[Tool] Flummery v0.3.7.5

The 2016 reincarnation of Carmageddon! Discuss, mod and troubleshoot!
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starbuck
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[Tool] Flummery v0.3.7.5

Post by starbuck »

ERROL

Stop what you are doing. I was stupidly using an old version of the FBX Export.

I just had time today to read thru the rest of the thread.

Stupid me. It works fine. Sorry for wasting your time.

Now all I gotta do is find a way to attach the image file :)
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TheCarsThatAteParis
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[Tool] Flummery v0.3.7.5

Post by TheCarsThatAteParis »

Sorry to go off topic Errol, but... any luck working with the contents of ZAD_VT? Trent mentioned you'd been working on something in that area. I'm keen to start messing with the environment textures and at present can't get at them. Do you know how they can be unpacked? Any assistance gratefully received!
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Post by Trent »

I actually started looking into it last week as Errol mentioned it. Using Errol's ZAD code I got the VT ZADs extracting, I then went on and parsed most of the data in the Environment.zad TDX files and have hopefully got the tiles stitching together into a giant DDS image, though that is currently untested. Once that is tested and working it will be on to splitting the VT into the original textures. Then the fun of compiling the VT again.

As far as I know Errol has got as far as stitching the VT together too, though he hadn't committed his code to his git repository yet.
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starbuck
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[Tool] Flummery v0.3.7.5

Post by starbuck »

Update on the importing. It DID work fine but kept getting an error message about importing the graphic format. So I looked at the CS code and saw about 4 types of images files it imports.

No error message at all now.
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farellfoxx
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[Tool] Flummery v0.3.7.5

Post by farellfoxx »

Out of curiosity/boredom; is there any particular way/process to using this program? I see people have made vehicles or a few maps; and I'm just sitting here, wondering what happens past importing the model. I'm not a 'real' modder by any means, but it sounds interesting to get into... Now even more with CarMODgeddon. I've wanted to mod a Carmageddon Car for a while now; even if only a skin. Does anyone have any specifics or ways that they achieved their in-game goodness?

I'm willing to learn from you; teach me well, 'Masters'... Please be patient with me!
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starbuck
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Post by starbuck »

I started learning how to use it for CR but then got distracted and am using it now to make ACT DAT and MAT files for Carmageddon 2.

While you are bored you might want to try what I am doing. I made a separate folder holding all the CR files in it for modding. Then I "extracted" all the ZADS I could to learn the file structures and such. This includes for example making Text files of the LOL files. This way you could knock down each hurdle one by one.

Now you COULD also go to the student section of 3DSMax and tell them you are a student and download their 3DSMax software for free. PS everyone is a student.

Make models using the PNG image format as textures.

Then start learning that to maybe someday get your models into the game once they are ready, There is a ton of free student software.

http://www.autodesk.com/education/free-software/3ds-max
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farellfoxx
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Post by farellfoxx »

starbuck wrote:I started learning how to use it for CR but then got distracted and am using it now to make ACT DAT and MAT files for Carmageddon 2.

While you are bored you might want to try what I am doing. I made a separate folder holding all the CR files in it for modding. Then I "extracted" all the ZADS I could to learn the file structures and such. This includes for example making Text files of the LOL files. This way you could knock down each hurdle one by one.


Now you COULD also go to the student section of 3DSMax and tell them you are a student and download their 3DSMax software for free. PS everyone is a student.


Make models using the PNG image format as textures.


Then start learning that to maybe someday get your models into the game once they are ready, There is a ton of free student software.


http://www.autodesk.com/education/free-software/3ds-max

This is helpful; thanks! I was kind of shying away from 3ds max; but... (Didn't know about the student license!)

Is it absolutely necessary? Can I make mods without it?
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AlexTSK
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Post by AlexTSK »

Depending on the mod. If you want to do anything that involves text editing such as changing car handling then get yourself Notepad ++. If you're into skinning then knowledge of a 2D(Photoshop, GIMP) package will suffice. If you want to create brand new geometry/textures or alter the existing vehicles' geometry you're going to have to get to grips with a 3D package.
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starbuck
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Post by starbuck »

Overall 3DSMax to me is the way to go. I had my first licensed version way back during Max 6 and just used it for fun. Got stuck with that version until 2010 when the SVs were released. YES I for example would spend 600 dollars for a 3D printer just to have one :)

Then about 4 years ago the student versions came out a month after they said they would never have them.

Considering texture placement etc. Its really easy. Plus I have had the 2010 Student version for almost 5 years and it hasnt taken away the free license yet.

Besides its FREE :)

I use Paintshop pro and 3DSMax. of course Paintshop I had to pay for years ago but it still works.

PS Max 2.0 and 3.1 are free as well , available on one of the popular Carmageddon sites. It has the name "RR2000" or something. The publishers who made those no longer have the rights to them and 2.0 also has Carmageddon 2 exporters along with them.

EDIT Its especially good cause you can get Trents MaxScript code to use in it but THAT is very complicated for me to use.
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Post by starbuck »

BTW Fox. I just tested Flummery with a file that was created in Max, Exported with PNG images files. And not only did Flummery export the file perfectly ready for Plaything2 it also converted the PNG image files into TIFs. And then I was able to run the un preprocessed track in Carma2 with out even using Plaything2 to pre process yet.

So looks like I got a new converter for Plaything2 instead of BeMax. Later to test it and see if it pre- processes by adding a glass wall and textures that produce pedestrains. Even if it doesnt it still looks like a LOT easier way to do it than before..
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Post by farellfoxx »

I'm not trying to burst your bubble; I certainly do not wish to be rude, but are we talking about Carmageddon 2 now? I realize that Flummery probably does a greatly expansive amount, but I was more interested in Reincarnation. The ease of use is a good sign though!

If I were to... import the original hawk; maybe the eagle from Carmageddon; would anyone know how to set that up? I'm just aiming for a little more simplistic model to start with, I may just skin one of the existing cars...

I know that Trent is kind of already doing this; but as I have said:

I am just a bit impatient; I always have been. I apologize for that; but how will I learn?

(Starbuck; you've seen it in my CarMODgeddon thread!)
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starbuck
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Post by starbuck »

OK weird glitch in Flummery.

I tried taking one of my old maps from C2 and importing the FBX file into Flummery and the models parts were placed in odd places around the screen.

I basically made the letters "TO" to find out which directrions the file would show up in Plaything2 so I could just rotate it properly in max beforehand.

The FBX file opened up properly in MAX 2015.

So what is wrong is Flummery glitching ? Its the precompiled version of Flummery, made it in the 2015 version of Max.

Located here unless anyone wants a different site.
http://s000.tinyupload.com/?file_id=05378720712002593350

In the meantime I will try to find version 7.4 of the plugin and post any updates in THIS post if no one responds.

BTW this also happened to my original map file where a quite a few sections were rotated incorrectly.
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farellfoxx
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Post by farellfoxx »

How does one go about placing 'nodes' in the program? That and getting coordinates...
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hazardic
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Post by hazardic »

Is there a way i can export to something different except fbx or cnt? like 3ds of obj? Could you please add these formats too? Or this is just not possible because of ip?
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AlexTSK
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Post by AlexTSK »

OBJ was in there but it was removed because it didn't transfer the smoothing groups. Why would you want another format? what 3D application are you using?
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Post by hazardic »

well for editing i prefer zmodeler. it's a dumb, i know, but 3dmax is too complicated for me
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Post by AlexTSK »

Haven't used zmodeler so I have no idea how you'd get a mesh in there, I'm guessing it supports 3ds, so if you have 3ds max then import the fbx in there and export to zmodeler.
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Post by hazardic »

oh, ok then, if 3dmax supports fbx seems legit. thanks
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AlexTSK
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Post by AlexTSK »

Yep, the whole reason Errol worked his ass off on he fbx support is because its a format which pretty much any major 3D application today can export/import.
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Post by hazardic »

nope didn't work well, after importing 3ds model just exploded and besides hasn't smoothed at all despite cnt was exported into fbx with fully assembled model

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Post by Errol »

If the FBX imported into 3ds max correctly then the problem lies with whatever you did thereafter. I can't really help you with that.

In other news...

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Post by AlexTSK »

hazardic wrote:nope didn't work well, after importing 3ds model just exploded and besides hasn't smoothed at all despite cnt was exported into fbx with fully assembled model
It looks like either the export out of 3dsmax went wrong, or zmodeler doesn't have the same co-ordinate system, the parts are all backwards and all over the place.
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FatCat
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Post by FatCat »

My friend, it is the year 2015, zmodeler is waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay outdated, barebones, and just plain bad, please use something newer, there are vastly, VASTLY superior alternatives, even free ones.
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Post by Mad Mike »

My friend, it is the year 2015, zmodeler is waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay outdated, barebones, and just plain bad, please use something newer, there are vastly, VASTLY superior alternatives, even free ones.
Does my stuff look outdated, barebones and just plain bad? :P

It's what I use to do most of the fundamental construction work & UV mapping on all my models. There is a beauty in its simplicity, no convoluted interfaces with 50+ ways of doing the same thing, It's great for fundamental work and that's it.

3dsmax then steps in to fill in the gaps that Zmod can't fill (vertex colours, lighting, rendering/AO/Baking, etc). I personally prefer to have full control over exactly where the triangles go in my models and not rely on any algorithms or automation to do my work for me, that's my personal preference :)
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FatCat
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Post by FatCat »

Fair enough but man, how will you make a complex-enough mesh for crushing to look good, by making hundreds upon thousands of tiny dots that you painstakingly align? Do you know that other modelling suites can do smooth shapes much faster and more efficiently with subdivision? What about using a brush tool to flatten smooth surfaces out, this doesnt sound good to you? You'd really rather copy a dot, place it, then fill in a "single" triangle? Did you know that quads exist and that they're magnificient? Did you know that you can render textures to have ambient occlusion on them to look more realistic ingame from the get go?

Wh...what about raytracing, have you never wanted to taste the wonderful photorealism that a properly-lit raytraced scene gives?
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Post by AlexTSK »

fatcat wrote:Did you know that you can render textures to have ambient occlusion on them to look more realistic ingame from the get go?

Wh...what about raytracing, have you never wanted to taste the wonderful photorealism that a properly-lit raytraced scene gives?

He already mentioned that.

Mad Mike wrote:3dsmax then steps in to fill in the gaps that Zmod can't fill (vertex colours, lighting, rendering/AO/Baking, etc)
Preference is preference.
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Post by Mad Mike »

Fair enough but man, how will you make a complex-enough mesh for crushing to look good, by making hundreds upon hundreds of tiny dots that you painstakingly align? Do you know that other modelling suites can do smooth shapes much faster and more efficiently? What about using a brush tool to flatten smooth surfaces out, this doesnt sound good to you? You'd really rather copy a dot, place it, then fill in a "single" triangle?
As I said previously, 3dsMax steps in to fill the blanks/gaps with lighting, rendering, AO etc.

You don't create meshes in Zmod only through drawing splines in the shape of a single triangle, then filling it and copying it over and over, that is ghastly, inefficient and not how I do it. Start with a primitive (usually a plane or box), then cut in the geometry required. It's great for fundamental work and that's it. I'm not claiming that it's great for anything else, it's a simple tool, I use it to the peak of it's effectiveness, and then move over to max to polish off (SG, AO, etc).

With regards to doubts over mesh complexity, I direct you to everything I've ever built. I put the vert's exactly where I want them to be to define the shape & make at exactly as smooth as I want, I don't like the idea of letting an automated process do that.

Did you know that quads exist and that they're magnificient? Did you know that you can render textures to have ambient occlusion on them to look more realistic ingame from the get go?

Wh...what about raytracing, have you never wanted to taste the wonderful photorealism that a properly-lit raytraced scene gives? Zmod cant really do those things...

As I said previously, "3dsmax then steps in to fill in the gaps that Zmod can't fill (vertex colours, lighting, rendering/AO/Baking, etc)."

As for quads, yes I know they exist and with most complex shapes - you're likely to end up with a triangle or two somewhere, and from my POV, there's no point of building a model out of both.

As Alex has Ninja posted me, It's just my preference. :)
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Errol
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[Tool] Flummery v0.3.7.5

Post by Errol »

v0.3.7.0

FBX Import: Correctly imports UVs, handles FBX files from Visual Studio 2013

Tools > General > TDX Convertor: Various improvements

Improved handling of UV2 channel. Fixes issues with certain materials.

Save As... > Carmageddon Reincarnation > Vehicle: Dialog tidied up and fixed the generated vehicle_setup.cfg file

Added support for different node types. While this is mostly under-the-hood at the moment there is a fancy Light widget to fiddle with stock lights.

Vastly reduced memory consumption when loading levels.

Correctly generate tri-strips when saving MDL files

Overhauled the right-hand panel to use contextual widgets. These can be rolled-up by clicking the headers.

Far too many minor improvements to list

Repackaged the exe so you don't have to worry about all those weird dlls.
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Post by AlexTSK »

Much appreciated changes and fixes Errol! Thanks very much :)
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Post by Gravedrinker »

Thanks a lot Errol, great work.
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Errol
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Post by Errol »

v0.3.7.1 released!

Changelog:

* FBX Import: Materials are no longer created multiple times

* FBX Export: Meshes following null nodes now export as expected

* FBX Export: Null nodes now export at all

* MDL Export: Meshes are split into MaterialGroups, optimised and tested for non-manifold properties automatically

* Object > Rename: No longer causes odd node names in the overview

* Object > Data > Add/Change Type: You can now change node types on the fly

* Save as > Vehicle: Improvements to the look and feel of this dialog
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AlexTSK
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Post by AlexTSK »

Smashing baby!
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starbuck
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Post by starbuck »

AlexTSK wrote:Smashing baby!
Now I am going to say that statement throughout the whole game "Take it all baby" "Do I make you feel randy ?" "There goes something up your tail pipe"

"* FBX Export: Null nodes now export at all" (typo ?)
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Errol
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Post by Errol »

Nope, just me being silly. It is a bit of a joke based on the previous changelog entry.

edit:

Running a little behind where I wanted to be so I thought I'd tease the next release...

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starbuck
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Post by starbuck »

I see it Errol. Thanks. Been checking every 5 minutes :)

Oh sorry thought you posted the program already :)