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TDR addon car problem

All things Carmageddon TDR2000 related - hey, it's got multiplayer.
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Mastro 666
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TDR addon car problem

Post by Mastro 666 »

I'm working on my first addon car and I keep hitting a wall with it.

I'm sure I'm doing something really really wrong with the Descriptor.txt

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.max file and car folder: http://www.mediafire.com/file/eb0s30uel ... aniCar.zip

:help: :noob:
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Toshiba-3
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Re: TDR addon car problem

Post by Toshiba-3 »

Hello again Mastro,

You did a great deal of progress..! Some observations:

- Are you able to export the model from MAX properly? Because I can't and constantly have this error message upon processing the chassis:
Screenshot 2021-02-20 151059.png
Screenshot 2021-02-20 151059.png (18.19 KiB) Viewed 3111 times
I noticed the models (chassis and wheel_master) have wayyyyyy too many vertices, they are most likely all split. What you have to do is collapse or reconvert the objects to Edit Mesh modes once you have applied the reset XFORM (right-Click, convert to edit mesh), then enter vertex selection mode, select all vertices then weld the selection with a 0.001 threshold.
Screenshot 2021-02-20 151925.png
Screenshot 2021-02-20 151925.png (133.98 KiB) Viewed 3111 times
But still the car will crash on my end upon exporting, don't know why yet.
Anyway...

- The error you've shown up there is because of a local numbering issue..! That means the export plugin formats number and coordinates with commas ( , ) instead of periods ( . ).

Code: Select all

    0,584300     0,584300    0,584300    1,000000    0
    while it should be:
        0.584300     0.584300    0.584300    1.000000    0
To work around this, close Max, change the regional format in Windows settings to English (United States), then open Max again.
in french, but you'll get the idea
in french, but you'll get the idea
Screenshot 2021-02-20 152759.png (31.13 KiB) Viewed 3111 times
- Pay attention that the properties set onto the chassis model (right-click, properties, user defined tab), still make it load FRED and FRED_Damaged, instead of your Pagani textures. (that'll make the game crash upon loading the car)

- in the descriptor txt file, the node names must be in all-caps (ie. "PAGANI_VIEWFX" instead of "Pagani_VIEWFX"). The export plugin converts all names to caps.

- still in the descriptor, if you've got no customized func files, simply use the eagle4 ones:

Code: Select all

// Name of torque curve function
	"Eagle4TorqueCurve.func"

// Name of tire slip curve function
	"Eagle4RoadSlipCurve.func"

// Name of tire load curve function
	"Eagle4TireLoadCurve.func"
	
// Name of Camber thrust curve
	"Eagle4CamberThrust.func"

// Name of Camber grip curve
	"Eagle4CamberGrip.func"

// Name of Front Down force curve
	"Eagle4FrontDownForce.func"

// Name of Rear Down force curve
	"Eagle4RearDownForce.func"

// Name of Roll resistance curve
	"Eagle4RollResistanceCurve.func"
or the ones from an existing car that matches the new car.

Not much else to say at the moment as the reason why the car is crashing while exporting isn't clear to me.
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Mastro 666
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Re: TDR addon car problem

Post by Mastro 666 »

Hello! Many thanks for your help on this. :beer:
Are you able to export the model from MAX properly?
Yes, the export process works fine here.
select all vertices then weld the selection with a 0.001 threshold.
change the regional format in Windows settings to English
Pay attention that the properties set onto the chassis model
the node names must be in all-caps
if you've got no customized func files, simply use the eagle4 ones
Done.

I get this error when i try to select the car:

Image

New files: http://www.mediafire.com/file/3jpgxd0cc ... ani_v2.zip

:help:
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Toshiba-3
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Re: TDR addon car problem

Post by Toshiba-3 »

Alrighty, the problem now is that "chassis" is too complex: TDR2000 has a limit of 2048 vertices per component. (C2 has it at 1024)
The solution is easy! Hit F4 to enable edged-faces mode, then F2 to turn selected faces fullbright red. Now select chassis, and in the modify tab, select the object mode. Select all objects forming the chassis model by dragging a selection around it with the mouse, Alt-click on the main component to deselect it, then click on Detach button to split the selection apart into a separate model (name it whatever you want).
Link that new model to data_chassis, and copy the user data properties from chassis, into the properties of the new model.
Screenshot 2021-02-21 112857.png
Screenshot 2021-02-21 112857.png (140.83 KiB) Viewed 3098 times
Screenshot 2021-02-21 113110.png
Screenshot 2021-02-21 113110.png (63.97 KiB) Viewed 3098 times
That should do the trick..!

Now you'll notice that you'll have to place the wheel instance nodes properly as they are too far in. Probably drag them lower under the car too to give a bit more clearance for suspensions to do their work. You'll also have to mirror wheel_master, as the current one is only good for one side :B You'll have something like wheel_master_left and wheel_master_right.
Another remark is that if you don't intend on making a damaged texture, you don't have to create it. Just write Pagani instead of Pagani_Damaged everywhere the game expects to find it. Even in Max.
Finally you'll probably have to tweak the center of mass a bit (in the properties of data_chassis) to get the car a bit higher from the ground.

Almost there! :beer:
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Mastro 666
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Re: TDR addon car problem

Post by Mastro 666 »

Thanks Tosh! :beer:

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I have a lot to learn. :cool:
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Re: TDR addon car problem

Post by Toshiba-3 »

:rockon:

You mastered the most annoying part.
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Mastro 666
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Re: TDR addon car problem

Post by Mastro 666 »

Bored and need something to watch?

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Mastro 666
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Re: TDR addon car problem

Post by Mastro 666 »

Another question: I want to resize a model in 3dsMax 3.1 but every time I export to pak I get the reset xform message. Upon reset the model returns to the original size. What the hell am I doing wrong?
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Re: TDR addon car problem

Post by Likvidator »

I believe this is because after resizing the model the percentage changes which should be 100. (If I translated the text correctly :smile: )
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Mastro 666
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Re: TDR addon car problem

Post by Mastro 666 »

Affect Object Only, Scale, Reset XForm and Edit Mesh was the solution for me.
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Re: TDR addon car problem

Post by Toshiba-3 »

Mastro 666 wrote: Thu Oct 26, 2023 11:44 pm
Late reply, sorry. Personaly I still rely on Beroc's good old "create a new cube at the origin and attach your transformed element to it". That resets everything and you're 100% both the working pivot and the creation pivot are at the same coordinates.

He explains his method in this page https://rr2000.cwaboard.co.uk/R4/TUT/tdr_new/0503.htm near the middle (search for "Now is a good time to talk about Creation Point.")
I actually do this for everything in the 3D scene at some point, but it goes way faster as I merge a cube with everything else then detach them manually.
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