FC's Modding

The 2016 reincarnation of Carmageddon! Discuss, mod and troubleshoot!
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FatCat
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Post by FatCat »

Hello you awesome bunch! I'll be using this thread to hold a list of all the completed mods that i've made for Carmageddon Reincarnation.

If you want to check latest development and works in progress, head on over to my art thread, there's a link to it in my signature.

Pick your poison!

HIERARCHY OF MODS:

From newest to oldest.

CARMAGEDDON MAX DAMAGE COMPATIBLE

2016:

New Vehicle - SP Carrerasaur: Showcase and Download

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New Vehicle - C2 Monsterbug: Showcase and Download

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New Vehicle - Monster Truck vehicle base: Showcase and Download

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New Vehicle - Rush2049's RocketZX v2.1 (April 18th 2016 update): Showcase and Download

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2015:


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New Vehicle - Abba Cab v1.1 (April 21st 2016 update): Showcase and Download

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New Vehicle - FutureHawk MK2 v1.6 Carmodgeddon conversion: Showcase and Download

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New Vehicle - Eagle Mk3 2014 v1.3 Carmodgeddon conversion : Showcase and Download

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CARMAGEDDON REINCARNATION CONTENT:


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Wheel Mod - ConceptArt Rims for the Eagle R: Showcase and Download

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Wheel Mod - Improved Bear Tires : Showcase and Download

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Wheel Mod - Improved Twister Tires v1.1 : Showcase and Download

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PRE-ALPHA CONTENT BELOW:

2014:


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Texture Mod - Eagle R: Realistic paint : Showcase and Download

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Bodywork Mod - Eagle R addon: Xmas Ornaments! : Showcase and Download

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Wheel + Handling Mod - Classic Rims for Caddy Fat Cat: Showcase and Download

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New Map - Skatepark BETA: Showcase and Download

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FatCat
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Post by FatCat »

Eagle R Concept Rims



Here's the link to download the mod.

Instructions are included in the readme.txt file.
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MrDeviance
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Post by MrDeviance »

Cool. Can't wait to see your eagle mk3 remake in this thread.
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Gravedrinker
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Post by Gravedrinker »

Very nice, thanks! Looking forward to your other stuff.
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FatCat
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Post by FatCat »



FutureHawk MK2 v1.2

Download this mod.

A simple custom-built Hawk MK2! Installation is very simple, all you have to do is put this .zad file in your Carmageddon Reincarnation ZAD folder, then enable it using Trent's automobile picker tool

Enjoy!
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Mad Max RW
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Post by Mad Max RW »

Great work. I took it for a test drive and there are no issues whatsoever. After beating the shit out of the car in ever way, getting wasted a few times, doing the wasting, and so on, it runs exactly as you'd expect. The model looks perfect and I even like the original windshield. The rest of the skin is a little plain but the wheels are beautiful.
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hermit
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Post by hermit »

compliments a wonderful job!

will create a version with interior?
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Fuel
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Post by Fuel »

Mad Max RW wrote:Great work. I took it for a test drive and there are no issues whatsoever. After beating the shit out of the car in ever way, getting wasted a few times, doing the wasting, and so on, it runs exactly as you'd expect. The model looks perfect and I even like the original windshield. The rest of the skin is a little plain but the wheels are beautiful.
Pretty much my thoughts exactly. Looking forward to a fully featured version! I'm just so glad my favourite hawk is back in C:R :-)

Edit: Misleading info removed. I clearly don't know enough and shouldn't contribute.
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Errol
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Post by Errol »

Sorry to derail but the xml thing can be avoided by editing the text table via LUA. I use the technique with my maps.
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Toshiba-3
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Post by Toshiba-3 »

I really like your Hawk, VetKet. Handles great ingame too.

Keep it up xoxoxoxo
Image / carmageddon add-ons at road reaction
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Trent
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Post by Trent »

Fuel wrote:
You have to add a couple of lines in text_earlass.xml in the text.zad. Hope they can change how that works in the future, otherwise I foresee a lot of the old 'missing carimage' thing that happened with a lot of add-on cars in C2.
It's HIGHLY recommended that no one edits the text_earlass.xml for their mods. It not only causes problems where only one mod with an edited text_earlass.xml will actually have their text in the game but also it means when Stainless update the game and edit the text_earlass.xml themselves, the official changes won't appear because the older modded file will take priority. It will also break the mods when the final game comes out and no longer uses that early access text file. As Errol has said it's better to inject text using LOL scripts as that does not edit the XML file.
a.k.a. Brent
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FatCat
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Post by FatCat »

FutureHawk MK2 Version 1.1 is out now, the link has been updated!

Changes include

1. A rumbling angry engine

2. Headlights/Taillights smash up and light up

3. detachable front fins/rear fins/Blade/Bumper

4. Exhaust comes out of the right area (Try out a turbo or mega turbo, it looks particularily gorgeous!)
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Baron Von Ordure
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Post by Baron Von Ordure »

Amazing work so far, FatCat! looking forward for an update that gives it an interior in the forseeable future. I love how it looks and handles in-game.
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RPGWiZaRD
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Post by RPGWiZaRD »

I haven't even tried it but I had to post, brilliant work, I already love it before I tried it. xD
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KakkaHousu
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Post by KakkaHousu »

I want try! But can't yet, I broke game again.
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FatCat
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Post by FatCat »

Link updated again, now featuring:


Removable bodywork!
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lemonrev
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Post by lemonrev »

Fantastic news there Fatcat, Love the car and now its got removable body parts :P, all the better :)
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shane
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Post by shane »

Nice work FatCat! Will have to make some time to test this out!
Ex-Carmageddon Community Manager - Carmageddon.com
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MrHaaax
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Post by MrHaaax »

You, sir, are this community's modding tour-de-force. We salute you!
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nobby
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Post by nobby »

That Hawk is LOVELY, Fatcat! Just needs its body panels to be a little less inclined to drop off if you sneeze near it. :)

Fantastic job!
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shane
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Post by shane »

Just been playing with the mod and this happened after a 'Ave a banana' powerup! I think it needs a sunroof ;)

Ex-Carmageddon Community Manager - Carmageddon.com
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Ohnhai
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Post by Ohnhai »

It looks like it's missing the 'Drivers Box'

This is a set of 8 verts, in the c_Body mesh, that are painted magenta (255, 0, 255, 255) and they should define the corners of the cabin volume. (bottom left/right of the foot well, top left/right of the windshield, top left/right and bottom left/right of the rear cabin bulkhead)

The game should take these verts and construct a box in which it will try and keep the driver by squeezing and pulling where nececcary (if the box gets too small, driver gets gibbed)

You will also need to add the following line (or at least make sure its there) to the CDATA section of c_Body in the structure file

CDamageParameters:Add_DriverBoxVertexColour( 255, 0, 255, 255 )

Enjoy! :D

Ohnhai
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Errol
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Post by Errol »

Excellent info Ohnhai, this shall be added to Flummery post-haste!
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FatCat
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Post by FatCat »

Ooooh, i shall add this driver's box, i wasn't aware of its existence.

I'm working on v1.3 which will have damage textures and an interior, I'm also gonna beef up the bodywork so that it's much much stronger to impacts. :)
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MrDeviance
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Post by MrDeviance »

Looking awesome man. Can't wait to see it in it's final version.

The only improvement that I can possibly find for it, is the bodywork texture. I think it looks a tad too clean right now.

I think the bodywork materials wouldn't hurt to look more like the eagle r ones and this also applies to the bumpers.

All in all, this is a very good model, very happy to see you finally being able to put cars in this game.
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FatCat
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Post by FatCat »

(Stealthily updates the link with fixed bodywork strength)

Also, Deviance, i do need to give the paintjob a little dirt n grime, i'm going to add that with the damage textures version. :)
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twisted
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Post by twisted »

MrDeviance wrote:The only improvement that I can possibly find for it, is the bodywork texture.
Of course there's always place for improvement...for example, there is no frame under, springs, dampers, suspension arms and brake discs. But I do see the amount of work involved in making this car and it's great to see so early someone starting to master the files and what they do. I didn't thought someone could achieve what fatcat did, at least not before the game's release! You even managed to have the motor moving...some coding I thought only batwick could done before we get our hands on the tools. That's excellent m8te, very well done! ;)

Edit: btw, I wouldn't mind if you would consider having some sportey alternative rims. Don't get me wrong, I like the current ones, but I'm not a fanatic of the futuristic look. The rest of the car is pure joy!
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FatCat
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Post by FatCat »

TwIsTeDMiNd wrote:

Edit: btw, I wouldn't mind if you would consider having some sportey alternative rims. Don't get me wrong, I like the current ones, but I'm not a fanatic of the futuristic look. The rest of the car is pure joy!

Point me in a direction for the wheels you want and i'll make you some custom wheels that you can use for it
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MrDeviance
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Post by MrDeviance »

I like the new wheels a lot, however if you ever feel like making extras, maybe you can go attempting to remake the exact look of the original mk2 rims for a retro effect.

But as I said, I already like these ones a lot too.
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twisted
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Post by twisted »

Wow, that's great! and since you talk about it, I'm having a hard time trying to figure out the right ones that not only would fit and look sportive, but also could do justice to the original. Well, you know what? I will check further and contact you tomorrow on irc. Thank you so much, you made my day!
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FatCat
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Post by FatCat »



Sportier rims for the FutureHawk MK2, as requested by TwistedMind

Download Here!

Installing these rims is easy, just swap Rim.mdl in the futurehawk's wheel folder in the ZAD for the Rim.mdl in this zip file.

(Note: I've updated the main link to the Hawk MK2 with some beta damage textures!)
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HEX1GON
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Post by HEX1GON »

Bloody beautiful FatCat :)
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skyNET
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Post by skyNET »

MrDeviance wrote:All in all, this is a very good model, very happy to see you finally* being able to put cars in this game.
**Already** would fit better.

FatCat: Great work man. Biggest hugs for the modding community for making this happen this early.
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copmac
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Post by copmac »

Hi Fatcat,

Looks very nice. Did you notice that you cannot de-rim the wheels?

you can crumble the front and the wheels are still attached.

Anyway with the additional rims it is fun to drive with.

Looking forward to the new textures and smashables.
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FatCat
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Post by FatCat »

FutureHawk MK2 v1.4



Pretty much final but it might get a mini update when i figure out wheel crushing welds.

But final for now, moving on to Neeeeeew cars!

Changes in this version include:

Better speculars

Interior and rivets

Upgraded wheels, no more dainty saucers

Rear Lights changed/Reverse lights added

Breakable windshield

UI elements added, such as minimap icon and race grid picture

Driver's box crushes and gibs max!

Proper logos for front and rear

Download Here!