Thanks Nobby, I hope you have some great holidays as well. =Dnobby wrote:Lovely Xmas adornments there FatCat, I'll be adding those to my Eagle for sure! Thanks very much, Have a very merry Crimbo and a splendid New Year!
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These last years, the CWA Board assimilated what was archived from many old Carmageddon forums, including the whole of the Official Carmageddon.com Forums.
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FC's Modding
FC's Modding
FC's Modding
Sick shit FatCat, kkep up the good work!
FC's Modding
FatCat wrote:C2 Eagle
Jesus Christ FatCat that is so awesomeFatCat wrote:Realistic Eagle R Paint
Max is back. Let there be blood and motor oil
FC's Modding
Great work! Love the paint, can't wait to try the C2 Eagle!!
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TDR2000 MAX-Pack A community add-on pack.
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TDR2000 MAX-Pack A community add-on pack.
- MrDeviance
- turbo bastard
- Posts: 419
- Joined: Wed May 28, 2014 7:30 pm
FC's Modding
Awsome job, I just knew this game can look good as long as there's a little bit of talent behind it.
Too bad the art direction of Stainless was only able to make them look like plastic.
If you want, try and also make a version where the paint nuance matches the default one a bit more.
FC's Modding
MrDeviance, you really must have some kind of fetish at pissing the hell out of people at any possible chance.
It's quite obvious that they avoided to push reflections so far because it's still way too basic, as true as matte finish everywhere boring, it's also true that current gloss effect is lacking a lot.
Look how much stretch distortion has the scenario reflected on the Eagle in the mod. Also many curvy details are lost without the missing shades of matte finish effect.
I agree that as a mod is great and proper paint gloss feels more natural. But that early 2000 effect the prealpha has to offer is not something you want to show officially.
It's quite obvious that they avoided to push reflections so far because it's still way too basic, as true as matte finish everywhere boring, it's also true that current gloss effect is lacking a lot.
Look how much stretch distortion has the scenario reflected on the Eagle in the mod. Also many curvy details are lost without the missing shades of matte finish effect.
I agree that as a mod is great and proper paint gloss feels more natural. But that early 2000 effect the prealpha has to offer is not something you want to show officially.
FC's Modding
Whoops, was wondering how come i couldn't find my own modding thread, it's all the way down here, i guess it's only proper. =D
Here's a progress pic of the Eagle3, i've only just gotten back to working on it after spending the holidays with family. Happy new year to y'all!
Just modelling all those internal bits.
Here's a progress pic of the Eagle3, i've only just gotten back to working on it after spending the holidays with family. Happy new year to y'all!
Just modelling all those internal bits.
- MrDeviance
- turbo bastard
- Posts: 419
- Joined: Wed May 28, 2014 7:30 pm
FC's Modding
FatCat wrote:Whoops, was wondering how come i couldn't find my own modding thread, it's all the way down here, i guess it's only proper. =DHere's a progress pic of the Eagle3, i've only just gotten back to working on it after spending the holidays with family. Happy new year to y'all!
Just modelling all those internal bits.
What's this? Are you remaking the Eagle 3 a second time?
FC's Modding
What even :DFatCat wrote:Here's a progress pic of the Eagle3
Just modelling all those internal bits.
- Doctor Fraggington
- turbo bastard
- Posts: 307
- Joined: Wed Jan 15, 2014 1:47 am
FC's Modding
Sexy engine.
FC's Modding
Dear Nobby...
Why is "CWeldParameters:Add_PartSpaceVertex( 0.0, 0.0, 0.0 )" allowed but Green colored Vertices cannot Weld a part to the Root object unless they're at the exact location of another vertice on the root c_Body object.
Signed
A very disappointed modder.
FC's Modding
That should be obvious. Adding a part space vertex in the structure.xml is intended for NULL objects which don't have vertices and if you use it on actual model it should only be for prototyping. That keeps the object postioned relative to that point on the partner object so the partner object doesnt need to have a vertex in that position.
The point of using vertex colours is to make vertices on one object move with vertices in the partner object. The whole concept doesnt work properly if there isn't a matching vertex in the partner object. If you have a vertex doesnt match up to one in the partner object then the game would need to use the three vertices of the triangle the weld vertex is nearest to in order to calculate the relative position inside that triangle and maintain that relative position as those three vertices move independantly, which not only would add substantial calculations costs but would also not have as good an effect as the cheaper option of having matching vertices. This way you can have multiple weld vertices which move with the partner object as it crushes while the rest of the vertices move independantally, such as a bumper welded at either end but comes away in the middle. Obviouse, isn't it?
I would guess using a single coloured vertex would at like adding a part space vertex in the structure.xml and adding multiple part space vertices in the structure.xml acts like colouring multiple vertices in the model. On another note, you can only have one weld vertex on a deformable part welded to a non-deformable part for obvious reasons.
The point of using vertex colours is to make vertices on one object move with vertices in the partner object. The whole concept doesnt work properly if there isn't a matching vertex in the partner object. If you have a vertex doesnt match up to one in the partner object then the game would need to use the three vertices of the triangle the weld vertex is nearest to in order to calculate the relative position inside that triangle and maintain that relative position as those three vertices move independantly, which not only would add substantial calculations costs but would also not have as good an effect as the cheaper option of having matching vertices. This way you can have multiple weld vertices which move with the partner object as it crushes while the rest of the vertices move independantally, such as a bumper welded at either end but comes away in the middle. Obviouse, isn't it?
I would guess using a single coloured vertex would at like adding a part space vertex in the structure.xml and adding multiple part space vertices in the structure.xml acts like colouring multiple vertices in the model. On another note, you can only have one weld vertex on a deformable part welded to a non-deformable part for obvious reasons.
a.k.a. Brent
- '80s Time Warp
- Road Warrior
- Posts: 1257
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FC's Modding
My best educated (but possibly incorrect) guess is that it is not allowed on crushable parts as you can't weld deformable vertices to something that isn't there. The weld vertices on crushable parts have to match vertices on the 'weld partner', however when welding non-crushable parts to crushable parts, the weld vertice doesn't have to meet a vertice on the 'weld partner'.
It's a bit like like parts in the real world (when it comes to crushable to crushable part welds), You can't bolt a fender to a car, if at the point you want to bolt it - the bolt doesn't actually make contact with the car. It may also have been done this way because it could cause undesirable deformation.
Also from what I've seen the "CWeldParameters:Add_PartSpaceVertex( 0.0, 0.0, 0.0 )" command appears to be intended for use by null nodes or non-crushable parts. That is the only time I've seen it being used on the default cars I've been digging through.
Damn'it, Trent has beat me to it, hehe
Otherwise the Eagle 3 is looking pretty good :)
It's a bit like like parts in the real world (when it comes to crushable to crushable part welds), You can't bolt a fender to a car, if at the point you want to bolt it - the bolt doesn't actually make contact with the car. It may also have been done this way because it could cause undesirable deformation.
Also from what I've seen the "CWeldParameters:Add_PartSpaceVertex( 0.0, 0.0, 0.0 )" command appears to be intended for use by null nodes or non-crushable parts. That is the only time I've seen it being used on the default cars I've been digging through.
Damn'it, Trent has beat me to it, hehe
Otherwise the Eagle 3 is looking pretty good :)
Just another '80s Dreamer....
Twitter Manifestation. - Mods for Max Damage.
Please do not use my old/deadname.
Twitter Manifestation. - Mods for Max Damage.
Please do not use my old/deadname.
FC's Modding
Eagle MK3 2014 v1.3
Enjoy!
Click Here to download this mod!
(edit: converted to work with C:R final)
(8/1/15: Edit: converted to Carmodgeddon)
(Nov. 7 2016 update: Converted to C:MD)
- Razor
- Stomping-on-Kittens
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FC's Modding
10/10 Would download again.
[ Razor @ Carmageddon Webmasters Alliance Network ] [ My Downloads ] [ My Carma Items ] [ Conversion lists ]
To download the BETA Mod and more information on my other work, visit me @ https://razor.cwaboard.co.uk
To download the BETA Mod and more information on my other work, visit me @ https://razor.cwaboard.co.uk
FC's Modding
I'm stunned by the work you guys (modders&tool makers) have already done. Simply amazing. A side note though: call me a nitpicker, but isn't this iteration of the Eagle technically "mk3 2015"? It's your right to name it whatever you want of course, I guess it's dated from inception, just being curious. Will get it once @ home.
- Mad_Maxine
- Pink
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FC's Modding
well I must say it dose look a lot better with an interior, compleats it,
I might have to try it in my game and such, I havent really been folowing progress al that much so I have to ask is there an engine and stuff? I just dident see any pics of one is all.
so yeah here is some constructive feedback, and personal opinions, Im not really a fan of low profile tyers there way lower than the orignal and ya know, they just never seem carma, also I never have them on my real cars because I disslike the ride :D. also it looks like something is missing from the interior? The center consol there needs like a shifter, or gear selecter, or something the slots in it kinda make it look like something is soposed to be there, right now I assume the gears are on the steering like a racecar? but most cars ive been in you still need to put it into drive before the shifters will work.
Apart from that the model looks like a nice, detailed, and accurate remake of the carmageddon 2 eagle, Im one of those who liked the C2 eagle so this is something I will use in the future, all in all a pretty good job, and its still nice to see people actully MAKE cars for carmageddon still, something that seems to have died out in most other driving games.
so.. there gona be a huge color pack or what? heh, ala C2
Speed posted
I might have to try it in my game and such, I havent really been folowing progress al that much so I have to ask is there an engine and stuff? I just dident see any pics of one is all.
so yeah here is some constructive feedback, and personal opinions, Im not really a fan of low profile tyers there way lower than the orignal and ya know, they just never seem carma, also I never have them on my real cars because I disslike the ride :D. also it looks like something is missing from the interior? The center consol there needs like a shifter, or gear selecter, or something the slots in it kinda make it look like something is soposed to be there, right now I assume the gears are on the steering like a racecar? but most cars ive been in you still need to put it into drive before the shifters will work.
Apart from that the model looks like a nice, detailed, and accurate remake of the carmageddon 2 eagle, Im one of those who liked the C2 eagle so this is something I will use in the future, all in all a pretty good job, and its still nice to see people actully MAKE cars for carmageddon still, something that seems to have died out in most other driving games.
so.. there gona be a huge color pack or what? heh, ala C2
Speed posted
FC's Modding
The original conceptart actually dates back to June 2014. Since stainless could make a new MK3, either in the main game or in some expansion pack for C:R, i'm putting 2014 on it, it'll be less confusing that way to peeps.skyNET wrote:I'm stunned by the work you guys (modders&tool makers) have already done. Simply amazing. A side note though: call me a nitpicker, but isn't this iteration of the Eagle technically "mk3 2015"? It's your right to name it whatever you want of course, I guess it's dated from inception, just being curious. Will get it once @ home.
----------------------------------------------------------------
Mad_Maxine wrote:well I must say it dose look a lot better with an interior, compleats it,
I might have to try it in my game and such, I havent really been folowing progress al that much so I have to ask is there an engine and stuff? I just dident see any pics of one is all.
There is an engine and lots of parts and stuff under those parts too!
FC's Modding
Thanks everyone! by the way, which color would y'all like in the color pack? any color at all :) even double ones like orange for the body and green for the black parts, or colored rims/rubber, etc, go crazy!
FC's Modding
I've already chimed in on IRC, but just to repeat: excellent work :) I personally prefer it to the C:R eagle at the moment. I like the demo version of the eagle you'd based it on - but for my taste the colour is all wrong :) I'd happily see a darker palette with more wear and tear and much less specular highlighting - especially inside. A nice monotone within the cab maybe, less of the penis-pink. The best thing about the C:R openess and the tools everyone has invested so much time in creating (general thanks, you know who you are :)) is that everyone can customise these things to suit their own tastes - thank you for taking the time to create this fatcat. Awesome work.FatCat wrote:Thanks everyone! by the way, which color would y'all like in the color pack? any color at all :) even double ones like orange for the body and green for the black parts, or colored rims/rubber, etc, go crazy!
(fair warning: I fall firmly in the grunge camp of the age old debate of C vehicle design spirit. The gloss and shine of the modern shown room doesn't float my boat.)
- The Unbreakable Kavinsky
- driver
- Posts: 87
- Joined: Thu May 29, 2014 6:20 am
FC's Modding
hmm Fatcat do you mind If I drop an idea on you, maybe this would make a good basis as a brand new Scarlet or some sort of descendant of it
http://i.ebayimg.com/00/s/MTAyOFgxNjAw/z/TmgAAOSw0rdTxUcE/$_57.JPG
1:18 BBR La Ferrari by the way
as I've had this saved in my watching list for awhile and I keep thinking this is what a modern Scarlet or countslash would look like
but that might just be the colors talking
http://i.ebayimg.com/00/s/MTAyOFgxNjAw/z/TmgAAOSw0rdTxUcE/$_57.JPG
1:18 BBR La Ferrari by the way
as I've had this saved in my watching list for awhile and I keep thinking this is what a modern Scarlet or countslash would look like
but that might just be the colors talking
FC's Modding
I can't wait to try out your new Eagle in game. Since I'm back here again after being busy with other stuff, Do you mind if I do some more mod gameplay videos with your work? I'm not really doing much for reviews anymore, my new YouTube channel is mostly gameplay. I figure I should ask first. Anyway I think I'll enjoy playing Reincarnation with the mods you've made. the Eagle in Carmageddon 2 is one of my favorite cars from these games. Nice work.
FC's Modding
Thanks! Also you can do alllllllllllll the gameplay videos you wish to do with any of the mods and whatnot i have made. I love to share :DMechatron wrote:I can't wait to try out your new Eagle in game. Since I'm back here again after being busy with other stuff, Do you mind if I do some more mod gameplay videos with your work? I'm not really doing much for reviews anymore, my new YouTube channel is mostly gameplay. I figure I should ask first. Anyway I think I'll enjoy playing Reincarnation with the mods you've made. the Eagle in Carmageddon 2 is one of my favorite cars from these games. Nice work.
FC's Modding
nice, it's time to shake off the dust from my CR - i didn't launch it since september 2014 actually!
thanks for this, i'm not a fan of eagle mk3, but yours reincarnation looks awesome
thanks for this, i'm not a fan of eagle mk3, but yours reincarnation looks awesome
- MrDeviance
- turbo bastard
- Posts: 419
- Joined: Wed May 28, 2014 7:30 pm
FC's Modding
Very cool mk3. Would have been so awesome if we could also mod in the original carma 2 engine sounds for it.
- TwIsTeDMiNd
- speed freak
- Posts: 722
- Joined: Wed May 23, 2012 4:46 pm
FC's Modding
Nice work FatCat, I love it! My only suggestion to improve I think is the rear lights...they would look better if fully modelled because currently it's just a plain texture and also the rearlight effect need some enhancement. Otherwise, everything is fine!!
FC's Modding
TwIsTeDMiNd wrote:Nice work FatCat, I love it! My only suggestion to improve I think is the rear lights...they would look better if fully modelled because currently it's just a plain texture and also the rearlight effect need some enhancement. Otherwise, everything is fine!!
You dont like the current effect? It's very extremely subtly transparent, and the inside is in fact fully modelled and reflective. To give this kind of effect when it's exposed to sunlight.
It'll look great unless you got your settings all set to low, then it wont look so great.
- TwIsTeDMiNd
- speed freak
- Posts: 722
- Joined: Wed May 23, 2012 4:46 pm
FC's Modding
I didn't noticed it's fully modelled. About the effect, I mean the brake light effect. And yeah, my settings are set to low. In your attached picture, it looks like the wheel wing is casting shadow, but not the light if you see what I mean. The light texture doesn't blend very well with the red wheel wing, it looks out of context.
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