[Tool] Flummery v0.3.7.5

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

Post by Errol »

Could be a bug, let me investigate.
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starbuck
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[Tool] Flummery v0.3.7.5

Post by starbuck »

Errol wrote:Could be a bug, let me investigate.
I probably should have said I deleted the old sun.CNT file then saved it as a new sun.CNT.

Signed "I hope I dont sound bitchy being your bug tester" No offense I didnt mean you write buggy software :)
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Errol
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[Tool] Flummery v0.3.7.5

Post by Errol »

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, fixed the co-ordinates not being correct AND added a fairly basic axis indicator. Definitely a tighter package now.

I've put a fix in place for the ampersand issue so you shan't need to worry about this in the future. I'll now take a look at this sun thing (and change the default sun colour and position as they're both shit) and then get v0.3.7.3 out of the door.
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starbuck
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[Tool] Flummery v0.3.7.5

Post by starbuck »

Speaking of coordinates.

Dont know how to word this right but would for example would coordinate 100, 200, 300 be the same position on the map in Flummery as it was in PT2 ?
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Errol
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[Tool] Flummery v0.3.7.5

Post by Errol »

Not in the version you're using but it should be in v0.3.7.3 going forward

I'll test and ensure this is the case before release.

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 whatever for C:R this no longer holds true. The co-ords would be 6.9 times bigger in C:R and have the Z axis flipped.
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starbuck
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[Tool] Flummery v0.3.7.5

Post by starbuck »

Well I guess thats good.

Still working on race coordinates. Shouldnt be hard to pull out the calculator then. Thats if I can even find out how the naming of the maps work in the routes.txt file.
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Errol
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[Tool] Flummery v0.3.7.5

Post by Errol »

v0.3.7.3 released!

Changelog:

* FBX Import: Imports from Blender and Maya should now be as close to correct as possible

* Details > Transforms: Improved the rotation panel. It is now less likely to get all confused!

* Viewport: Added axis indicators

* Viewport: Fixed co-ordinates

* Save as Level: Materials containing ampersands are now handled correctly

* Save as Level: Now creates a better sun

* Fixed an issue when saving sun.cnt

* Various minor UI improvements

FBX support is improving and imports from Maya and Blender should function as intended. When exporting from Blender please ensure you use these export settings:

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starbuck
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[Tool] Flummery v0.3.7.5

Post by starbuck »

Thanks Errol.

On a side note I waited to burn a DVD to make a backup of stuff. I got tired of waiting and made it yesterday afternoon. Damn ! :)

I got a major headache for a few days. Try it later.
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starbuck
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[Tool] Flummery v0.3.7.5

Post by starbuck »

OK Errol. I think I may want to take this slow.

When I open the SUN.CNT file it opens up the whole map. So I cant find the "sun".

When I open up the sun.light file I can edit the "sun" in LIGHT COLOUR and save it as "sun.cnt". But when I do that it gives me..

************** Exception Text **************

System.NullReferenceException: Object reference not set to an instance of an object.

at ToxicRagers.CarmageddonReincarnation.Formats.LIGHT.Save(BinaryWriter bw, LIGHT light) in c:\Users\Maxx\Documents\Visual Studio 2012\Projects\ToxicRagers\ToxicRagers\CarmageddonReincarnation\Formats\crLIGHT.cs:line 340

at ToxicRagers.Stainless.Formats.CNT.Save(BinaryWriter bw, CNT cnt) in c:\Users\Maxx\Documents\Visual Studio 2012\Projects\ToxicRagers\ToxicRagers\Stainless\Formats\sCNT.cs:line 309

so what am I doing wrong here. Havent tested anything else yet.
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Errol
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[Tool] Flummery v0.3.7.5

Post by Errol »

And another sun related issue. Fantastic. It'll be fixed in v0.3.7.4
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starbuck
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[Tool] Flummery v0.3.7.5

Post by starbuck »

Errol I may have an error the same as that "line 6 row 50 error" now in BOTH 3.7.2 and 3.7.3 even though 3.7.2 worked earlier.

EDIT. You wont believe this but after setting the preferences in Flummery to for example C:Program Files\Steam\ etc, I moved my Steam Directory to C:\Steam and did not change the preferences.

Now I updated Flummery and it worked fine. I hope to god that wasnt the reason before. :)
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starbuck
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[Tool] Flummery v0.3.7.5

Post by starbuck »

The Sun.CNT worked fine right now.It did not open the whole map like before. (this may be because I deleted the Flummery 2.7.2 folder before running Flummery.)

Opening Sun.CNT then editing the light settings then saving the file as sun.CNT did not change the parameters I edited though.

I did try to edit the parameters in sun.light but saving that as sun.cnt crashed the program like I said before.
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Errol
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[Tool] Flummery v0.3.7.5

Post by Errol »

v0.3.7.4 released!

Changelog:

* FBX Import: Final axis flip no longer corrupts rotations

* Overview: Added a little homage to Plaything 2

* Save as Level: Now generates a functional post_process settings file. Greatly improving the default sun.

* Save as Vehicle: Fixed numerous perfomance problems in the default setup.lol file

* When saving a CNT any referenced files (such as lights) will also be saved

* Tools > Carmageddon 2 > Process for Carmageddon Reincarnation: Split into Level and Car versions

starbuck, this should finally solve your sun issues. It also improves the generated img files. Probably best to delete your map tests so far and start anew.
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AlexTSK
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[Tool] Flummery v0.3.7.5

Post by AlexTSK »

This rotation fix is going to save me a ton of time, thanks very much for getting it working! :D
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Errol
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[Tool] Flummery v0.3.7.5

Post by Errol »

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
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Toshiba-3
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[Tool] Flummery v0.3.7.5

Post by Toshiba-3 »

Nice work, Errol :)

Image / carmageddon add-ons at road reaction
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starbuck
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[Tool] Flummery v0.3.7.5

Post by starbuck »

I have been really busy but dont worry I delete almost everything or zip it up as soon as I post it.

dont worry I will start over just to make sure I am giving you proper info nowadays. I even deleted it , start over and write it down each something goes wrong time to make sure its not something stupid that I am doing.

Thanks.

EDIT Now got the officlal Windows 10. It tells me the usual "do you want to run this file". Click YES. Then it wont run.

NEW EDIT Windows 10 will not let you runs some files if there is an update waiting, even if hidden. It starts now. Stupid Windows.
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starbuck
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[Tool] Flummery v0.3.7.5

Post by starbuck »

Normal Opening of Junkyard works fine and looks great in game

Errol opening sun.CNT and saving it again kept the settings.

BUT After making a CR map of junkyard and opening the sun.CNT file, then editing it just like before, then exporting overtop of the original sun.CNT file does something weird to the map.

The map now has only one texture on all the map models.

I edited the sun.CNT file under LIGHT COLOUR and resaved the file.

http://s000.tinyupload.com/index.php?file_id=66282705959967338832

Opening and editing the sun.LIGHT file and saving it as a sun.CNT file does the same thing with a different texture.

It could be that I am editing only a small portion of the "suns properties" settings and causing a conflict since I only edited the LIGHT COLOUR in one file and nothing else.

I noticed that if I edited the sun.LIGHT file and saved it as sun.SNT the sun.LIGHT file did not change.
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Errol
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[Tool] Flummery v0.3.7.5

Post by Errol »

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.

As to everything else, I'll investigate.

edit:

That zad you linked... you made that yourself? You've included both the IMG and the TDX files in the ZAD at the same time. C:R will attempt to use the TDX files (which don't work in CarMODgeddon mode) and you'll have issues. I just removed the TDX files myself and everything works as intended.
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starbuck
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[Tool] Flummery v0.3.7.5

Post by starbuck »

Yeah I zadded it up myself. Did not check to see that Flummery didnt include those files.

Of course it worked after removing the TXDs.

Thanks. Now onto car testing :)
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[Tool] Flummery v0.3.7.5

Post by Gravedrinker »

So how far along is map making now? What works and what doesn't? Wouldn't mind making a map as well, been collecting ideas from the start.
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Post by nobby »

Yeah yeah whatever Errol... TOSH GIMME THAT HL2 CAR!!!*

*But driven by Alyx...
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[Tool] Flummery v0.3.7.5

Post by Gravedrinker »

But nobby. Do you really want to pass up the useful advice rebel guys can give you? Like "Don't forget to reload Dr. Freeman". No one is considerate like those buggers.
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FatCat
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[Tool] Flummery v0.3.7.5

Post by FatCat »

Gravedrinker wrote:So how far along is map making now? What works and what doesn't? Wouldn't mind making a map as well, been collecting ideas from the start.
What kind of map, does it involve cyberpunk themes and night time?
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[Tool] Flummery v0.3.7.5

Post by Gravedrinker »

FatCat wrote:
Gravedrinker wrote:So how far along is map making now? What works and what doesn't? Wouldn't mind making a map as well, been collecting ideas from the start.


What kind of map, does it involve cyberpunk themes and night time?

One of them actually does, yeah. Got a whole lot of concepts lying around for stuff that I think would fit great in the game and is missing at the moment.
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[Tool] Flummery v0.3.7.5

Post by FatCat »

Gravedrinker wrote:
FatCat wrote:
Gravedrinker wrote:So how far along is map making now? What works and what doesn't? Wouldn't mind making a map as well, been collecting ideas from the start.


What kind of map, does it involve cyberpunk themes and night time?



One of them actually does, yeah. Got a whole lot of concepts lying around for stuff that I think would fit great in the game and is missing at the moment.

Oh really? I'd love lend a hand and ease the asset-creation process. :)
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Gravedrinker
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[Tool] Flummery v0.3.7.5

Post by Gravedrinker »

Thanks for the offer FatCat, that's cool. I have no idea what's possible at the moment though and how far along any kind of mapping support is, I only read stuff from flummery change logs here and there that mentioned maps.
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Errol
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[Tool] Flummery v0.3.7.5

Post by Errol »

It really depends on what you're after.

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.

You could then hand-craft a pedfile.xml for ped spawns, edit the materials by hand to do fancier things like water and so on.

Custom accessories are a little trickier, as is powerup placement but these aren't massive developments and if someone was wanting them then they'd increase in priority.
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starbuck
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[Tool] Flummery v0.3.7.5

Post by starbuck »

FYI even though Errol posted instructions.

Tutorial for Flummery.(a starter anyway)

http://r.carmajunkies.com/2015/07/30/tutorial-porting-carmageddon-2-content-to-carmageddon-reincarnation/

Saw it on Facebook.
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starbuck
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[Tool] Flummery v0.3.7.5

Post by starbuck »

Errol

No big deal but if you have it try that junkyard map.

Some of the textures are really bright green depending on the direction of the light. No big deal but just in case its Flummery . Cause it happens on walls and on road surfaces. About 3 percent of the textures.
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[Tool] Flummery v0.3.7.5

Post by Beroc-Lord of Destruction »

Nice tool, however, let me ask if there is some type of tutorial on how to get a car into this game? I have the car, I had to up-size it about 250% from the original eagle (dunno why) exported it using Flummery, add it into the game using Minge, I see it using the CarMODgeddon load, but when I drive it, it just isn't there like it falls through the floor or something of that nature. I see other people have put things in, I just would like a step by step on exactly what to do.

I know.. I ask for a lot.

Can that, just found it.
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Errol
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[Tool] Flummery v0.3.7.5

Post by Errol »

Good-o. Feel free to raise any issues, gripes, wishlist items or whatever on the issue tracker
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[Tool] Flummery v0.3.7.5

Post by Mechatron »

I get this error when I try to import an fbx model I made in blender, "Unsupported World Transformation Matrix pYpZnX" What does that mean? Seems any and all fbx models create this error message. I'm curious as to whether or not this is caused by something in blender or something in flummery. Any way to fix this?
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Gravedrinker
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[Tool] Flummery v0.3.7.5

Post by Gravedrinker »

You have to choose a different axis for top and front etc when exporting from Blender in the export config tab for fbx. Whatever you chose now (or is set by default) is not supported in Flummery so try something else.
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[Tool] Flummery v0.3.7.5

Post by Mechatron »

I think I figured it out now. I guess I'll to try making a new model.