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Trent's picture
I was in the War!
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Posts: 2989
Submitted: Sun, 06/04/2014 - 17:35

Deamon wrote:
Quote:
Quote:
Also with your LOLDecoder, I'm getting blank conversions from the setup.lol files from the cars. Other lol files I've tried have worked to allow APC and CU:NT selectable.

With the 1.4 LOLdecoder, it doesn't retain the lay-out of the file (returns), everything is just in one long line on my pc. So I'm still using LOLdecoder 1.21 with my elaborate JET fix ...

Ah seems it's ending lines in just \n (Unix style) rather than \r\n (Windows style), Notepad++ reads the newlines properly and I would recommend using that anyway as it's got a lot more features than standard Notepad. I'll look in to fixing it for Notepad for v1.5.

Edited by: Trent on Sun, 06/04/2014 - 17:36

Chrius's picture
Fluffy Bunny
Posts: 4
Submitted: Sun, 06/04/2014 - 20:32

I dont know if anyone posted this yet, but I was messing with the files and found out that its possible to run the game with everything extracted, instead of using the .zad files.
I extracted every zad file in the main directory (together with the bin and Data_Misc folders), and removed the zad and .METADATA folders.
Seems to make it a lot easier to edit the files and try the changes instead of repacking everything.
(I did keep the zad files saved somewhere else so I dont have to redownload everything when a new patch is released)

Deamon's picture
Cunning Stunt Licker
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Posts: 306
Submitted: Sun, 06/04/2014 - 20:40

Chrius wrote:
I dont know if anyone posted this yet, but I was messing with the files and found out that its possible to run the game with everything extracted, instead of using the .zad files.
I extracted every zad file in the main directory (together with the bin and Data_Misc folders), and removed the zad and .METADATA folders.
Seems to make it a lot easier to edit the files and try the changes instead of repacking everything.
(I did keep the zad files saved somewhere else so I dont have to redownload everything when a new patch is released)

Great find! This was discussed here before (like c2's TWT files), but I don't think anyone found out how to do it yet ...

Trent wrote:
Ah seems it's ending lines in just \n (Unix style) rather than \r\n (Windows style), Notepad++ reads the newlines properly and I would recommend using that anyway as it's got a lot more features than standard Notepad. I'll look in to fixing it for Notepad for v1.5.

I do use Notepad++ but it doesn't open the files by default (yet). But a fix would be great nonetheless.

Edited by: Deamon on Sun, 06/04/2014 - 20:42

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hazardic's picture
Cunning Stunt Licker
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Posts: 499
Submitted: Mon, 07/04/2014 - 08:16

Deamon wrote:
The Q-lock is handy, but you can't move the camera!

Well you can make a q-lock, take screenshot and then unlock it, continue using cursor as usual. I'd prefer this way rather than have no cursor at all/
But anyway, your solution is handy to for someone for sure

Errol's picture
Piledriver
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Posts: 962
Submitted: Mon, 07/04/2014 - 08:26

Messing with wheels...







I love this game.

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

lemonrev's picture
Velociraptor Fister
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Posts: 1627
Submitted: Mon, 07/04/2014 - 08:31

LOL, I was going to ask a totally stupid question about the MDL files and the CNT files relating to one another ie because errol was able to get the program to display what the cars looked like in polly and that also might help with the hierarchy of the placement of everything that goes into making a car go.

Errol Do those wheels actually work in game ?.

I was thinking even if you have say left bone connected to the left hand < for the left hand to work could you just not falsely accuse a file of being the left hand and thus having the right hand instead ?

HEX1GON's picture
Cunning Stunt Licker
Posts: 261
Submitted: Mon, 07/04/2014 - 08:50

Trent wrote:
The problem is due to how the game expects the wheel nodes to be structured in the CNT file. I've manually altered the CNT file (hex editing by hand for the lose) to add NULL nodes for the game's wheel placement as children to the MODL nodes used for the C1 wheel models which has made the C1 hawk wheel models be positioned correctly (though there is a problem with the steering axis being wrong) but the game's wheel models are further out of place. The transform of the NULL nodes is set to position it them at zero relative to the MODL nodes, so they should be correctly placed but it seems like they're being transformed by the MODL nodes twice. Before I added the null nodes, it seemed the game's wheels were being correctly placed but MODL nodes were appearing at the car's origin so the wheels were rotating around that instead of are their pivot. Also the wheel rims don't seem to be appearing either.

The game's cars have a complex positional hierarchy of nodes defined in the CNT file and their physics hierarchy (e.g. which bit is welded to which other bit etc.) defined in the Structure.xml. Using the Eagle as an example: according to the Structure.XML the wheels are parented to the Disc_N_Axel_xx (where xx = FR, FL, RR or RL), which is parented to Hub_xx, which is parented to Wishbone_Mount_xx, which is parented to the c_Body root node. In comparison the original CNT hierarchy for the C1 Hawk was just WHLxx attached to the CARBODY. The game seems to be expecting a lot more complicated a hierarchy than that for positioning the wheels.

What I need is to have a CNT hierarchy and transform viewer/editor so I can properly investigate the structure of the original cars' CNT files and adjust the Hawk's CNT file accordingly.

That's overly complicated for wheel positions :(

Wish I was able to go into it further and work with someone on this, but I am in no way good with HEX editing. Maybe once it gets investigated more I might be able to pick up on a few things :)

Quote:
Are you using the latest version of LOLDecoder from my signature? That version should have fixed the issue with it outputting blank files, it specifically does not write to the file if the output is empty. If you are using that version then could you post the output you're getting from the tool? You can run it with --debug to get extra information about what it's doing.

Yep I have. I thought it was possible with file permissions but it seems even decoding from the desktop it has the same effect.

I'll give it another try and paste the output for you.

Excuse that, for some reason I had the 1.2 version... Must of downloaded it from somewhere else by mistake. Sorry. :/

Edited by: HEX1GON on Mon, 07/04/2014 - 08:57
Errol's picture
Piledriver
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Posts: 962
Submitted: Mon, 07/04/2014 - 08:55

lemonrev wrote:
Errol Do those wheels actually work in game ?.

Pretty easy edit too. There are lots of wheels available to play with in veh_base.zad (Data_Core\Content\Vehicles\Wheels) and all you have to do is change the vehicle_setup.cfg of the car you want to mod. I changed my Twister\vehicle_setup.cfg to look like this:

[attachment]
ComplicatedWheels
fl_wheel_folder_name default_cleaver_L
fr_wheel_folder_name default_cleaver_R
rl_wheel_folder_name default_cleaver_L
rr_wheel_folder_name default_cleaver_R

lemonrev wrote:
I was thinking even if you have say left bone connected to the left hand < for the left hand to work could you just not falsely accuse a file of being the left hand and thus having the right hand instead ?

Not entirely sure what that means. You could swap the bones around if you wanted or just change the weld points in the cars.

Edited by: Errol on Mon, 07/04/2014 - 15:48

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lemonrev's picture
Velociraptor Fister
Kickstarter Backer
Posts: 1627
Submitted: Mon, 07/04/2014 - 09:02

Errol, The weld parts of the car is what i think i was trying to refer to as trent said that there was trouble with the way the game handles all the wheels and attachments from x to a and back again , to make sure that each part of the car is there or not.

That is why i asked but thanks for your response :)

Deamon's picture
Cunning Stunt Licker
Kickstarter Backer
Posts: 306
Submitted: Mon, 07/04/2014 - 10:14

hazardic wrote:
Deamon wrote:
The Q-lock is handy, but you can't move the camera!

Well you can make a q-lock, take screenshot and then unlock it, continue using cursor as usual. I'd prefer this way rather than have no cursor at all/
But anyway, your solution is handy to for someone for sure

Yess I know, but I use the controller mostly, and for making videos with the manual cam this is perfect :) I used this method before I knew about Q-lock, tried it that way but found it harder to use.

Edited by: Deamon on Mon, 07/04/2014 - 10:19

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