You are here

Lets kick off modding! :D

Pages

Razor's picture
Piledriver
Community VIPKickstarter BackerModeratorCompetition Winner
Posts: 958
Submitted: Mon, 17/03/2014 - 14:22

Moved the thread as requested.
Not sure if it's been mentioned but Toshiba has a few tools over at RR2000 for C:R. http://rr2000.toshiba-3.com/pc-files

For all of my Carmageddon stuff visit my site @ http://r.carmajunkies.com
Visit my retro gaming website @ www.retrogameshelf.com

FatCat's picture
I was in the War!
PayPal Backer
Posts: 2642
Submitted: Mon, 17/03/2014 - 14:24

Woah, you guys have been busy! Did anyone discover the put together how to open model files yet? Cant wait to start putting my rides into the game, been modelling lots! Are the backer forums chock-full of people that cant wait to port their new creations to C:R? I hope so! :D

edit: welp, that was quick :P

Edited by: FatCat on Mon, 17/03/2014 - 14:25
Trent's picture
I was in the War!
Community VIPKickstarter BackerCompetition Winner
Posts: 2997
Submitted: Mon, 17/03/2014 - 14:41

Thanks Razor. The Noesis tool on Toshiba's site doesn't actually work with the Reincarnation specific formats, it handles diffuse and specular map TDX files but not normal maps and while it does open up some MDL files it seems most of them are not compatible, I assume Stainless have added new bits to the format since the mobile version of Carmageddon 1?

elsenator's picture
Cunning Stunt Licker
Kickstarter Backer
Posts: 131
Submitted: Mon, 17/03/2014 - 14:57

FatCat wrote:
Woah, you guys have been busy! Did anyone discover the put together how to open model files yet? Cant wait to start putting my rides into the game, been modelling lots! Are the backer forums chock-full of people that cant wait to port their new creations to C:R? I hope so! :D

edit: welp, that was quick :P

I have plans to create some rides for C:R. I haven't done any modding or modeling in years, but I definitely want to take it up again. My creations might be a bit on the low-quality side at first though. When I did stuff the last time, it was strictly low-poly. Never worked much with the modern modeling tools.

Can any of you recommend some good modeling tools?

// El Senator aka Muldjord
muldjord.com
downpitch.net

FatCat's picture
I was in the War!
PayPal Backer
Posts: 2642
Submitted: Mon, 17/03/2014 - 15:10

elsenator wrote:
I have plans to create some rides for C:R. I haven't done any modding or modeling in years, but I definitely want to take it up again. My creations might be a bit on the low-quality side at first though. When I did stuff the last time, it was strictly low-poly. Never worked much with the modern modeling tools.

Can any of you recommend some good modeling tools?

Well, i'm not sure if i'm the best guy to recommend modelling suites, but what i use is Blender. I've already released a ton of models in my gallery, so you can get familiar with messing around with meshes. Just remember that the knife tool is your friend, and the F (fill) key is too! You can add and delete bothersome edge loops to help with definition too.

Edited by: FatCat on Mon, 17/03/2014 - 15:10
AlexTSK's picture
I was in the War!
Posts: 2765
Submitted: Mon, 17/03/2014 - 16:07

If you want a free program you can't go wrong with Blender as FatCat said :)

Very interesting discussion here I'm glad people are finding stuff this early, I wouldn't be surprised to see some modded cars before the game even officially releases. I'm definitely stuck trying to export the .mtl files, and Noesis can currently export just a handful :/

Trent's picture
I was in the War!
Community VIPKickstarter BackerCompetition Winner
Posts: 2997
Submitted: Mon, 17/03/2014 - 18:27

Holy fucking shit decoding ATI2/BC5_UNORM compression is a bitch. First I was having problems reconstructing the colour table for each block, then I was having issues with the colour index bits not being in the right order and, finally, I was being fucked over because each block's rows were in the wrong order. It was pretty much trial and error because of how little information I could find on the format except the bare basic description. Turns out the row order was:
OutputRow1 = BlockRow3;
OutputRow2 = BlockRow4;
OutputRow3 = BlockRow1;
OutputRow4 = BlockRow2;

Suffice to say I have finally got Gibbed Tools decompiling normal maps properly as can be seen here:

Now I'll take a breather before trying to implement recompiling... Hopefully that will be less of a headache!

On a sidenote the DXT de/compression of Gibbed Tools was no help what so ever as it uses a native DLL for the actual algorithms so I couldn't check the source code for it. It also means normal map decompression is painfully slow compared to decompressing the other textures as I've chucked the (unoptimised) code together in C#. Still, at least it works!

lemonrev's picture
Velociraptor Fister
Kickstarter Backer
Posts: 1628
Submitted: Mon, 17/03/2014 - 19:03

sounds like a coffee break to be had between compiling the code :P, but Im really pleased to hear you have something to work with even though the mesh looks ugly at this stage you still have something to work with :), good on you man.

Trent's picture
I was in the War!
Community VIPKickstarter BackerCompetition Winner
Posts: 2997
Submitted: Mon, 17/03/2014 - 19:34

That's how it's meant to look, lemon :P in laymans terms a normal map is a texture adds extra details to a model. It makes a flat surface look bumpy by altering how the light interacts with it, the colours in a normal map are actually directions not colours.

lemonrev's picture
Velociraptor Fister
Kickstarter Backer
Posts: 1628
Submitted: Mon, 17/03/2014 - 19:35

Ty, informed

Pages

randomness