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DD RAW Mod
Thu Jul 30 2009 03:05 AM
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I have all the DD games, but DDRAW is my favorite. Here are the loading screens of all of the tracks (and destruction bowls): http://razor.jjunkies.com/hosted_images/TRACKS/
Cyclone, Four, Dragonfly 1 & 2, Avalance 1 & 2, Looops of Fury 1, Up 'n' Over 1, Slammer and Sidewinder are good tracks
I've already started Slammer in Sketchup.
I've already created menu images for all of the cars, the car images are screenshots from DDRAW, like this:

I still haven't created simple models for any of the cars, so I must do that.
Anyway enough chatter, here are some more shots:


I might have to make up some opponent name and numbers because DDRAW only has 19 opponents (20 including the players car).
~Razor.
[ www.fear-factory.net | remix.nin.com/member/Warrior_Razor ]
[ www.last.fm/user/Razor792 ]
Edited by coffeycup (Thu Aug 06 2009 11:13 AM)
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Re: DD RAW Mod
[re: Razor]
Thu Jul 30 2009 01:08 PM
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First time I've got a map in game, it's Sidewinder from DDRAW. Been working on it all day, just got it in game but there are loads of black textures.
I think I know why, Sketchup exported millions of .TIF's when I exported to .3ds, it did a new texture for each one i'd mapped in Sketchup.
~Razor.
[ www.fear-factory.net | remix.nin.com/member/Warrior_Razor ]
[ www.last.fm/user/Razor792 ]
Edited by coffeycup (Thu Aug 06 2009 11:14 AM)
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Re: DD RAW Mod
[re: Razor]
Fri Jul 31 2009 04:52 AM
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Hey that looks real good Razor! Yes sketchup can be nasty when it comes to material exporting. I think having a maximum of 8 characters long for each texture should allready help in the export, and also be sure to check the material names in sketchup, not the texture name only.
Keep it up man! I just remembered I still need to finish my dd2 car eh? 
[image]http://harm.toshiba-3.com/images/harmalarm_shelf.jpg" border="0[/image]
Edited by coffeycup (Thu Aug 06 2009 11:14 AM)
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Re: DD RAW Mod
[re: Razor]
Fri Jul 31 2009 07:49 AM
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Holy French Connection United Kingdom!
This DD Raw pack looks amazing!
I hope the finished product will be as good as the screenshots show them!
Edited by coffeycup (Thu Aug 06 2009 11:14 AM)
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Re: DD RAW Mod
[re: Jon606]
Fri Jul 31 2009 08:13 AM
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All interiors and engines are the same. Working on Raven model now, so I can get Wet N Wild and Bezerkoid done, then I must do simple model's for every car, then tweak that wheelrim texture to match the original game more, then some other tweaks in the .txt files as the cars' turning circles are a tad tight. I want to make them as close to the original game as possible (not as crap handling though).
Then back onto maps.
Oh one strange thing, the Sidewinder map was exactly to scale without rescaling it in PT2..
PUSHING THIS BACK ON TOPIC SLIGHTLY (caps lock goes mad):

Another Edit:
Just finished Wet N Wild's Raven, here's a comparison shot of the rear end; between C2 (CarEd) [Right] and DDRAW [Left]:

A few differences at the moment.
~Razor.
[ www.fear-factory.net | remix.nin.com/member/Warrior_Razor ]
[ www.last.fm/user/Razor792 ]
Edited by coffeycup (Thu Aug 06 2009 11:17 AM)
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Re: Screen Shots
[re: Razor]
Fri Jul 31 2009 12:53 PM
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Hey, that track looks really nice. Wow. It looks maybe ever so a little small, from what I can see of the car? I take it the black areas in the middle are missing textures? Or are the polys not flipped the right direction? I see the back of a lot of textures, are you making them 2 sided? I only use that when I really need to like fences and windows. I don't know if you need to bother with the back of the outer billboards really. 2 sided uses more processing, like using lots of transparent stuff does.
Anyways, cool map. Can't wait to try it.
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Re: Screen Shots
[re: coffeycup]
Fri Jul 31 2009 02:14 PM
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The black parts are the repeated textures I PM'd you about all of the blue and red billboards are supposed to be double sided, nothing else is. Here's the map in the DDRAW loading screen:
~Razor.
[ www.fear-factory.net | remix.nin.com/member/Warrior_Razor ]
[ www.last.fm/user/Razor792 ]
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Re: Screen Shots
[re: Razor]
Mon Aug 03 2009 05:53 AM
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Dragonfly:



And here's a video of a lap around the track, the track isn't finished yet, still a lot of texturing to do and more detail to be added.
Click here >>>>> 
I also noticed when testing that the main open area after the start/finish ramp is too small as the car overshot off of the ramp.
I'll get a video and some screenshots of a lap around the track on DDRAW and compare it with my version.
~Razor.
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[ www.last.fm/user/Razor792 ]
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Re: Screen Shots
[re: Razor]
Mon Aug 03 2009 06:03 AM
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heh heh. That's cool. Ya, I would scale it up half again (1.5) or even double.
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Re: Screen Shots
[re: coffeycup]
Mon Aug 03 2009 07:19 AM
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IMO the proportions are a bit wrong, i remembered the area after the ramp was a tad longer..also perhaps the gravity in C2 is less then in DDRaw..
--{Portfolio}--
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Re: Screen Shots
[re: TTR]
Mon Aug 03 2009 10:05 AM
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Yes it's alot less but the ramp is tilted up too much and it's too high, that's the problem, i've shortened the ramp a tad.
That last test i had 10 textures, now i'm up to 93, I'm gonna have to do something with the barriers on the gradient curves, cause it's got alot of extra unecessary textures, anyway. Click Here >>>
~Razor.
[ www.fear-factory.net | remix.nin.com/member/Warrior_Razor ]
[ www.last.fm/user/Razor792 ]
Edited by Razor (Mon Aug 03 2009 10:54 AM)
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Re: Screen Shots
[re: Razor]
Mon Aug 03 2009 11:03 AM
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Razor, I am impressed. The track looks good, even with some shading in the textures? I like the cars too, as they are simple but uniform in their detail level. I think when you give the track enough attention, and finish it in this style it can be really cool. Also for multiplayer purposes. Are you planning on making some of the arena maps?
[image]http://harm.toshiba-3.com/images/harmalarm_shelf.jpg" border="0[/image]
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Re: Screen Shots
[re: Harmalarm]
Mon Aug 03 2009 11:27 AM
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The shading looks funky because it hasn't been preprocessed. It usually looks a lot better because it adds the light and shadow too.
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Re: Screen Shots
[re: coffeycup]
Mon Aug 03 2009 11:48 AM
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@Harm: I wasn't planning on it but I will be planning on it now.
@Coffey: It hasn't been preprocessed, all I did in PT2 was make the barriers 2sided and save the track as a .SDF file.
~Razor.
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[ www.last.fm/user/Razor792 ]
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Re: Screen Shots
[re: Razor]
Mon Aug 03 2009 12:03 PM
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just to ask , in that lap of the dd raw dragonfly track video were you playing the track reversed because on the game you start on the ramp?
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Re: Screen Shots
[re: Razor]
Mon Aug 03 2009 12:34 PM
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Ya, only when you're done pacing noncars do you preprocess it for peds and lighting. It's the last step. I wasn't criticizing, just pointing out you're probably not done.
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Re: DD RAW Mod
[re: pileup]
Mon Aug 03 2009 12:35 PM
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[image]http://razor.jjunkies.com/hosted_images/df12.png" border="0[/image] I can't test the track properly until everything is finished.
@Coffey: I'm far from done, I'm still getting familiar with PT2 and learning what needs to be done to get the best results for the track.
EDIT: One thing I was going to ask; is it possible to make the starting grid go around a corner like on that image or will it always be in a straight line? If that makes sense.
~Razor.
[ www.fear-factory.net | remix.nin.com/member/Warrior_Razor ]
[ www.last.fm/user/Razor792 ]
Edited by coffeycup (Thu Aug 06 2009 11:21 AM)
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Re: Screen Shots
[re: Razor]
Mon Aug 03 2009 12:54 PM
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You know, this track and the cars would work really damn well in Carma 1 as Carma 1 just kinda feels more like DDRAW than C2 but anyways keep this up!
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Re: Screen Shots
[re: Killer11]
Mon Aug 03 2009 01:04 PM
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True, it has a more gritty look too it, I guess that's why I always loved the DD series (not so much Arenas, that's cartoonish) because it was so gritty and dirty looking. Anyway, next I'll probably make Carpark 'cause that'll be an easy map.
~Razor.
[ www.fear-factory.net | remix.nin.com/member/Warrior_Razor ]
[ www.last.fm/user/Razor792 ]
Edited by Razor (Mon Aug 03 2009 01:07 PM)
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Re: Screen Shots
[re: Razor]
Mon Aug 03 2009 02:14 PM
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Starting grid is always a straight line  I know it sucks. Especially if you want to have a ton of opponents you need a straight long section to accomodate them.
Wait, I just thought of a way When you specify explicit opponents they spawn at the multiplayer spawn positions.
So you could specify explicit opponents for the map. Put in a multiplayer start point for each of them. Position each one where you want it around the curve and angle it so it points the right direction.
That might work, at least for all the AI opponents. You'd still get randomly dropped in the standard grid. And you'd always race the same cars.
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Re: Screen Shots
[re: coffeycup]
Mon Aug 03 2009 10:47 PM
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Hey I never thought of that, it's a pretty good idea, that way I could set up every opponent in the position they would be on DDRAW, only thing for me to do is to learn how to do it.
EDIT: The map is up to 9000 tri's at the moment and I got the texture amount down to 84.
~Razor.
[ www.fear-factory.net | remix.nin.com/member/Warrior_Razor ]
[ www.last.fm/user/Razor792 ]
Edited by Razor (Tue Aug 04 2009 02:35 AM)
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Re: DD RAW Mod
[re: Razor]
Tue Aug 04 2009 09:40 AM
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Only a bit more work to do.. Change some textures and add some more detail, before I start the part I'm not familiar with
Click Here >>
~Razor.
[ www.fear-factory.net | remix.nin.com/member/Warrior_Razor ]
[ www.last.fm/user/Razor792 ]
Edited by coffeycup (Thu Aug 06 2009 11:20 AM)
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Re: Screen Shots
[re: Razor]
Tue Aug 04 2009 10:32 AM
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thats looking great razor, just like the game version
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Re: Screen Shots
[re: pileup]
Tue Aug 04 2009 03:01 PM
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your doing a brilliant job razor cant wait to play this mod. by the way is the tiffs gonna be with the cars for reskinning
carmageddon fan for life :P
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Re: Screen Shots
[re: timmy76]
Wed Aug 05 2009 12:23 AM
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@Timmy: Doubtful, I'll probably TWT all the cars up before releasing them, likewise with the maps.
~Razor.
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[ www.last.fm/user/Razor792 ]
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Re: Screen Shots
[re: Razor]
Wed Aug 05 2009 06:28 AM
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Oh, don't TWT them up. I makes it a pain for those of us who want to reskin anything.
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Re: Screen Shots
[re: coffeycup]
Wed Aug 05 2009 06:54 AM
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Gotcha, I might add a seperate folder with .OBJ files from the cars and the .PSD's that I saved of the textures for much easier editing.
~Razor.
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Re: Screen Shots
[re: Razor]
Wed Aug 05 2009 07:01 AM
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Or maybe a seperate 'templates.zip'? Those PSDs can be huge sommetimes. Just a thought.
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Re: Screen Shots
[re: coffeycup]
Wed Aug 05 2009 07:38 AM
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Yeah, will do. I'll sort all of this out after everything else is done though.
~Razor.
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Re: DD RAW Mod
[re: Razor]
Wed Aug 05 2009 11:02 AM
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Ha, ya that would be the last on the list of stuff to do.
You must be pretty close though. Just paperwork? You prolly don't have moving parts or animated textures, so no worries about funks/grooves So then Horizon/sky and Starting grid with Opponent paths and I guess a Map
Edited by coffeycup (Thu Aug 06 2009 11:19 AM)
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Re: DD RAW Mod
[re: coffeycup]
Wed Aug 05 2009 11:04 AM
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Yeah, almost there, just got to fix a few textures on the map and get rid of some overlaying faces; then it should be ready for the difficult bit.
Oh, no animated textures.
I've decided the order I'll do the maps in.
I'm doing Dragonfly now. Next will be Carpark, then Four, then Cyclone, then Avalance 1. I probably wont continue with Sidewinder, I don't want to go back and retexture it.
~Razor.
[ www.fear-factory.net | remix.nin.com/member/Warrior_Razor ]
[ www.last.fm/user/Razor792 ]
Edited by coffeycup (Thu Aug 06 2009 11:19 AM)
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Re: DD RAW Mod
[re: Razor]
Thu Aug 06 2009 07:07 AM
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Well, the map is completely textured now, got it down to 62 textures.
Click Here >>> 
I just recorded this and forgot to make some of the textures 2 sided, just gone back and fixed that problem, now onto the part I'm unfamiliar with. It should be too difficult, the grid set up looks pretty straight forward (unless I do decide to do explicit opponents), setting up horizon pix seems fairly simple, gonna' have to figure out the map for the mini map and big map view. Once all is done and checked countless times then I'll preprocess the track.
EDIT: Apologies if the video destroys your speakers, I was listening to the DDRAW soundtrack pretty loud..
Another EDIT: I'm guessing this: "1 // Number of MULTIPLAYER START POINTS
4.5 , 0.5 , 9.3 // #1 , Start point coordinates 180 // , Starting angle"
would be for explicit opponents?
Just set up the coords and direction the car starts in, then list the explicit opponents in order inside RACES.txt?
Another EDIT:
Added Horizon PIX, I tried to make it as close to DDRAW's as possible, with destroyed buildings int he horizon, I've added fog too, gonna have to change the colour of it though.

Yet another EDIT: Got the map pix done, I'm messing around with the horizon pix a bit more at the moment:
~Razor.
[ www.fear-factory.net | remix.nin.com/member/Warrior_Razor ]
[ www.last.fm/user/Razor792 ]
Edited by coffeycup (Thu Aug 06 2009 11:18 AM)
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Re: DD RAW Mod
[re: Razor]
Thu Aug 06 2009 07:40 AM
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Yes on the Multiplayer start points
Edited by coffeycup (Thu Aug 06 2009 11:21 AM)
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Re: DD RAW Mod
[re: coffeycup]
Thu Aug 06 2009 11:45 AM
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Thanks alot for making a new thread Coffey.
I'm just working on opponent paths right now, I was thinking on a few things to do with opponent paths, I've opened the .dat file for the map in CarEd and will be writing down the coords for the nodes onto a piece of paper, then set it all up once I've got them all.
A few questions:
1. Is there an easier way of working out opponent paths? (even though this way isn't too difficult)
2. About explicit opponents: As you know, once a race starts all of the opposing vehicles rush to the first node (node 0). If I make the explicit opponents go around a corner, once the race begins will the opponents on that corner will turn left straight into a wall? Or would they follow the remaining nodes that were placed around the corner until they get to node 0?
Here's an image to explain what I mean: http://razor.jjunkies.com/hosted_images/DF_MAP.jpg
~Razor.
[ www.fear-factory.net | remix.nin.com/member/Warrior_Razor ]
[ www.last.fm/user/Razor792 ]
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C2_Scientist
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Re: DD RAW Mod
[re: Razor]
Thu Aug 06 2009 12:46 PM
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1. I'm not sure how many path points you're aiming for, so it depends. For the coordinate hunting part, you could create something like a 74-sided polygon (for example), then pass it into PT2 and use the "save noncar textfile"-option, which would generate a list of vertices. From that, you could at least extract the precise coordinates and perhaps save yourself from some top/side/front viewport squinting & hunting. Maybe... I'm not entirely sure if it works just like that. 
Of course, if you're thinking of only a handful of points, maybe it's not worth the hassle.
For hundreds of points, I was using the opponent path generating option in the SCP.exe-program Dan wrote. (which is normally used for the noncar placement stuff) It takes objects named in a certain manner, generates the paths, junction points, and opponent "speed limits", and finally outputs a textfile with complete path stuff. There had to be an object (simple triangle) placed at each path node, but since I was working in Max, I was able to automate a lot of their placement by using appropriate placement tools: for example, I could simply make Max place the nodes along the same curved lines I used for the road generation, which saved a lot of work. Also, it automatically took care of increasing the four-digit number in the marker names.
This works without Max too, but you would have to manually create, place, and rename the node marker triangles.
My C2 website , YouTube channel
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Razor
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Ah, thanks for that C2S. I'll do that. There shouldn't be too many points but this would be much easier than getting it wrong myself and having to correct it over and over.
Thanks alot, I'll get it done tomorrow.
Here's an action shot I got:
 I think it looks pretty good.
EDIT: Wouldn't it be fun to be able to use .WAM files in maps? That way you could have detachable parts on the map without using noncars.
~Razor.
[ www.fear-factory.net | remix.nin.com/member/Warrior_Razor ]
[ www.last.fm/user/Razor792 ]
Edited by Razor (Thu Aug 06 2009 02:08 PM)
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pileup
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Re: DD RAW Mod
[re: Razor]
Thu Aug 06 2009 02:44 PM
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its looking good razor it looks good and gritty like dd raw was also i agree dd arenas was annoying and cartoony and it put the stopper in the dd series, well thats what i thaught oh and sorry to ask for things or suggest things but are you going to convert the fire and smoke effects?
Edited by pileup (Thu Aug 06 2009 02:48 PM)
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Re: DD RAW Mod
[re: pileup]
Fri Aug 07 2009 12:32 AM
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I'll convert as much as I can from the game. That being sounds, menu images, etc. I'm trying to think of a way of incorporating the DDRAW soundtrack into the mod but the only way I can think of doing it is by doing what Freddy did with SoD, but that would get irritating over and over again.. Unless I make the whole sountrack into one huge track and do what Freddy did.
Oh and by the way, this will probably be a standalone T/C, so no worries of it messing up your copy of C2, like I have with mine
~Razor.
[ www.fear-factory.net | remix.nin.com/member/Warrior_Razor ]
[ www.last.fm/user/Razor792 ]
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Re: DD RAW Mod
[re: Razor]
Fri Aug 07 2009 05:59 AM
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Just done some opponent paths but something seems to be wrong, the game just crashes on load.
Here are my current path coords:
In reply to:
START OF OPPONENT PATHS
34 // total nodes 0.3642,0,-15.93 // node0 3.7928,0,-13.79 // node1 7.9357,0,-13.50 // node2 14.364,0,-12.79 // node3 19.364,0,-9.794 // node4 22.792,0,-5.366 // node5 27.792,0,-2.651 // node6 31.078,0,-0.223 // node7 33.507,0,3.2052 // node8 33.364,0,7.2052 // node9 30.792,0,10.490 // node10 26.221,0,10.348 // node11 14.507,0,10.348 // node12 7.9357,0,7.3480 // node13 5.0785,0,1.0623 // node14 3.65,0,-6.366 // node15 2.2214,0,-12.65 // node16 -1.492,0,-19.79 // node17 -3.921,0,-25.08 // node18 -4.635,0,-30.36 // node19 -7.492,0,-36.36 // node20 -12.49,0,-39.50 // node21 -17.20,0,-44.36 // node22 -20.20,0,-47.93 // node23 -24.77,0,-48.93 // node24 -28.06,0, 45.36 // node25 -28.77,0,-39.08 // node26 -30.77,0,-32.50 // node27 -33.77,0,-27.36 // node28 -33.63,0,-20.79 // node29 -29.35,0,-18.79 // node30 -20.17,0,-17.50 // node31 -10.37,0,-16.93 // node32 -5.611,0,-16.65 // node33
34 // total paths 0 1 0 255 0 255 2.0 0 // Path0 1 2 0 255 0 255 2.0 0 // Path1 2 3 0 255 0 255 2.0 0 // Path2 3 4 0 255 0 255 2.0 0 // Path3 4 5 0 255 0 255 2.0 0 // Path4 5 6 0 255 0 255 2.0 0 // Path5 6 7 0 255 0 255 2.0 0 // Path6 7 8 0 255 0 255 2.0 0 // Path7 8 9 0 255 0 255 2.0 0 // Path8 9 10 0 255 0 255 2.0 0 // Path9 10 11 0 255 0 255 2.0 0 // Path10 11 12 0 255 0 255 2.0 0 // Path11 12 13 0 255 0 255 2.0 0 // Path12 13 14 0 255 0 255 2.0 0 // Path13 14 15 0 255 0 255 2.0 0 // Path14 15 16 0 255 0 255 2.0 0 // Path15 16 17 0 255 0 255 2.0 0 // Path16 17 18 0 255 0 255 2.0 0 // Path17 18 19 0 255 0 255 2.0 0 // Path18 19 20 0 255 0 255 2.0 0 // Path19 20 21 0 255 0 255 2.0 0 // Path20 21 22 0 255 0 255 2.0 0 // Path21 22 23 0 255 0 255 2.0 0 // Path22 23 24 0 255 0 255 2.0 0 // Path23 24 25 0 255 0 255 2.0 0 // Path24 25 26 0 255 0 255 2.0 0 // Path25 26 27 0 255 0 255 2.0 0 // Path27 27 28 0 255 0 255 2.0 0 // Path28 28 29 0 255 0 255 2.0 0 // Path29 29 30 0 255 0 255 2.0 0 // Path30 30 31 0 255 0 255 2.0 0 // Path31 31 32 0 255 0 255 2.0 0 // Path32 32 0 0 255 0 255 2.0 0 // Path33
0 // Number of cop start points
END OF OPPONENT PATHS
I have no idea what the problem could be..
~Razor.
[ www.fear-factory.net | remix.nin.com/member/Warrior_Razor ]
[ www.last.fm/user/Razor792 ]
Edited by Razor (Fri Aug 07 2009 06:21 AM)
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Re: DD RAW Mod
[re: Razor]
Fri Aug 07 2009 06:36 AM
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i hate it when the game crashes when loading and doesnt give an error report you dont know what to fix to solve the problem 
still your doing a brilliant job razor even i wouldnt attemp a conversion of a game
carmageddon fan for life :P
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