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[REQUEST]Can the visual damage be tweaked to match the Reincarnation pre-alpha style?
- MrDeviance
- turbo bastard
- Posts: 419
- Joined: Wed May 28, 2014 7:30 pm
[REQUEST]Can the visual damage be tweaked to match the Reincarnation pre-alpha style?
Does anybody have any idea of how to tweak the visual damage in Max Damage, to match the one seen in this video for example?
https://www.youtube.com/watch?v=MFAeMu7i_-Q
[REQUEST]Can the visual damage be tweaked to match the Reincarnation pre-alpha style?
EDIT: to be more precise, I modified the damage model by increasing the deformation subdivisions (which was 1000 in C:R and 6 in MD if I recall correctly) and by severely increasing the amount of detachables.
It looks much better now when a car is hit by a mine or mortar and lots of parts fly everywhere.
You can check it in one of my videos in Youtube, it's called messing with config.lua (damage model improved)
[REQUEST]Can the visual damage be tweaked to match the Reincarnation pre-alpha style?
[REQUEST]Can the visual damage be tweaked to match the Reincarnation pre-alpha style?
[REQUEST]Can the visual damage be tweaked to match the Reincarnation pre-alpha style?
Psyrgery wrote:Use my tweaks, the damage model is closer to how it was in C:R pre-alpha, it took a hit when the game was ported to console and the physics had to run on mobile cpus.EDIT: to be more precise, I modified the damage model by increasing the deformation subdivisions (which was 1000 in C:R and 6 in MD if I recall correctly) and by severely increasing the amount of detachables.
It looks much better now when a car is hit by a mine or mortar and lots of parts fly everywhere.
You can check it in one of my videos in Youtube, it's called messing with config.lua (damage model improved)
would you mind to share a link, please? :)
- MrDeviance
- turbo bastard
- Posts: 419
- Joined: Wed May 28, 2014 7:30 pm
[REQUEST]Can the visual damage be tweaked to match the Reincarnation pre-alpha style?
Psyrgery wrote:Use my tweaks, the damage model is closer to how it was in C:R pre-alpha, it took a hit when the game was ported to console and the physics had to run on mobile cpus.EDIT: to be more precise, I modified the damage model by increasing the deformation subdivisions (which was 1000 in C:R and 6 in MD if I recall correctly) and by severely increasing the amount of detachables.
It looks much better now when a car is hit by a mine or mortar and lots of parts fly everywhere.
You can check it in one of my videos in Youtube, it's called messing with config.lua (damage model improved)
Hey thanks. I had read your topic but I thought your mod only dealt with the type of damage that cars do to other cars at a statistic level and not on a visual level.
It would have helped if you had some comparison videos in the topic but I guess that stuff takes lots of time.
[REQUEST]Can the visual damage be tweaked to match the Reincarnation pre-alpha style?
In I recall correctly I even managed ti increase the draw distance by a wide margin too.
I will update my mod later on today, sorry for the false information.
EDIT: Nevertheless the video really I mentione shows the tweaks I mentioned, I will try to make some comparison pics
[REQUEST]Can the visual damage be tweaked to match the Reincarnation pre-alpha style?
Nice, I'd like to try that out.Psyrgery wrote:Fuck, forget what I said, the last tweaks I mention here were not uploaded to my Dropbox folder because I did not mean to include then in my mod, I mean I only got to fiddle with them a bit.In I recall correctly I even managed ti increase the draw distance by a wide margin too.
I will update my mod later on today, sorry for the false information.
EDIT: Nevertheless the video really I mentione shows the tweaks I mentioned, I will try to make some comparison pics
- MrDeviance
- turbo bastard
- Posts: 419
- Joined: Wed May 28, 2014 7:30 pm
[REQUEST]Can the visual damage be tweaked to match the Reincarnation pre-alpha style?
Psyrgery wrote:Fuck, forget what I said, the last tweaks I mention here were not uploaded to my Dropbox folder because I did not mean to include then in my mod, I mean I only got to fiddle with them a bit.In I recall correctly I even managed ti increase the draw distance by a wide margin too.
I will update my mod later on today, sorry for the false information.
EDIT: Nevertheless the video really I mentione shows the tweaks I mentioned, I will try to make some comparison pics
Aww ok, no problem. At least my topic helped with something to a degree.
[REQUEST]Can the visual damage be tweaked to match the Reincarnation pre-alpha style?
I am not sure if you will like these tweaks, but give it a shot anyway, maybe you will enjoy it.
Download it here
[REQUEST]Can the visual damage be tweaked to match the Reincarnation pre-alpha style?
if u want more vec deformation just grab Psyrgery's "misc_maps.lua" and edit it, its pretty much all there under "car_damage_detail_map", its very straightforward.
[REQUEST]Can the visual damage be tweaked to match the Reincarnation pre-alpha style?
Hi ZeMantras,ZeMantras wrote:thks for the new tweaks will try
if u want more vec deformation just grab Psyrgery's "misc_maps.lua" and edit it, its pretty much all there under "car_damage_detail_map", its very straightforward.
that file only contains the presets for the amounts of detachable parts to be handled by the engine, (and my edits are only meant to work if you have set the game graphics config to "Best quality")
In fact, the game crush parameters are found in the file CGameParameters.lol which itself is found in the scripts folder within the ZAD file scripts.zad.
After you've decrypted it you can modify the blood colour, gravity, crush parameters, etc.
The files I've tweaked the most are this one and game_balance.lol which handles the damage input and output between the player and cpu opponents, among other things such as APO or credits.
- MrDeviance
- turbo bastard
- Posts: 419
- Joined: Wed May 28, 2014 7:30 pm
[REQUEST]Can the visual damage be tweaked to match the Reincarnation pre-alpha style?
[REQUEST]Can the visual damage be tweaked to match the Reincarnation pre-alpha style?
I'm not sure if this is influenced by the tweak, but sometimes I get that soap brick buck where car's body loses traction with environment I remember getting it often in Alpha.
Also I think it would be cool to increase amount of bloody tire tracks and dead bodies, this way the track would look even better.
- caiusmisus
- pedestrian
- Posts: 2
- Joined: Sun Jul 11, 2021 7:30 pm
Re: [REQUEST]Can the visual damage be tweaked to match the Reincarnation pre-alpha style?
If anybody is still around, exactly what changes are included in these files? Only the destruction talked about in this thread? Or also the damage tweaks from the previous Psyrgery mod? Anything else? Always found it a little annoying as there are multiple versions of these files going around and nobody ever lists what exactly is and is not included in them...Psyrgery wrote: ↑Wed Sep 06, 2017 10:26 pm Okay, when I got home I found out that the last set of tweaks I made were a mess, so I spent the whole afternoon setting it up again from scratch.I am not sure if you will like these tweaks, but give it a shot anyway, maybe you will enjoy it.Download it here
- Sleep Dirt
- hit n run
- Posts: 153
- Joined: Sun Nov 27, 2011 7:36 pm
- Location: England, Isle of Wight
Re: [REQUEST]Can the visual damage be tweaked to match the Reincarnation pre-alpha style?
Primarily removing the goofy/novelty factors plaguing the stock crushing physics, also making heavy crushed areas less of a scramble of triangle shards, and other many things.
So check back soon
EDIT: Well, time really didn't get on my side, at all hahaha!
Progress is happening though, only 10 cars left for the first wave of approximate balancing, so hopefuly get through them all within the next few weeks
EDIT2: Haha it's getting there, did a heap more messing about, massively improved the way panels ruffle and crease, eats CPU power though. Release really is coming soon.
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