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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.
If you wish to merge any previous account you might have had with your new or existing CWA account, don't hesitate to reach out to us !
stuck on what to do
Re: Buxton Raceway SOD
Am I good or what?
Not sure why you're getting the error log, you used TIFs for textures right?
No mixing colors using SketchUp color wheel??
Anyway... so now that the 'st_day.txt' is named correctly, does the track work?
Not sure why you're getting the error log, you used TIFs for textures right?
No mixing colors using SketchUp color wheel??
Anyway... so now that the 'st_day.txt' is named correctly, does the track work?
Re: Buxton Raceway SOD
it looked as though it was loading it up properly but then it shut itself down. heres my text file if it helps,thanks
Re: Buxton Raceway SOD
No, that doesn't help. You only changed the last line right?
Was there any sort or error alert at all? Does that map come up at all or crash while still loading?
Did the map look ok in PT2? You could see all the textures, etc?
You'll probably need to attach the zipped track.
To keep file size down only include:
st_day.txt
st_day.act
st_day.dat
st_day.mat (may look like just 'st_day' in your explorer window)
TIFFRGB folder
Don't need any other files no PIX, no .3DS, no .ASC
Was there any sort or error alert at all? Does that map come up at all or crash while still loading?
Did the map look ok in PT2? You could see all the textures, etc?
You'll probably need to attach the zipped track.
To keep file size down only include:
st_day.txt
st_day.act
st_day.dat
st_day.mat (may look like just 'st_day' in your explorer window)
TIFFRGB folder
Don't need any other files no PIX, no .3DS, no .ASC
Re: Buxton Raceway SOD
its crashes while loading and there isnt any error alerts and yeah it looked ok in pt2. heres the tracks files. the tiffrgb folder is to big so ill send it to your email
Re: Buxton Raceway SOD
I suggest not mixing all files in one folder,
* keep sketchup files in separate place
* 3ds, ase files and stuff keep in different place
* asc and result files keep in final folder (copy files where neaded)
* do backup sometimes incase of failure
* when finished copy file into races folder
* check races.txt entry (are the all values and lines valid?)
* keep sketchup files in separate place
* 3ds, ase files and stuff keep in different place
* asc and result files keep in final folder (copy files where neaded)
* do backup sometimes incase of failure
* when finished copy file into races folder
* check races.txt entry (are the all values and lines valid?)
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Re: Buxton Raceway SOD
I can see in PT2 you have 3 materials named:
(Extra material_1)
(Extra material_2)
(Extra material_3)
Carma does not like names with invalid characters like parenthesis and quotes and spaces and such.
In PT2, down in the bottom where the materials are displayed, double-click on a material to to open materials editor and rename the identifier - getting rid of the parenthesis.
ASE2ASC does not usually generate an error log.
Since you got errors there maybe be things (materials) you need to go back and fix first in the SketchUp model
NOTE:
I see you didn't go back into SkecthUp and give the other materials meaningful names. all the others are names Material01, Material02.
It does not crash game, but it sure sucks later whan you're trying to figure out which texture is which .
@jouzas:
Yes, its probably a good idea to keep other extra files seperate, but that will not crash game. All my raw track files have all the files together. But only when I do a release do I remove the extra files.
(Extra material_1)
(Extra material_2)
(Extra material_3)
Carma does not like names with invalid characters like parenthesis and quotes and spaces and such.
In PT2, down in the bottom where the materials are displayed, double-click on a material to to open materials editor and rename the identifier - getting rid of the parenthesis.
ASE2ASC does not usually generate an error log.
Since you got errors there maybe be things (materials) you need to go back and fix first in the SketchUp model
NOTE:
I see you didn't go back into SkecthUp and give the other materials meaningful names. all the others are names Material01, Material02.
It does not crash game, but it sure sucks later whan you're trying to figure out which texture is which .
@jouzas:
Yes, its probably a good idea to keep other extra files seperate, but that will not crash game. All my raw track files have all the files together. But only when I do a release do I remove the extra files.
Re: Buxton Raceway SOD *DELETED*
Post deleted by coffeycup
Re: Buxton Raceway SOD
could someone get me the track ingame please. ive just renamed all the materials and textures from sketchup and then done all the converting stuff but it still does'nt work, please help as i and others would like to see the track in the game, thanks.
Re: Buxton Raceway SOD
You'll have to find someone other than me.
I fixed up, cleaned up and set up your Buxton map last time.
As far as I'm concerned, you need to start learning the correct way to do it yourself.
Just like your first car should probably be a brick with 4 wheels, why not start with a simple box for a first test map?
Use just one or two textures, just to see if you can actually get it into the game.
I've already said more times than I feel is necessary, that polys need to be facing correct way and materials should be named logically in SketchUp before exporting.
If it isn't set up correctly at the start, you have problems later.
I fixed up, cleaned up and set up your Buxton map last time.
As far as I'm concerned, you need to start learning the correct way to do it yourself.
Just like your first car should probably be a brick with 4 wheels, why not start with a simple box for a first test map?
Use just one or two textures, just to see if you can actually get it into the game.
I've already said more times than I feel is necessary, that polys need to be facing correct way and materials should be named logically in SketchUp before exporting.
If it isn't set up correctly at the start, you have problems later.
Re: Buxton Raceway SOD
okay here is the 3ds file
Re: Buxton Raceway SOD
how did you get it ingame without textures?
Re: Buxton Raceway SOD
I searched around the forums and found good map text file. I neaded it for testing sketchup model on carma2. The template on The Spray Shop unfortenately was wrong and map didn't run.
Here is a good file and my map currently (suddently) runs. So try to replace text file and edit last line in itself
link: http://coffey.polygonized.com/files/EmptyTrack.txt
Here is a good file and my map currently (suddently) runs. So try to replace text file and edit last line in itself
link: http://coffey.polygonized.com/files/EmptyTrack.txt
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Re: Buxton Raceway SOD
Jeez, I totally forgot I had fixed and uploaded that emptytrack.TXT to my site.
Re: Buxton Raceway SOD
To make perfect conversion from sketchup:
1. Cleanup your map, texture it
2. Rename all textures, use correct size and format (as noted above)
3. While exporting 3ds from skethup uncheck options generate cameras from pages and export standalone edges
4. Import 3ds in Max, do render, export ase with settings noted above
5. You should see almost no errors in importing ase and converting
6. Move textures to new folder tiffrgb and only then process conversion
7. import ase file to plathing2 (do scale by .004), reset the view (option is somewhere around in menu), edit each texture's true color to white
8. download file i noted above, edit it and try map ingame (add map image for minimap to work, opponent paths for them to not be stuck - read tutorials, write new start position if default's not good (test location yourself - don't start outside ))
Note: These steps worked for test sketchup map i created. Later i'll create new good map.
1. Cleanup your map, texture it
2. Rename all textures, use correct size and format (as noted above)
3. While exporting 3ds from skethup uncheck options generate cameras from pages and export standalone edges
4. Import 3ds in Max, do render, export ase with settings noted above
5. You should see almost no errors in importing ase and converting
6. Move textures to new folder tiffrgb and only then process conversion
7. import ase file to plathing2 (do scale by .004), reset the view (option is somewhere around in menu), edit each texture's true color to white
8. download file i noted above, edit it and try map ingame (add map image for minimap to work, opponent paths for them to not be stuck - read tutorials, write new start position if default's not good (test location yourself - don't start outside ))
Note: These steps worked for test sketchup map i created. Later i'll create new good map.
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Re: Buxton Raceway SOD
the website for the track text file isnt working (says domain has ran out?) is there any other place which has a working text file? thanks everyone for your advice
Re: Buxton Raceway SOD
Well yesterday i seen it working. Toay out... Maybe there'd be a miror here... If it exists...
Its annoying a bit (valuable tutors are here)... But keep waiting someone would make a solution...
Its annoying a bit (valuable tutors are here)... But keep waiting someone would make a solution...
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Re: Buxton Raceway SOD
emptyRack.TXT attached
Re: Buxton Raceway SOD
whoa thanks coffey it works, problem is its too small, the car sits on top of track. how do i get it bigger? do i just scale it differently?
Re: Buxton Raceway SOD
Yes, do you really need to ask something so blatantly obvious?
- Objects >> Modify model >> Modify Geomtry
- Click Scaling button >> Whole model >> Check Apply to Hierarchy
- Enter value into input field - if track's too small enter 2.0 to double size
- APPLY button >> DONE button >> Save
- Objects >> Modify model >> Modify Geomtry
- Click Scaling button >> Whole model >> Check Apply to Hierarchy
- Enter value into input field - if track's too small enter 2.0 to double size
- APPLY button >> DONE button >> Save
Re: Buxton Raceway SOD
coffey, could you please get my st day track ingame because i am going to have to lose everything on my computer (ask razor) my pc wont boot up as its missing a vital file so i am going to have to get xp again but lose everything on computer. im so sorry to ask but otherwise i will have to make the whole tack again, i will never ask you again as i know how to do it. please help, thanks
Re: Buxton Raceway SOD
i cant get on my computer at all,im using my mums laptop at moment. i will lose everything in order to even get on my computer.
Re: Buxton Raceway SOD
"i am going to have to lose everything on my computer (ask razor) my pc wont boot up as its missing a vital file"
@Turnip: Well there's an utility called Bart's PE Builder you can build your own bootable cd (to backup). Did you heard anything on WinPE? It's based on it. If you have another pc with cd writer that's ok. Otherwise i couldn't help.
Did you encrypt your files? If not that's right. You can boot up with it and backup them on different media.
More info: http://www.nu2.nu/pebuilder/
@Turnip: Well there's an utility called Bart's PE Builder you can build your own bootable cd (to backup). Did you heard anything on WinPE? It's based on it. If you have another pc with cd writer that's ok. Otherwise i couldn't help.
Did you encrypt your files? If not that's right. You can boot up with it and backup them on different media.
More info: http://www.nu2.nu/pebuilder/
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Re: Buxton Raceway SOD
@turnip: No, I don't feel like getting your track ingame.
But, I can send you back your zips when you get your PC running again.
They were in my trash bin, but I hadn't emptied it, luckily!
But, I can send you back your zips when you get your PC running again.
They were in my trash bin, but I hadn't emptied it, luckily!
- TTR
- Psycho Maniac
- Posts: 5277
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Re: Buxton Raceway SOD
I really do keep too much? I mean i don't delete as much as anyone else? lol..
Re: Buxton Raceway SOD
turnip i hav all the stday files on my computer that u sent me over MSN. ill send them back once uv got ur PC working again
Re: Buxton Raceway SOD
ive managed to save my documents so SOD has been saved, i just need to rescale the track as its too small
Re: Buxton Raceway SOD
new problem, my ase2asc does'nt even start up. ive redownloaded it and it still comes up with an error. ive attached screenshot. please help, thanks
- Razor
- Stomping-on-Kittens
- Posts: 3428
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- Location: Beaver City
- Contact:
Re: Buxton Raceway SOD
Maybe it's just a case of replacing the missing file?
Or doing a system restore?
I don't know.
Or doing a system restore?
I don't know.
[ 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
Re: Buxton Raceway SOD
i dont think it is because ive redownloaded it again from toshiba's site so i dont think it should be a missing file
does'nt matter ive managed to find a newer version of it, thanks for helping razor
does'nt matter ive managed to find a newer version of it, thanks for helping razor
Re: Buxton Raceway SOD
Search google for missing ocx file shown in error download it place to system32 run regsvr32 yourfilename.ocx this should fix it. Or you can copy it to your app dir.
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