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Alex's Garage
Alex's Garage
- TwIsTeDMiNd
- speed freak
- Posts: 722
- Joined: Wed May 23, 2012 4:46 pm
Alex's Garage
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...AlexTSK wrote:Here's a bit of a size comparison. Red Tech made sure to build the baddest Eagle out there ;)
Alex's Garage
Alex's Garage
Alex's Garage
@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 :)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?
@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
Alex's Garage
Alex's Garage
Alex's Garage
If the design calls for something like that, sure :)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 :)
Alex's Garage
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.
Alex's Garage
Daaaaamn !AlexTSK wrote: A hell of a lot of stuff to do.
Work is appreciated of course.
Still tho, Daaaaamn !
Alex's Garage
- Doctor Fraggington
- turbo bastard
- Posts: 307
- Joined: Wed Jan 15, 2014 1:47 am
Alex's Garage
- farellfoxx
- driver
- Posts: 87
- Joined: Fri May 22, 2015 4:03 am
Alex's Garage
So much detail; that's a great modeling job!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 correctlyTo 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 groundThrough 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.
Alex's Garage
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
Alex's Garage
Thank you! A lot of it isn't actual geometry though :)farellfoxx wrote:So much detail; that's a great modeling job!
- '80s Time Warp
- Road Warrior
- Posts: 1257
- Joined: Wed Aug 03, 2011 8:30 pm
Alex's Garage
Twitter Manifestation. - Mods for Max Damage.
Please do not use my old/deadname.
- Doctor Fraggington
- turbo bastard
- Posts: 307
- Joined: Wed Jan 15, 2014 1:47 am
Alex's Garage
Alex's Garage
I agree with Doc Fraggington, the damage looks more like further patina than damage right now - but you're obviously aware of that!
Alex's Garage
Alex's Garage
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? ;)
- helomyname
- turbo bastard
- Posts: 288
- Joined: Sat Dec 03, 2011 1:25 pm
Alex's Garage
Alex's Garage
Alex's Garage
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.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
- Doctor Fraggington
- turbo bastard
- Posts: 307
- Joined: Wed Jan 15, 2014 1:47 am
Alex's Garage
Alex's Garage
Thanks! Yep its just got a little bit of dirt on it ;)Doctor Fraggington wrote:Looks nice. Lookit all that dirt!
- FunnyOctopus
- aka Privata
- Posts: 376
- Joined: Sun Aug 03, 2014 6:34 pm
Alex's Garage
+500 internet cookies. (when I get my job back I would like to do donations to all the major modders here)
Alex's Garage
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 :)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)
Alex's Garage
- FunnyOctopus
- aka Privata
- Posts: 376
- Joined: Sun Aug 03, 2014 6:34 pm
Alex's Garage
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)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
Alex's Garage
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