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[Tool] Flummery v0.3.7.5

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Errol's picture
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Posts: 962
[Tool] Flummery v0.3.7.5
#1 Submitted: Sat, 12/04/2014 - 10:51

Flummery v0.3.7.5

The spiritual successor to Plaything 2.

v0.3.7.5 released 2015-07-28
Download here (1.86MB)
Source here.

Notes:
Public beta release. Heavily work-in-progress. Bug reports, feature requests, etc to this thread or the issue tracker.

FBX support is improving and imports from Maya and Blender should function as intended. When exporting from Blender please ensure you use these export settings:

Check View > Preferences > Keys for keymappings.

Supports:
* Carmageddon Reincarnation
* Carmageddon
* Carmageddon 2
* Carmageddon Mobile (import only)
* Novadrome (import only)
* Carmageddon PSX (import only)
* TDR2000 (import only)

Changelog

v0.3.7.5
* CNT Export: Fixed a long-standing bug that has been malforming Z rotations
* Framing an object now correctly positions the camera

History:

Spoiler:
v0.3.7.4
* FBX Import: Final axis flip no longer corrupts rotations
* Overview: Added a little homage to Plaything 2
* Save as Level: Now generates a functional post_process settings file. Greatly improving the default sun.
* Save as Vehicle: Fixed numerous perfomance problems in the default setup.lol file
* When saving a CNT any referenced files (such as lights) will also be saved
* Tools > Carmageddon 2 > Process for Carmageddon Reincarnation: Split into Level and Car versions

v0.3.7.3
* FBX Import: Imports from Blender and Maya should now be as close to correct as possible
* Details > Transforms: Improved the rotation panel. It is now less likely to get all confused!
* Viewport: Added axis indicators
* Viewport: Fixed co-ordinates
* Save as Level: Materials containing ampersands are now handled correctly
* Save as Level: Now creates a better sun
* Fixed an issue when saving sun.cnt
* Various minor UI improvements

v0.3.7.2
* FBX Export: Vertex colours now exported
* FBX Export: Fixed duplicate node name collisions
* Save as > Vehicle: Completely overhauled. Now generates a minge file and a CarMODgeddon ready ZAD.
* Save as > Level: Completely overhauled. Now generates a minge file and a CarMODgeddon ready ZAD.
* View > Preferences: You can configure your Author name and website (used in minge files) on the Misc tab
* Tools > Carmageddon 2 > Process for Carmageddon Reincarnation: Applies all the necessary steps for converting an asset from C2 to C:R

v0.3.7.1
* FBX Import: Materials are no longer created multiple times
* FBX Export: Meshes following null nodes now export as expected
* FBX Export: Null nodes now export at all
* MDL Export: Meshes are split into MaterialGroups, optimised and tested for non-manifold properties automatically
* Object > Rename: No longer causes odd node names in the overview
* Object > Data > Add/Change Type: You can now change node types on the fly
* Save as > Vehicle: Improvements to the look and feel of this dialog

v0.3.7.0
FBX Import: Correctly imports UVs, handles FBX files from Visual Studio 2013
Tools > General > TDX Convertor: Various improvements
Improved handling of UV2 channel. Fixes issues with certain materials.
Save As... > Carmageddon Reincarnation > Vehicle: Dialog tidied up and fixed the generated vehicle_setup.cfg file
Added support for different node types. While this is mostly under-the-hood at the moment there is a fancy Light widget to fiddle with stock lights.
Vastly reduced memory consumption when loading levels.
Correctly generate tri-strips when saving MDL files
Overhauled the right-hand panel to use contextual widgets. These can be rolled-up by clicking the headers.
Far too many minor improvements to list
Repackaged the exe so you don't have to worry about all those weird dlls.

v0.3.6.9
Improved Remove LOD from Vehicle tool to Tools > TDR2000
Fixed minor material ID error in the DAT exporter
Fixed minor node duplication error in the HIE parser

v0.3.6.8
Added Remove LOD from Vehicle tool to Tools > TDR2000
Fixed TDX Convertor not opening

v0.3.6.7
Carmageddon 2 save support! Flummery can now save ACT, DAT and MAT files.

v0.3.6.6
Tools > General > TDX Convertor now imports TDX, PNG, BMP, TIF, JPG and TGA and can export as TDX, PNG, BMP, TIF and JPG

v0.3.6.5
Fixed the NullBall. Now shows green, wireframe and through other messages.
Can load C1 car.txt files through File > Open. Don't worry about unencrypting them first either!
Material Editor now supports BMP files.
The Transform panel is now super awesome. Freeze has been enabled too.
Added "invert texture 'v' coordinates" to the Object menu.
FBX import: Blender exported FBXs now import perfectly. Not sure about everything else though.

v0.3.6.4
Mouse Control! Thanks art0rz for getting this ball rolling.
Check for updates. Thanks again art0rz! (can be turned off in View > Preferences > Misc)
Fixed a fairly critical error in MDL export.
Fixed numerous issues in FBX import.
On "Save as Vehicle" Flummery will generate functional copies of setup.lol, structure.xml, systemsdamage.xml and vehicle_config.cfg if they don't already exist. These are to be used as a BASE for your own configuration. UI to configure these in Flummery will be coming in version 0.3.8.0+. These files are the bare minimum to get your car ingame.

v0.3.5.2
Fixed FBX export

v0.3.5.1
Version numbering changed!
Minimising Flummery no longer causes it to crash
Fixed errors occuring when using the Object menu
Improvements to the Transform UI. Purely aesthetic right now

v0.0.3.5
Importing multiple hierarchies and moving items between them should no longer mangle your scene
Fixed the "every other face" missing bug from triangulated blender meshes
FBX Nodes with a model but no geometry are now treated as nodes rather than models
Resetting the scene will also reset the drawn bounding boxes
Various issues with key-presses and focus have been fixed.

v0.0.3.4
FBX import should now be more robust and no longer mangle hierarchies.
Improved feedback on error. FBX import will warn you about untriangulated meshes for example.
Removed import OBJ from the menu (there was never any code behind it anyway).
Driver icon should display properly now
Dragging a node with child nodes will no longer crash Flummery!
Absolute mode in the transform widget will now correctly show negative rotations
New icons for the overview. Thanks FatCat!
Overview is now 98% less shit!
MDL now imports vertex colours and UV2s
Clicking a null node will draw a sphere at that location. Useful for positioning VFX points.
VFX icons now display properly.
Basic C1 asset importing. Remember to set your paths in the preferences menu.
Minor camera/control tweaks. Probably made things worse.
Added the About menu. Use the email link in there to send me bug reports/zipped FBX files if necessary.
Fixed the "hermit" issue. Stupid floating point numbers.

v0.0.3.2
FBX import now supports vertex colours
Bounding boxes now render in the correct location
Removed scale from the "Save as..." dialogs
Added Scale by Axis to the Modify Geometry dialog
FBX export should now correctly export null nodes (wheels and driver)
"Apply to hierarchy" in the Modify Geometry dialog now actually does something
Transform widget on the right now offers absolute and relative modes
FBX import supports long and float arrays (fixes Hermits issue)
Flummery no longer messes around with LHS and RHS co-ordinate systems, fixes a raft of export errors (thanks to FatCat for drawing my attention to them)

v0.0.3.1 - public beta
Massive improvements everywhere, especially the UI
MDL saving
FBX import (binary) and export
Too much to list really

v0.0.2.8
Added PNG and TGA texture support to Material Editor
Changed "." key to "w", dropped point mode and added textured wireframe
Fixed basic lighting
Added File > New. This'll reset the current scene.
Added context menu to viewport name panel. Right click will allow you to maximise/minimise the current viewport

v0.0.2.7
Initial release

Edited by: Errol on 28/07/2015 - 21:25

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

AlexTSK's picture
I was in the War!
Posts: 2764
Submitted: Sat, 12/04/2014 - 11:03

Can't wait Errol, this is excellent news!

Mr.Deviance's picture
Piledriver
Posts: 744
Submitted: Sat, 12/04/2014 - 11:15

Errol wrote:
Flummery v0.0.1.0

The spiritual successor to Plaything 2.

Supports:
* Carmageddon Reincarnation
* Carmageddon 2
* Carmageddon
* Carmageddon iOS
* Novadrome

Do you really intend to kill plaything 2 with this app and have it become the best way for importing and exporting cars in the old carma 1 and carma 2?
Will it also import/export levels and peds for carma 1 and 2?
Also, what's wrong with the android carmageddon? Is that too different? I would be cool if you could add support for that too instead of just iOS.
I only use android devices since I'm not an apple person so the iOS version would not be useful for people like me.

If this all becomes reality, it could potentially become the most awesome app to ever be released in the whole carmageddon community history.

Maybe in the future we can import both novadrome cars and levels into reincarnation and effectively port novadrome to pc.

Edited by: Mr.Deviance on Sat, 12/04/2014 - 11:27
Trent's picture
I was in the War!
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Posts: 2989
Submitted: Sat, 12/04/2014 - 11:40

As far as I'm aware the android version and iOS version of C1 are identical from a content standpoint so it doesnt make a difference.

As far as I'm aware, porting Novadrome content to C:R to effectively have a PC version of Novadrome was pretty much the point of the tool supporting it.

The tool is excellent so far even as just a model viewer, it helped me a lot in figuring out how to port the C1 iOS cars to C:R. Errol is a genius.

Edited by: Trent on Sat, 12/04/2014 - 11:42

Mr.Deviance's picture
Piledriver
Posts: 744
Submitted: Sat, 12/04/2014 - 12:42

Trent wrote:
As far as I'm aware the android version and iOS version of C1 are identical from a content standpoint so it doesnt make a difference.

As far as I'm aware, porting Novadrome content to C:R to effectively have a PC version of Novadrome was pretty much the point of the tool supporting it.

The tool is excellent so far even as just a model viewer, it helped me a lot in figuring out how to port the C1 iOS cars to C:R. Errol is a genius.

What's really amazing here is that he is planning to support both the old ass carma 1 and carma 2 even though they are most likely a lot different from the ios and reincarnation versions.
Being able to also import both carma 1 and carma 2 levels and cars into reincarnation sounds incredibly awesome.

Until Stainless finishes Reincarnation, we might as well play the pre-alpha in carma 1 and carma 2 levels to lose some time.
That way, we can tell exactly how well the new cars and mechanics of this game hold up in the old carma 1 and 2 levels.

Edited by: Mr.Deviance on Sat, 12/04/2014 - 12:48
KakkaHousu's picture
Piledriver
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Posts: 564
Submitted: Sat, 12/04/2014 - 12:50

Cant wait!

But supports Novadrome? Only importing I guess? Is it possible to mod Xbox games?

Does it support export cars to C1 & IOS or only importing? I really want make cars for C1.

Slightly ot but what you modders use now to export cars to C1?

Psyrgery's picture
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Posts: 698
Submitted: Sat, 12/04/2014 - 13:05

It would be awesome if there is a way to convert C:R cars into Source models so that we can use them in Source Filmmaker. Carma1 intro HD remake anyone? :D

Max is back. Let there be blood and motor oil

Fuel's picture
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Kickstarter Backer
Posts: 614
Submitted: Sat, 12/04/2014 - 15:59

Thanks for your efforts Errol, I'm sure it's appreciated by more people than you know. I'm very much looking forward to trying this out myself. I love just browsing through assets for games and fiddling with things (wow, that last bit sounded a bit weird..). Shame I can never concentrate hard enough to learn to actually do anything useful. Oh well.

Errol's picture
Piledriver
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Posts: 962
Submitted: Sat, 12/04/2014 - 19:26

Cheers for all the kind words and encouragement chaps.

To answer a few questions...

Mr.Deviance wrote:
Do you really intend to kill plaything 2 with this app and have it become the best way for importing and exporting cars in the old carma 1 and carma 2?
Will it also import/export levels and peds for carma 1 and 2?

When I started the first version of Flummery (about 3 years back) this was indeed the goal. Check out my images/misc/ folder for some of the bits and pieces I've been doing, namely flummery001 and flummery002.

Specifically... I can import and export assets for both C1 and C2. I've developed a (mostly unreleased) app called Trixx that can do an awful lot of clever things with PIX files that I'll incorporate into Flummery too.

My idea for maps is to actually allow you to "play" inside the editor. By which I mean drive around the map and interact with it in real time. I find this the best way to place noncars and the like (yes, I've developed something like this for C2, also unreleased).

Mr.Deviance wrote:
Also, what's wrong with the android carmageddon? Is that too different? I would be cool if you could add support for that too instead of just iOS.
I only use android devices since I'm not an apple person so the iOS version would not be useful for people like me.

If this all becomes reality, it could potentially become the most awesome app to ever be released in the whole carmageddon community history.

As Trent already said, I only mention Carmageddon iOS as I'm pretty sure all mobile Carmas use the same assets. While I can save things in the format the mobile Carmas use it doesn't seem worth exposing that functionality, is it even possible to mod mobile games?

Mr.Deviance wrote:
Maybe in the future we can import both novadrome cars and levels into reincarnation and effectively port novadrome to pc.

I've been working on that! I can read all three formats texture formats used as well as the model/material and content files. So yup, that's the plan.

Mr.Deviance wrote:
Being able to also import both carma 1 and carma 2 levels and cars into reincarnation sounds incredibly awesome.

I'm having to do some fancy footwork to knit the multitude of textures into composite files and rewrite the UVs but yes, the plan is to make it pretty straight forward to open C1/C2 assets and save as C:R. As an aside, this knitting might also come in useful for importing assets from other, older games.

KakkaHousu wrote:
But supports Novadrome? Only importing I guess? Is it possible to mod Xbox games?

I'll be technically able to export to the appropriate x360 formats but, as you say, I'm unsure as to how to actually get them onto the console. Pretty much the same situation as iOS/Android.

Psyrgery wrote:
It would be awesome if there is a way to convert C:R cars into Source models so that we can use them in Source Filmmaker.

I'll be adding a few generic export types (Ascii FBX is my primary goal) and once that's done I can look at more specific export routines. I'd assume the Source model format is pretty well documented so most of my usual effort will be saved!

And Fuel, thanks.

:: 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: Sat, 12/04/2014 - 23:36

Wow you've now added even tdr2000 and the ps1 carmageddon import support!
You have definitely been pretty busy lately.
What exactly will Flummery be able to import from tdr2000?
I know nothing about tdr2000's engine so I'm curious what will your tool be able to import from tdr 2000?
Just cars or more than that? Can it also import peds and levels from Tdr2000?
If thats the case, I don't see why we should not import all of tdr2000's content into reincarnation and make that game worthy of being called a carmageddon game.
Will Flummery also integrate Carstockalypse and Mapstockalypse's features in order to finally make them obsolete?
And lastly, I'm curious how will the powerups be handled in the maps.
Will the powerup placement also get imported along with the map, or will we have to manually place the powerups in the imported levels?

Edited by: Mr.Deviance on Sun, 13/04/2014 - 00:09
Errol's picture
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Posts: 962
Submitted: Sun, 13/04/2014 - 06:06

With TDR2000 support it's pretty backwards. I got maps working but never got around to vehicles, see this thread for where I got up to.

With the TDR2000 to C2 powerup conversion I created a sort of powerup dictionary for both games so powerup A in game A became powerup B in game B. Placing powerups in C2 was non-intuitive but possible (had to name ACT nodes appropriately starting with a £ sign) whereas placing them in C:R is crazy easy.

The PSX import stuff was written quite awhile ago too, I exported the models and textures Toshiba-3 used for his C1 versions. I got the maps working too.

Other games I could import from are Powerslide and Re-Volt but I thought I'd focus on Stainless and Carmageddon games first.

Finally...

Mr.Deviance wrote:
Will Flummery also integrate Carstockalypse and Mapstockalypse's features in order to finally make them obsolete?

Probably not. I personally don't use either and those that DO use them probably want something lightweight and dedicated to the task.

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

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