

Setting up optional spikes for the rear wheels is simple enough. For reference, check the wheel sections of the vehicle_setup.cfg for Annihilator, Cleaver, Twister or Towmeister - all of these have the wheel models uniquely assigned to each wheel, with that you can have an optional wheel set where the rear wheels reference models with spikes. :)
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Post by STShotgun »

'80s Time Warp wrote:Setting up optional spikes for the rear wheels is simple enough. For reference, check the wheel sections of the vehicle_setup.cfg for Annihilator, Cleaver, Twister or Towmeister - all of these have the wheel models uniquely assigned to each wheel, with that you can have an optional wheel set where the rear wheels reference models with spikes. :)

Yeah I was looking at how to go about doing that the other day and saw that this can set up in the config. Pretty neat!
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Post by Toshiba-3 »

Kind of nitpicking: these are not spikes on Purple Piledriver rear wheels but blades. They don't spin with the wheels but are on the rear suspensions. Here's how they look.

So I guess if you go for blades instead of spikes they'll have to be separate models from the actual wheels?
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Post by '80s Time Warp »

Yeah I was looking at how to go about doing that the other day and saw that this can set up in the config. Pretty neat!
Yup, there's all kinds of neat stuff that can be done :)

Kind of nitpicking: these are not spikes on Purple Piledriver rear wheels but blades. They don't spin with the wheels but are on the rear suspensions. Here's how they look.

So I guess if you go for blades instead of spikes they'll have to be separate models from the actual wheels?
Fair enough. If you don't want the blades spinning with the wheels, as far as I know that is not possible to attach/remove using any of the current wheel option/s. You could have the blades as a part that is attached directly to the hubs on the car, as such they would inherit the suspension position but not the angular rotation of the wheels. Additionally, the blades could be mapped to the paint material, and then a transparency based material could be used for the paint to make the blades visible/invisible between paint-schemes, but as the car paint shader does not support transparency, you would be left without damage textures or blood splatters on all paint schemes where the blades are invisible, plus the blades (if functional as weapons) would still be colliding with other objects when invisible.

At the moment the only way to have the blades as an optional part that does damage, is to attach them to the wheel model like cleavers or Shredlights spikes.
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Post by Toshiba-3 »

Ah! I didn't realise that wheel models bring their own collision shape, that's great (I'm too C1/C2-minded). I guess it can be comfortable to design these blades differently to accommodate their spinning with the wheel then. Would make the setup easier as you imply it yourself :)
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Post by '80s Time Warp »

When it comes to the collision setup, if a wheel model has 'blades', you can alter the radius of the 'blades' for collision purposes in the "CComplicatedWheelParameters.lol". Otherwise the wheels collision data is defined by the structure data & wheel node attributes on the car.

I haven't done any messing around with Blade setup, so I couldn't say how the radius value is used, be it the radius of the base of a collision cone from the centre of the wheel, or the length of the blade relative to the wheel, or both. Then again, the blade length could be extracted from the length of the "Spike.MDL"

Anyway, enough of my rambling about practicalities, hehe. :)
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Post by STShotgun »

So progress on the Speed 12 has been a bit slow recently due to irl stuff, but it's also been very steady. Fully completed the bodywork now (other than cutting some of it up into separate parts), and also begun work on the mechanical parts (got the gearbox and drivetrain completed with the engine currently underway).

Also, I recently decided to go back and try out rendering another scene with Blender, got these new shots of the car in its current state:


Spoiler:






C:MD Mods: Overhaul / Car Lot
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Post by Synetearis »

Sexy!
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Post by Psyrgery »

Looks amazing STS!

Hope you accept skins when the model is finished, looking forward to it :D
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Post by STShotgun »

Thanks guys, and yep, extra skins are always welcome and appreciated!
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Post by '80s Time Warp »

Nice steady progress there Shotgun. Looks like it's gradually coming together :)
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Post by RiOrus »

love it, basically the TVR speed 12 / cerbera speed 12 depending on your opinion. Massive fan of TVR, love stainless' link with Les and TVR and the Tuscan mark 2. love that they ripped off the cerb for the purple piledriver. Love the mod.

Love it!

If they'd have offered a kickstarter with a Les Edgar endorsed TVR and a copy of the game I would've backed. Love it.
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Post by FatCat »

I really love the sky in the third and fourth picture the most, it looks SO nice! Which level was in originally on?
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Post by STShotgun »

FatCat wrote:I really love the sky in the third and fourth picture the most, it looks SO nice! Which level was in originally on?

Funnily enough it was from the Landing Pads arena :p
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Post by мöтρнιиє™ »

Awesome STShotgun!
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Post by STShotgun »

Varied Skies Mod

Updated [16/6/17]: Tweaked some things and added preview shots for selecting the levels in Freeplay

So here's a minimod that I've been occupied with recently - the aim was to further change the look of the levels by using existing settings from other ones. It's good for those who aren't fans of the muddy fog as all of the foggy race routes have been replaced. I also updated my red sky mod for C:MD and used it for City B instead of A this time, since there's a City B race in career called City of the Lost Giblets and I thought 'hey, why not recreate that C2 feeling for the level?' :p


Spoiler: Screenshots













Link: https://www.dropbox.com/s/5j1wvmshfoyeoeu/zmod_levelsettings.zad?dl=0

Installation: Simply drag and drop the zad into C:MD's ZAD folder.
Note: Installing these will disable saving, achievements, and multiplayer.

---------------------------

Also a quick update on the Speed 12, it is still in the works and shouldn't be too much longer until it is finally released. Also got some extra projects on the way too :)
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Post by STShotgun »

So it's been a while since I've last posted here, so I'll kick it off with this and an update to the level settings mod! I've recently gotten back into playing C:MD again, so I might also crack on with the Speed 12 and finally get it done and out the way (the modelling was finished a few months ago so I'll need to get around to the texturing).



Improved Camera Mod


So a couple of nitpicks I have about C:MD is the camera and the sense of speed. The default FOV is a bit too low for my taste and the position was a bit too far behind (and just simply increasing the FOV would cause the car to look zoomed-out anyway so I had to move it forward and slightly upwards), so I decided to make this to make the game feel faster.




Spoiler: Screenshots



Before:




After:


I haven't tried this on the large cars but for regular cars, setting the camera distance to around 25 seems to be the best spot (for me at least, and besides, it will probably vary from car-to-car so be sure to play around with it).

Link: https://www.dropbox.com/s/q8yal7jfkj3eok2/zmod_camera.zad?dl=0

Installation: Simply drag and drop the zad into C:MD's ZAD folder.
Note: Installing this will disable saving, achievements and multiplayer.
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Post by '80s Time Warp »

Nice work Shotgun, I'll give this a try over the weekend and let you know how it works out with the Big Rigs.
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Post by Eviron »

Cool stuff! Such "simple" changes but with apparently huge effect. Will test them both soon & report how it went and felt! :)
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Post by STShotgun »

Cheers guys, I look forward to hearing about how it goes!



Also just to add another mini-mod to the mix:

Tweaked Fires and No Stunned effect

So this is basically something that just tweaks a few of the effects. The main one for me is the removal of the stars for stunned cars - I tend to take a lot of screenshots of opponents getting crashed into, and I feel that the stars stick out like a sore thumb.

Another tweak I did was simply changing use_world_space for the fire effects from false to true, so now fires can freely move about.


Spoiler: Screenshots







Links:
https://www.dropbox.com/s/rqvb2zd11g3sxqq/zmod_nostars.zad?dl=0
https://www.dropbox.com/s/9404ezyhrgxbbbp/zmod_fire-tweaks.zad?dl=0

Installation: Simply drag and drop the zad into C:MD's ZAD folder.
Note: Installing these will disable saving, achievements and multiplayer.
C:MD Mods: Overhaul / Car Lot
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Shotgun's Mods - [REL] Improved Camera + Effects tweaks, [Updated] Varied Skies

Post by starbuck »

Sorry Shotgun. I assumed this was an extension of "Alex' mods" thread. Overlooked it.

DLing the mods right now, Thanks.

Good job on the camera mod. Some people might feel as if they are driving full speed with that one.
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Post by CzechDeath »

Any chance of finding and turning on the shadow casting or the lightsources (streetlamps, headligths etc.?) I miss that heavily from CR > to CMD
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Post by STShotgun »

I did have a look before to see if there's a way to turn on the shadow casting, couldn't find anything, but yeah I would like to see them back as well. I would also like to see if there's a way of bringing back the car reflections too as that's probably what I miss the most from C:R.
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Post by CzechDeath »

Yep that's what I was afraid off back in the day when I asked Shane if the CMD will be PC worthy, during the stream -> fearing the optimalisation. Fearing EXACTLY that which occured. Fucking consoles man =D I blame EU tho...
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Post by Sleep Dirt »

Your camera mod is stunning Shotgun, looks like there is no comparison compared to the original setup, nice one, will be trying this very soon!!
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Post by STShotgun »

Thanks!
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