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Trent's picture
I was in the War!
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Submitted: Fri, 04/04/2014 - 11:51

I've been experimenting with getting C1 cars into the game:

Before anyone gets too excited: I have not exported the model from a 3D package or anything like that, I've just used the model from the mobile version of Carmageddon as it's in the same format. It also crashes when I actually load an event. Still, it's close!

FatCat's picture
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Submitted: Fri, 04/04/2014 - 12:09

I'm not sure if my last post was deleted but good job trent, it's pretty impressive that you've gotten the C1 hawk to work with C:R, who knew that the formats would be compatible. Does this mean that they share the same engine?

copmac's picture
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Submitted: Fri, 04/04/2014 - 12:12

Trent wrote:
I've been experimenting with getting C1 cars into the game:

Before anyone gets too excited: I have not exported the model from a 3D package or anything like that, I've just used the model from the mobile version of Carmageddon as it's in the same format. It also crashes when I actually load an event. Still, it's close!

Hi trent did you figure the guess out for decoding the lol files?

HEX1GON's picture
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Posts: 261
Submitted: Fri, 04/04/2014 - 12:35

Trent wrote:
I've been experimenting with getting C1 cars into the game:

Before anyone gets too excited: I have not exported the model from a 3D package or anything like that, I've just used the model from the mobile version of Carmageddon as it's in the same format. It also crashes when I actually load an event. Still, it's close!

It's still progress :)

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Submitted: Fri, 04/04/2014 - 12:43

FatCat wrote:
I'm not sure if my last post was deleted but good job trent, it's pretty impressive that you've gotten the C1 hawk to work with C:R, who knew that the formats would be compatible. Does this mean that they share the same engine?

I did it, far too much capslock cruise control.

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

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Submitted: Fri, 04/04/2014 - 12:46

Sorry for the offtopic, but there is so much win in this thread, you guys deserve a cookie. Thanks for your efforts!

Max is back. Let there be blood and motor oil

Trent's picture
I was in the War!
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Submitted: Fri, 04/04/2014 - 13:08

FatCat wrote:
I'm not sure if my last post was deleted but good job trent, it's pretty impressive that you've gotten the C1 hawk to work with C:R, who knew that the formats would be compatible. Does this mean that they share the same engine?

Yes they share the same engine. The mobile version of C1 was made using updated assets from the cancelled Gizmondo version of the game on the current engine to form the ground work for C:R (it's also the same engine they use for Magic The Gathering, Red Baron and all the other games they made), however the engine has been seriously modified since mobile C1 was made but a lot of the file formats are compatible. Unfortunately there seems to be a big problem with the game loading it in an event, I am thinking it's either to do with the collision CNT or the Structure.xml, I'll continue experimenting.

Quote:
Hi trent did you figure the guess out for decoding the lol files?

Not yet, this is just me taking a small break from it so I can approach it with a clear head :)

Carmaman's picture
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Submitted: Fri, 04/04/2014 - 13:30

Would love to see the original C1 eagle ingame :)

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Submitted: Fri, 04/04/2014 - 15:14

Awesome work Trent!

And yeah FatCat, simply put, the C:R engine is just the old Carma engine with a SHITLOAD of tweaks and additions. I'm guessing they went this route because they also wrote and reiterated the engine for the other carma's, and why would they even want to toss that, for things like car deformation its prolly a huge time saver to have their old code to expand upon. :)

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

Trent's picture
I was in the War!
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Submitted: Fri, 04/04/2014 - 16:22

The good news:

The bad news:

The ugly news:

Basically the wheels the game is adding to the car (e.g. the wheel type set in vehicle_setup.cfg which references a wheel from veh_base.zad/Data_Core/Content/Vehicles/Wheels) are attached to the wheel objects which are part of the C1 car. Unfortunately the C1 car's wheel objects are being spawned at the car's origin location instead of where the wheels should be. I need to investigate this some more.

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