Re: DD RAW Mod
[re: Harmalarm]
Sun Sep 06 2009 01:52 PM
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In reply to: Interesting work Razor, but is it part of the DDRAW mod?
Yeah, I was thinking the same thing. I guess I don't know enough about the original DDRAW, but it feels like you're starting to drift off your original intent there Razor. ( That is converting/recreating DDRAW for C2). I'm thinking I'd like to see a beta release of a track and some cars to play with rather than minutiae like billboards. You're going to suck all the fun out of discovering these things on our own. I mean, you're not going to show us where the easter eggs are you? See my point?
Re: DD RAW Mod
[re: coffeycup]
Sun Sep 06 2009 02:04 PM
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In reply to: but it feels like you're starting to drift off your original intent there Razor. ( That is converting/recreating DDRAW for C2).
I never thought of it like that but yes, I think you're right. I might actually leave the current (snowy) map I'm working on and begin working on Four (the next map on my list to make) because the map I'm working on at the moment would benefit more from a seperate C2 release than being put in the mod, it doesn't have a Destruction Derby feel (Probably because it's set across multiple terrains like: mountain roads, city streets and nuclear bunker-style interiors.)
In reply to: I'm thinking I'd like to see a beta release of a track and some cars to play with
I've been thinking about this idea, what I had in mind was releasing 1 car (Cheetah 01) and 1 map, just for testing purposes. I think I'll probably do that, the map will most likely be one of the smaller ones; like Oilslick.
Re: DD RAW Mod
[re: Razor]
Tue Sep 08 2009 02:30 PM
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Yeah, that looks cool. You're getting really good at SketchUp. Mebbe you ought to do a tutorial for the N00bs section.
Now for the constructive criticism section. How are you going to keep opponents from flying over those low walls on 'Four' and freezing game? You'll probably need to make a transparent 'invisible' wall to keep them in. C2 opponents will pretty much shoot off in any random direction at top speed and end up in an unfortunate place freezing the game.
I'm concerned about the gameplay of the 'Avalanche' one too, even if its a direct port from the game. The opponents will drive off that roof in 2 seconds and all end up at the bottom. Is there a lift or a ramp to get back to the top?
I still feel you ought to do a release of one as a beta so you can do a complete test. (I think you'll find the tracks need to be scaled up a bit) I know you mentioned Oilslick as a beta but what happend to Dragonfly? You'll learn alot doing the complete process. It might affect how you build the maps. Besides, the thread has grown to 4 pages. How many more screenies before we get something?
Re: DD RAW Mod
[re: coffeycup]
Wed Sep 09 2009 12:25 AM
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In reply to: How are you going to keep opponents from flying over those low walls on 'Four' and freezing game? You'll probably need to make a transparent 'invisible' wall to keep them in. C2 opponents will pretty much shoot off in any random direction at top speed and end up in an unfortunate place freezing the game.
I'll do something similar to Dragonfly by building up mountains and several buildings around the track and then stick a roof on top of the map.
In reply to: I know you mentioned Oilslick as a beta but what happend to Dragonfly?
I pretty much finished Dragonfly but I'm still getting that opponent duplication problem so i'm still trying to fix that.
In reply to: I'm concerned about the gameplay of the 'Avalanche' one too, even if its a direct port from the game.
Some maps like Avalanche and Up 'n' Over 1 may not work too well with C2 as they have parts with huge hills and ramps, with C2's gravity (which I will be changing a bit more) and the fact that the C2 opponents have such insane AI, they probably would just crash the game. Especially on Avalanche: I can see an opponent After Your Blood or Seething With Fury but the car is in front of you as you're racing, so it begins barrelling down the huge slope at like 300mph, into a wall and bending in a way that the game dislikes therefore causing it to crash.
In reply to: Besides, the thread has grown to 4 pages. How many more screenies before we get something?
Once I've finished on Four, I'll get Oilslick ingame and add everything thats necessary then I'll release it with a few vehicles.
In reply to: Yeah, that looks cool. You're getting really good at SketchUp. Mebbe you ought to do a tutorial for the N00bs section.
Thanks, I'm finding Sketchup really easy to work with.
Re: DD RAW Mod
[re: Razor]
Thu Sep 10 2009 05:27 AM
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I think it would've been easier to just put a vertical wall behind the guardrails with a transparent texture to hide it. Now you're going to get opponents stuck down in the area between the track and the 'hills'.
Re: DD RAW Mod
[re: coffeycup]
Thu Sep 10 2009 05:35 AM
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Well i suggest if he wants to keep it and i think he will, then better make a transparent wall? Or the same wall with a "filler" texture and put the poly's outwards so they aren't visible from the track
For this map I think the transparent texture would be much better, reversing the faces worked for Dragonfly because the track was so far away from the outter box. Not sure I can make sense of what I'm trying to say.
Re: DD RAW Mod
[re: Razor]
Thu Sep 10 2009 08:30 AM
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He's right, you can.
I may not have made a track in years, but I do remember driving around in one before it was finished and being able to drive through the back of a fenced area (before it was made double-sided).
Edit: Fun Fact: There's actually an example of this in the Airport. Underwater, next to the largest bridge. It's only visible from above, approaching the ledge. If you head for it while underwater (the invisible side), you'll go right through...
Re: DD RAW Mod
[re: Econobrick]
Thu Sep 10 2009 02:04 PM
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Not to get off topic, but I can see coming through the back of a texture making some interesting gameplay. Like coming out the end of a tunnel, turning around and finding it now blocked from that direction.
Re: DD RAW Mod
[re: coffeycup]
Thu Sep 10 2009 02:43 PM
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That is a good idea, I may be able to use that technique but with transparent textures, to stop people turning around and getting checkpoints instead of racing the entire track.
Re: DD RAW Mod
[re: Razor]
Thu Sep 10 2009 02:53 PM
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Yeah, transparent textures. You could do a toll gate looking thing or boards nailed across the end of a mine shaft so you could see back where you came from but blocked your way.
Re: DD RAW Mod
[re: coffeycup]
Fri Sep 11 2009 11:06 PM
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In reply to: Is there a lift or a ramp to get back to the top?
My apologies, I forgot to answer this question. There isn't a left or ramp, it's a winding road back up the the top but, there are 2 versions of the track: the snowy version; has a road up to the top which breaks off into a train tunnel (as the road is blocked by snow) and in the normal version the tunnel is blocked off and you just follow the remaining section of the road back up.
I'll start on texturing Four when I get home from work.
Re: DD RAW Mod
[re: coffeycup]
Thu Oct 08 2009 02:30 PM
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http://razor.jjunkies.com Just to let you all know, I'm putting this on hold for the time being. I WILL continue it but not yet as I have a lot of work to do at college and there's really no time for this mod at the moment. I'll most likely release a few things for you all to test over the Christmas holiday.
Re: DD RAW Mod
[re: Razor]
Fri Oct 09 2009 03:38 AM
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That's really disappointing. That "4" track looks like its about done. I don't understand the holdup. I also don't get the point of the video, you've already shown us every detail in the last 4 pages of screenshots. I was hoping it would be some game-play footage, not just spinning the models around in SketchUp. Meh.
Punk Face's Cheetah No. 69
[re: Razor]
Sun Nov 01 2009 07:58 AM
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I thought I'd release something to liven this place up a bit, here's a car for ya'll to test:
Punk Face's Cheetah (Number 69)
Please note it isn't fully finished yet, still a few things little touch ups to do in the text files, perfectly driveable though. Please let me know if you have any problems with the file.
Re: Punk Face's Cheetah No. 69
[re: Razor]
Mon Nov 02 2009 02:29 PM
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Heh, pretty cool
I like all the detachables and the smashable tallights. Tire treads are a little iffy, but overall it looks good.
Surprised no one else has commented yet. Kinda hard to keep up the enthusiasm working in a vacuum. I've been busy on other nonCarma projects and playing Wolfenstein lately.
Re: Punk Face's Cheetah No. 69
[re: coffeycup]
Tue Nov 03 2009 01:32 AM
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At least theres a bit of feedback, which is good, thanks for that The cars are not finished yet JC as there are obvious flaws in all of them, all I've done is the basics really: modelling, texturing, setting up the .WAM file and making the bounding box fit more accurately and setting up some funks in the .TXT file.
I'll release one of each of the other vehicles at a later date (in the not too distant future), they are just modelled off of this--
It went something like this: First I opened up Puma's Sektoneer in CarEd and looked at it side profile (I was playing DDRAW at the time) and I noticed it looked a little similar to the Cheetah, so I contacted Puma and asked if I could remodel it into the Cheetah; he said yes, so I did. From here I finished Punk Face's Cheetah (it was the first one I made), then I made the Player01 Cheetah and after that, all of the others. I then moved onto the Ricochet and I decided to (instead of make a whole new model) just 're-mod' the Cheetah into the Ricochet, I made all of the Ricochet opponents and then 're-modded' the Ricochet into the Stinger, made all of those, Stinger became the Supernova, made all of those, Supernova became Razorback (this took a long time) and Razorback finally became Raven.
(I have compiled a list of the cars an their real life counterparts because Errol at one point wanted to know which filename matched up with which car on the game, so I created a list with the filenames he sent me and figured out the matching ingame names that went with them and then researched their real life counterparts but, this seems to be lost in Errol's inbox, somewhere.)
Re: Punk Face's Cheetah No. 69
[re: Mad_Maxine]
Sun Nov 08 2009 06:22 AM
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Thanks, Maxy and thanks to the rest of you. Also I got a few (well a lot of) pointers from Yfrid on Font editing, as the game crashed every time I've tried to edit them, so I'm going to give that another go. I'm supposed to be doing college work, I have a lot to do before Monday (tomorrow) but I'm putting it aside as I'm getting back into Carmageddon editing (I left all of my projects for a while).
I'm currently finishing up the Birdy (yes the Birdy which Twiglet & Raven-X never completed) and once that's done I'll release it.. I have tried to get a hold of both Twiglet and Raven but I haven't seemed to have been able (from what I remember) to get in touch with either of them.
Once the Birdy is done I can release Flower Plower 2, this will be quick and easy as the only problems I was having was with the sides of the tank tracks but after Kamikadze's most recent release I'm going to steal his idea and use a simple black texture for the side of the tracks and then it'll be ready for releasing.
EDIT: I've just completed the firepoints, cockpit and bumper cameras and shrapnel colours on the Birdy, all that's left is to make menu images and pack it all up.
As you may be able to tell this car was based on a TransAm (It's filename in DDRAW was PONTY), the Cheetah is based on a Mercury Cougar, as far as I can tell (filename in DDRAW was COUGA)...
I'm currently starting work on some of the bonus cars from the game.
Anyway enjoy.
Please let me know if anything isn't working correctly, I may have packed it up incorrectly, I doubt it though.
Re: Punk Face's Cheetah No. 69
[re: Jon606]
Sat Nov 14 2009 10:02 AM
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It was yellow but when you're a certain car colour any opponent that is the same colour changes, therefore all other opponents change colour and as I already have a yellow opponent in this mod... You can see why.
Re: Punk Face's Cheetah No. 69
[re: Razor]
Fri Dec 11 2009 10:23 PM
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I'll be releasing a track for you all to test next week as a Christmas present for you all, in the mean time check this out: (Click the Image)
Thanks, Coffey for getting this in game, it's actually a REALLY, REALLY, REALLY fun map! I do apologise for the screen lag in the video, due to the half-assed recoding when you upload a video to XFire, it makes the video lag.