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FatCat's picture
I was in the War!
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Posts: 2642
Submitted: Thu, 20/03/2014 - 19:20

Errol wrote:
FatCat wrote:
Hey Errol, can you try opening one of the main car body models?

Sure.

Oh damn, 10/10! Thank you!

suicidal_banana's picture
Cunning Stunt Licker
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Posts: 262
Submitted: Thu, 20/03/2014 - 19:24

(Sorry got super distracted today, more modding tomorrow.)

Thats some great progress Errol :D keep it up :D
And good to hear that Trent :D

FatCat, the moment 'you can start to shine' is closing in!! Get ready! I want those carssss :D

Edited by: suicidal_banana on Thu, 20/03/2014 - 19:27

Ooooh, hard nipples. Noooo.... :( *limp nipples* Hmmm, vanilla nipples!

FatCat's picture
I was in the War!
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Posts: 2642
Submitted: Thu, 20/03/2014 - 19:32

suicidal_banana wrote:
FatCat, the moment 'you can start to shine' is closing in!! Get ready! I want those carssss :D

I cant wait either, i'm shifting and twisting in my chair like stretch armstrong and bouncing up and down with excitement, I simply cant wait to start doing MODS 8D! Also, i'm noticing that the outer bodywork seems to have dots every few decimeter, maybe i should make my newer cars with this in mind. :O

Errol, you are amazing. :D

Edited by: FatCat on Thu, 20/03/2014 - 19:47
lemonrev's picture
Velociraptor Fister
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Posts: 1627
Submitted: Thu, 20/03/2014 - 20:15

Just woke up, Trent i just read your comment regardless what stage programs or files getting processed is always sweet to see things coming along, but i think i kinda understand about those file types and things that are going on, ill just happily sit back and see hwo things develop in here :P

Btw Fatcat. I said put a video on that when you where talking about breaking up into a million small metal pieces :P

Trent's picture
I was in the War!
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Posts: 2989
Submitted: Fri, 21/03/2014 - 11:31

Just a note, I think I've discovered what the Alpha channel/transparency on the textures does: reflections! You need to enable Dynamic Cube Maps in the config file (and maybe set the resolution of them to 1024 or higher to see the best results) but it seems the alpha channel of diffuse maps (_d postfix) is the amount the reflection is applied to the car and the alpha channel for the specular maps (_s postfix) is the amount the reflection is blurred. It might not be exactly that but that's what I've gathered from my very quick play.

I discovered it by looking at Caddy Fat Cat's textures as I saw it's chrome wings had reflections:

So I tested it out on the Eagle:

Errol's picture
Piledriver
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Posts: 962
Submitted: Fri, 21/03/2014 - 16:17

Cracking work Trent. I doff my hat.

Also, I've got most of the CNT file covered now and I've started on MTL. The idea is a single "open accessory" type thing that processes all related files and assets. Once I've got those out of the way I can deal with the vehicles.

:: You wanna build a snowman mod C:R? Get Flummery, the Carmageddon modders tool. ::
Making C:R mods happen since '14!

Mr.Deviance's picture
Piledriver
Posts: 744
Submitted: Fri, 21/03/2014 - 17:29

Trent wrote:
Just a note, I think I've discovered what the Alpha channel/transparency on the textures does: reflections! You need to enable Dynamic Cube Maps in the config file (and maybe set the resolution of them to 1024 or higher to see the best results) but it seems the alpha channel of diffuse maps (_d postfix) is the amount the reflection is applied to the car and the alpha channel for the specular maps (_s postfix) is the amount the reflection is blurred. It might not be exactly that but that's what I've gathered from my very quick play.

I discovered it by looking at Caddy Fat Cat's textures as I saw it's chrome wings had reflections:

So I tested it out on the Eagle:

Ohhh mein gott! This is fucking exactly what I made that topic with shine shader for!
Fuck man. I ask for something and it turns out they were already having shit for it prepared!
Brilliant, gorgeous and very much needed!

Edited by: Mr.Deviance on Fri, 21/03/2014 - 17:30
Trent's picture
I was in the War!
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Posts: 2989
Submitted: Fri, 21/03/2014 - 18:07

New version of Gibbed Tools, now with full Normal map support! Proof of the pudding:

The package complete with source code is available here: http://trent.incarnated.co.uk/downloads/GibbedTools.rar

There are a couple of helper BAT files for compiling to DXT5 (for diffuse & specular maps) and ATI2/BC5_UNORM (for normal maps). While normal maps will certainly compile with plain DXT5 compression they will not be as accurate as using BC5_UNORM and could well introduce shading bugs. Anyway, hope it's useful to people!

lemonrev's picture
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Posts: 1627
Submitted: Fri, 21/03/2014 - 19:49

Im going to ask in here since its the mod'channel as such..

Stainless just put up a video on there tubes and had a test preview of stuff for what we already got in our hands but theres one part that i havent heard anyone see or know about. which is a huge giant ball of snow please tell me this is the next part of what they are going to put into the game or already have ?.

Anoniempje's picture
Fluffy Bunny
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Posts: 26
Submitted: Fri, 21/03/2014 - 20:01

lemonrev wrote:
which is a huge giant ball of snow please tell me this is the next part of what they are going to put into the game or already have ?.

They already have. It directly behind the building on the right where you start.

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