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Alex's Garage

The 2016 reincarnation of Carmageddon! Thanks, SCi!
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AlexTSK
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Post by AlexTSK »

Ah I see, well 3 is probably good then, I'll test it out once i've fixed all the other issues :)
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TwIsTeDMiNd
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Post by TwIsTeDMiNd »

AlexTSK wrote:Here's a bit of a size comparison. Red Tech made sure to build the baddest Eagle out there ;)

Good job man on the redtech eagle!! I like the color choice you made there, it looks more realistic than the tez eagle but is this not why they didn't made it this way, because it will cause problem with the blood splatters? This seems to be a very similar color...
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HEX1GON
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Post by HEX1GON »

Fucking amazing.
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hazardic
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Post by hazardic »

Btw - did you test it in multiplayer to take this screen with tez eagle? it means, somebody who in tez eagle is a human living buddy or you've added tez eagle in the opponents lists to take this screen?
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Post by AlexTSK »

hazardic wrote:Btw - did you test it in multiplayer to take this screen with tez eagle? it means, somebody who in tez eagle is a human living buddy or you've added tez eagle in the opponents lists to take this screen?
@Twisted - Thanks! The reflectivity i'm still unsure about but I do like the color, and the blood splats look just fine on the Red Tech Eagle so I don't know. On a side note, the underbody textures are mirrored on the RT eagle so while the blood splats are just fine on the car paint, they do sadly get mirrored when splatting on the underbody. An unfortunate side effect of the way CR projects the blood, but I didn't know about it at the time of the car's making. The upside is that the paintwork has quite a bit more texel density so it should look better than the default cars at a lower mip level for those that are running the game on a modest machine :)

@Hex1gon - Thank you sir!

@hazardic - You can select the Tez eagle to be an opponent if running CarMODgeddon mode :) so no the screenshot was taken in Singleplayer
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hazardic
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Post by hazardic »

damn i wasn't aware about this feature. well then it will be awesome to add redtech eagle as opponent and find out its guts!
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starbuck
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Post by starbuck »

Idea here. When you make the cars I think they should for example already have a piece of an arm sticking out from under the hood from a previous race :)
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Post by AlexTSK »

starbuck wrote:Idea here. When you make the cars I think they should for example already have a piece of an arm sticking out from under the hood from a previous race :)
If the design calls for something like that, sure :)
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Post by AlexTSK »

Here's the downside to the underbody UVs, mirrored blood splats :/



On the upside, the car is slowly coming together and here's a couple of things I've managed to implement

-Engine rumbles, Crank, Water Pump, Alternator, Power Steering, Dry Sump Oil Pump, and 2 belt tensioner pulleys are spinning
-Windshield is in , and has 5 damage levels (just like vanilla cars)
-Custom Tires and their respective deflated counterparts
-Flaps for the hood and trunk are working correctly

To do

-Hinged Joints on bodywork pieces
-Driveshaft, CV Joints, Rear Differential
-Suspension Setup
-Material Correction
-Body Damage Texture (already started to paint it)
-Handling
-Setup the strength of the welds
-General Bugfixing Still chasing a few issues here and there like the tires turning white if they are burst and are of the ground

Through this rigmarole I've also discovered that you no longer need an empty/null node called 'driver' for the car to load. This means that we can have us some autonomous or silly cars without an obligatory max damage being placed somewhere inside, good stuff.
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starbuck
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Post by starbuck »

AlexTSK wrote: A hell of a lot of stuff to do.
Daaaaamn !

Work is appreciated of course.

Still tho, Daaaaamn !
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AlexTSK
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Post by AlexTSK »

It is quite a lot of work, but it's my first time after all :) the cars following this one should be setup a bit quicker :)
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Doctor Fraggington
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Post by Doctor Fraggington »

The normals look great.
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AlexTSK
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Post by AlexTSK »

Doctor Fraggington wrote:The normals look great.
Much appreciated!
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Post by helomyname »

Beautiful
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farellfoxx
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Post by farellfoxx »

AlexTSK wrote:Here's the downside to the underbody UVs, mirrored blood splats :/


On the upside, the car is slowly coming together and here's a couple of things I've managed to implement


-Engine rumbles, Crank, Water Pump, Alternator, Power Steering, Dry Sump Oil Pump, and 2 belt tensioner pulleys are spinning
-Windshield is in , and has 5 damage levels (just like vanilla cars)
-Custom Tires and their respective deflated counterparts
-Flaps for the hood and trunk are working correctly


To do


-Hinged Joints on bodywork pieces
-Driveshaft, CV Joints, Rear Differential
-Suspension Setup
-Material Correction
-Body Damage Texture (already started to paint it)
-Handling
-Setup the strength of the welds
-General Bugfixing Still chasing a few issues here and there like the tires turning white if they are burst and are of the ground


Through this rigmarole I've also discovered that you no longer need an empty/null node called 'driver' for the car to load. This means that we can have us some autonomous or silly cars without an obligatory max damage being placed somewhere inside, good stuff.

So much detail; that's a great modeling job!
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hazardic
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Post by hazardic »

AlexTSK wrote:It is quite a lot of work, but it's my first time after all :) the cars following this one should be setup a bit quicker :)

but oh boy it already escalates very quick i believe your future mods will be like think-done thing
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AlexTSK
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Post by AlexTSK »

farellfoxx wrote:So much detail; that's a great modeling job!
Thank you! A lot of it isn't actual geometry though :)
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'80s Time Warp
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Post by '80s Time Warp »

Looking good man :) Keep it up
Just another '80s Dreamer....
Twitter Manifestation. - Mods for Max Damage.
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AlexTSK
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Post by AlexTSK »

'80s Time Warp wrote:Looking good man :) Keep it up
Same to you!
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AlexTSK
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Post by AlexTSK »

Damage texture testing, still looks a bit weird but it is working :)

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Doctor Fraggington
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Post by Doctor Fraggington »

It looks more worn with time than use.
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nobby
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Post by nobby »

Hey Alex, the Eagle's looking mighty fine. I always tend to think of Carma cars as essentially shiny, until they get beaten up in battle, so it'll be interesting to see how she looks with that matt, pre-dirtied paint.

I agree with Doc Fraggington, the damage looks more like further patina than damage right now - but you're obviously aware of that!
I was in the war.
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AlexTSK
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Post by AlexTSK »

Thanks nobby, none of the materials are how I want them to look right now since the PBR workflow I used to make the car doesn't translate as easily as I thought it would into the game. The car will probably be a little bit shinier but not much more :)
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Post by FatCat »

My favorite specular map settings for maximum prettiness with red imo in C:R is near-black color with 75-85% opacity
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Post by AlexTSK »

I think I'm close, I might leave it as is since I quite like it

Car Reflections on High



Car Reflections on Medium



Car Reflections on Low





Also to anyone out there testing their materials, the lighting conditions make a big difference, here for example the red looks much deeper on the ice map where the sun isn't as bright as it is in the city :)



Not bad for a game from 2005 huh? ;)
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Post by helomyname »

I like it, the rear end is very pretty and I see that the reflections will look good even at low, which is how I will see them haha
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hazardic
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Post by hazardic »

Oh dear the car is ready!
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Post by AlexTSK »

Helomyname wrote:I like it, the rear end is very pretty and I see that the reflections will look good even at low, which is how I will see them haha
Thanks :) yep i've been mostly testing it on low reflections too, but it does help to bump it up just to see how it will hold up for people with the reflections set to medium or high.
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Doctor Fraggington
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Post by Doctor Fraggington »

Looks nice. Lookit all that dirt!
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Post by AlexTSK »

Doctor Fraggington wrote:Looks nice. Lookit all that dirt!
Thanks! Yep its just got a little bit of dirt on it ;)
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Post by FunnyOctopus »

You are raw talent. this industry needs more like you.

+500 internet cookies. (when I get my job back I would like to do donations to all the major modders here)
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Post by AlexTSK »

Privata wrote:You are raw talent. this industry needs more like you.

+500 internet cookies. (when I get my job back I would like to do donations to all the major modders here)
Wow much appreciated sir :) I won't ever ask for money for my mods but a donate button isn't a bad idea either so I can keep making more stuff :)
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Post by AlexTSK »

Just a little update on the damage texture, its acually not that visible most of the time, even 'oh dear bodywork trashed"' doesn't seem to activate it.easiest way to test it is to be hit by cops hehe



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FunnyOctopus
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Post by FunnyOctopus »

AlexTSK wrote:Just a little update on the damage texture, its acually not that visible most of the time, even 'oh dear bodywork trashed"' doesn't seem to activate it.easiest way to test it is to be hit by cops hehe


I like the damage texture it looks very brutal. I do wonder why it dosent seem to turn on most of the time, do you know what type of system it uses? is it like layers or texture swap? maybe there a value of damage before setting it? (I snow less than jon know)
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AlexTSK
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Post by AlexTSK »

I don't know exactly how it works but it is layered as you say, and when repairing the game blends between the two. There's no values because its blending the textures, so how the damage texture looks really depends on your actual texture and normal maps :)
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