More C2 BETA MOD content changes!!

I’ve already detailed some of the changes that will be included in the BETA Mod but I’ve further made many more changes so I shall list them presently:

VEHICLES

Hell Rod- Prototype Hell Rod with blue outlines on flames and old wheels. Now driven by Mad Harry Braindead like in development

Buzz- Old buzz driver model (can still be seen in final driver menu image)

Purple Piledriver- Old model with bladed wheels (official stainless model!) Now driven by AJP Hate like in dev

DC Codbra- Old Beta textures with bloodied steel armour and old wheels

Cop Car- Old unused early textures reapplied to final model in their assumed locations, this old design matches the design of C1 police cars too!

Red Vet- Old bloodied blades

Degory’un- Old bloodied front blade. Now driven by Larry Lamba like in dev.

Plow- Old bloodied ‘Gotcha Again’ -NOTE: The old ’40 New Opponents’ beta image shows The Plow with the words ‘Gotcha I’m Back’ on the front instead so I’m undecided which to go for as of yet, probably the latter.

Eagle 3- Demo Eagle 3 used, textures issues will be fixed though, so it’ll be better than ever!

Cow Poker- Alpha channels re-added to the spur holders

Hick Pickup- Using old brown beta skin, many unused textures from this skin were still available in the files in the final version. (Interestingly the old brown pickup is featured on the rear box art of the UK Zombie and Blood versions of the game, must have been a really late change along with the Purple Piledriver!)

Ice Cream Van- The Ice Cream Van that was mentioned in a lot of early C2 previews and that appears in the N64 version of the game is back in as an unlockable vehicle on completion of the game!

Mad Morris- Alpha channel re-added to the rear spoiler. Now driven by Stalwart Fellow like in dev

Monster Bug- Added alpha channels to the struts of the car as originally intended, fixed numerous interior texture and model issues, added in old bloodied tyre tracks that were unused but present in the vehicles textures.

Prop Shafter- Bright orange in colour to match the ’40 New Opponents’ early preview screenshot.

Porker- Bloodied spikes readded, old demo textures reused. Now driven by Sid Pig as evidenced in demo.

Blood Riviera- Old decal-less bloodied version!

Screwie 2- Has two drills like the original Screwie 2 was supposed to!

Tashita 2- Uses old demo textures, bitchelin man returns and front lights are fixed!

Vlad- Old bloodied spike

Abba Cab- Some old demo textures used, there are some that weren’t complete so final textures are used. Now driven by Hans Abba as seen in demo.

Flower Plower- Appears as an opponent

Wideboy- Uses old textures as referenced from the N64 version of the game, also bloodied blades. Driver shortname is now Blackman which was Wideboy’s in dev title, long name is still Wideboy, however.

The Bimmer- The Bimmer is still like final and I still can’t figure out it’s unused textures, cunt.

Digga- Original Digga will return!

Eagle 3 Final and Eagle 3 Alpha are unlockable cars upon completing the game, different coloured Hawks will also be available as well as Eagles!

Each vehicle has had most of it’s textures increased in resolution (and quality) a lot of the in dev textures are of higher quality than final but also a lot of the CamCars use higher res/quality versions of final C2 textures so they have been distributed to other models within the game.

ENVIRONMENTS

Map order is the same as final except HOME SWEET GROAN has been swapped with NEW BEAVER to appear as the first race

All maps now have old checkpoints seen in Junkyard.

All maps have early versions of there textures used where available, some were the same as final and some vary a lot, major changes will be listed below.

USS Lewinsky- Every texture has been altered to match earlier in dev versions of the map, it is a lot darker and grittier than the final version.

El Morte Desert- Sand has been lightened to match in dev versions of the map.

Funfair- Skyboxes now match what is seen in early versions of the map.

Beaver City- Old billboards from early versions of the map are used

Beaver County Quarry- Old textures used, differ slightly from final

Silo- Old textures seen in some early preview screens will be used. (Still working this out though to see where and how they fit in)

Beaver Woods- Old in dev signs that more closely resemble their Twin Peaks counterparts are used, seems they changed a few for final so they weren’t as similar to what is seen in the show.

Old drones make a welcomed return.

Old in dev Spamtrak returns, fixed alpha channels and all!

OTHER CHANGES

The mine model used to be a flatter model similar to what was seen in TDR2000 but I’m unsure whether to make the change as the physics will stay the same as final.

Races now range from 7 to 13 opponents as opposed to 5 to 11, this matches the 7 found in demo Junkyard, makes for an overall more fun game in my opinion too.

Menu UI has had a complete overhaul to give it a more grittier feel, balls to that bright green in the final version of the game. New cursor too

BETA/DEMO Font used within the game

SOLID YELLOW TIMER

Proper carimages for all of the changed vehicles

BRAND NEW* (*old) CREDITS/BONUS font type created.

Old bonus SCROLLER text returns with multiple coloured combo bonus messages

Some peds are altered to match their original states

Cara Loft ped returns (she appears in the desert in her usual tomb robbing places)

Bikini ped returns

Goaty returns

Old particles and emitters (explosions, splashes, etc.)

Old powerup textures seen in the demo are used.

Old powerup names are used (if any)

Old powerup icons return (some were changed slightly for final, pesky Stainless)

That’s about all I can think of for now, a somewhat similar list to before but I’ve done a lot more work on it now, will leave a few more preview screenshots below as a teaser.

A few CarImage changes that will appear in the mod can be seen below (click the image for a larger size):

Thanks for reading (if you did)

~Razor.

Sim Ped!

A simple (hurrhurr geddit?) edit of FEM07 ped into Sim of RWS and former Stainless fame!

Readme.txt

Simone McDermott Pedestrian

http://r.carmajunkies.com

Created by Razor

A simple edit to the FEM07 ped to turn her into Sim, Sim is definitely a lot more fun to run over!

–Installing–

Extract the archive in your main C2 directory.

Remember you need to have an untwatted version of the game, you may also need to go into your ‘data/PEDS/PEEPS’ folder and delete FEM07.TWT if it exists.

Accept any prompts asking to overwrite.
–Features–

-It’s a pedestrian… Go figure.
-Original FEM07 textures included in “PIX16_OLD” should you want to revert back to normal

–Problems/Bugs–

-Screaming face doesn’t work? Don’t know why, Sim looks better when she smiles anyway 😉

–Thanks–
Stainless
#Carmageddon IRC

http://r.carmajunkies.com

–Contact me-
My email address: razor@retrogameshelf.com

Download
[SIMPED.zip | ~52KB]

NEW* Content Within The BETA MOD (*old)

Thought I’d make a little (or long) post detailing the alterations that will feature within my upcoming BETA MOD, just a list and some screenshots below to make things a bit prettier!

  • Vehicle Changes

EAGLE 3 – The model that appears in the (US Blood) demo version of the game will be present, untextured faces fixed and some mismatched faces reworked.

PURPLE PILEDRIVER – Using the actual old knived model (created by Stainless) that appears in an early screenshot of the game (this model was found within The Errol Special)

LAMB O’GENIE – Using old bloodied skin

STREET MACHINE – Using old bloodied skin

HICK PICKUP – Using old (beta) brown, dirty textures that were present and unused in the final.

THE PLOW MK.2 – Bloodied “Gotcha Again” on the plow is back.

DC CODBRA – Old bloodied and steel bumpers version.

PORKER 2 – Headlights have been re-added and are fully working and smashable, bloodied version also.

BLOOD RIVIERA – Old decal-less, bloodied version that appears in an early preview screenshot.

TASHITA2 – Uses demo sponsors and Bitchelin man.

THE RED VET – Original bloodied blades.

VLAD3 – Bloodied spike

FLOWER PLOWER – Appears as an opponent

PROP SHAFTER – Appears in it’s old orange format, properly modded this time unlike my previous attempts, shell and simplemodel included!

HELL ROD – Old version that appears in early preview screens with blue outline around the flames and more sporty wheels

DIGGA – RON IS BACK (Original Digga was turned into Loggerhead late in development, Errol Digga will be edited into what the Digga was originally going to look like)

ICE CREAM VAN – Mentioned in many early previews for the game and appearing in the N64 Carmageddon game, the Ice Cream Van (MAY) will return to this mod

  • UI Changes

BETA/DEMO Font used within the game

SOLID YELLOW TIMER

Early character names used

Proper carimages for all of the changed vehicles

Every menu has been reworked to more match the bloodier and grittier feel of the earlier builds of the game (C1-style)

BRAND NEW* (*old) CREDITS/BONUS font type created.

Old bonus SCROLLER text returns with multiple coloured combo bonus messages

  • Other Changes

Tracks use older copies of their textures (found in The Errol Special,) some are exactly the same as final, others vary a lot.

Old DEMO powerup crates and barrels return

Old (US Blood/UK Zombie) DEMO GENERAL.TXT handling and wasting properties used. MORE BENDING AND EXPLOSIONS

NEW* (*old) explosion and splash effects

NEW cursor. No more bright turquoise thing!

That’s all I can think to note so far, now for a few screenshots, enjoy.






MORE screenshots can be found over at [CWABoard]

Cheers,
~Razor.

Font progress

RE: the previous long-winded post on the font formats in C2, I’ve decided to go ahead and only do bits that matter!

In the demo version of C2, ped combos are of course specific images with 2X Combo being the following image:

(2xcombo.pix)

Using what I’d learned trying to edit these fonts I’ve edited the | character (as it isn’t really used at all in-game) and I’ve changed it to read 2X, see below:

Have edited SCROLLERS.TXT to display |_COMBO as opposed to 2X_COMBO as seen below:

4, 21,DROPPED_LIKE_A_STONE! // 16
4, 21,POLITE.PIX // 17
4, 23,|_COMBO // 18
4, 23,3X_COMBO // 19
4, 23,4X_COMBO // 20

Here’s how we see it in-game:


PROGRESS! Just gotta scale it correctly now and begin on the rest of ’em!

Carmageddon 2 fonts are a pain!

Been trying to understand the way C2 uses fonts for the past few days and then edit things to my liking with very minimal success, will try to outline my discoveries here.

So I’m working on a beta mod of the game that will resurrect all of the old beta/demo content of the game into the final release, one of the things is the fonts.

In the demo versions of the game, the bonus fonts are each their own images, for example below is the image that resides in DATA\64x48x8\FONTS\PIX16 for “You Wasted ‘Em”

(destroy.pix)

this image is called by the game and displayed whenever you destroy (waste) another opponent, this and a variety of other bonus text all live in the same folder within the demo and allows for great customisation of the ingame HUD and messages.

 

Enter the final version of the game and (excluding the software mode) the way the game handles these messages is now completely different, we no longer have separate images for each bonus message but instead we have font types which are used to display text that appears within the game, these bonus messages are now a part of this. In the demo versions of the game you did have fonts but they all lived in DATA\64x48x8\FONTS\PIX16 as a series of font sheets that were called upon and used as the fonts within the game, one image contains an entire font and the game would cut ’em up and use ’em correctly without you needing to fiddle at all, all well and good and the software mode in the final version of the game still uses this process albiet with lower res tiffx and not tiffrgb/pix16, hardware (glide) mode, however, does not, hardware mode uses a new system where each of the fonts the game will use are each stored in a separate folder, within this folder is a FONT.TXT file that defines the number of characters within that font, the spacing between the characters, the number of the image that the first character begins at, the font height and the width of a blank character, see below for an example of FONT.TXT from the game’s BIG_ITALIC font:

// Large timer digits and colon
133 // number of characters (ORIGINALLY: 133)
-3 // inter-character spacing (ORIGINALLY: 1)
33 // ASCII offset ( value of first character)
20 // font character height (ORIGINALLY: 24)
12 // Blank width

Now also in this folder you’ll find your PIX16/TIFFRGB folders, these folders contain each and every character associated with that font, not as one image like in demo versions of the game but each character has it’s own image, that image is then used by the game as a character, that character is defined in the game’s executable, the image just has to match the first character, for example you will see below a portion of the list of usable ASCII characters within the game’s executable:

Now, moving on to being able to display messages within the game, as previously mentioned the bonus messages in demo version of the game were images that the game loaded in to use when a certain criteria was met, these bonus messages in the final version of the game are controlled by a file within the DATA\ folder called SCROLLERS.TXT and within SCROLLERS.TXT you will find the following (please note, this is an edited version of the file but still contains the same data):

46 // # of Headup scrolly messages
// Format: Font index (THE FONT), Message string (THE FONT COLOUR AS REFERENCED
IN FONTCOL.TXT)
// N.B use underscore “_” where you want a space in the string
23,21,UNUSED // 0
23,21,UNUSED // 1
23,21,UNUSED // 2
23,21,UNUSED // 3
4, 22,GO! // 4 4, 22,GO!
4, 24,1 // 5
4, 24,2 // 6
4, 24,3 // 7
4, 24,4 // 8
4, 24,5 // 9
4, 21,SPLATTER_BONUS // 10
4, 21,PILEDRIVER_BONUS! // 11
4, 21,EXTRA_STYLE_BONUS! // 12
4, 21,BONUS_FOR_ARTISTIC_IMPRESSION // 13
4, 23,CAT_’N’_MOUSE_BONUS // 14
4, 21,WHAT_A_PUNT! // 15
4, 21,DROPPED_LIKE_A_STONE! // 16
4, 21,POLITE.PIX // 17
4, 23,2X_COMBO // 18
4, 23,3X_COMBO // 19
4, 23,4X_COMBO // 20
4, 23,5X_COMBO // 21
4, 23,6X_COMBO // 22
4, 23,7X_COMBO // 23
4, 23,8X_COMBO // 24
4, 23,9X_COMBO // 25
4, 23,10X_COMBO // 26
4, 21,”NICE_SHOT+_SIR!” // 27
4, 23,CUNNING_STUNT_BONUS // 28
4, 21,HEAD-ON_BONUS! // 29 4, 21,HEAD-ON_BONUS
4, 21,YOU_WASTED_’EM! // 30 4, 21,YOU_WASTED_’EM
4, 22,CHECKPOINT! // 31
2, 22,OUT_OF_TIME! // 32
2, 22,RACE_COMPLETED! // 33
4, 23,YOU_ARE_WASTED! // 34 4, 21,YOU_ARE_WASTED!
4, 21,BOTH_BUGGERED // 35
4, 24,GAME_OVER // 36
4, 24,UH_OH…_OUT_OF_CASH // 37
4, 24,HEH_ACE…_YOU_LOST // 38
4, 22,AMAZING…_YOU_WON! // 39
4, 21,BARBEQUE_BONUS // 40
4, 21,STITCH_THAT! // 41
4, 21,AWARD_FOR_OUTSTANDING_ACHIEVEMENT // 42
4, 24,MISSION_FAILED // 43
4, 22,MISSION_COMPLETED // 44
23,24,DEMO_TIMEOUT! // 45

There are a few things to notice here: 1) There are numbers before the bonus text (which I shall explain) and 2) there is an (assumed) unused line within this file that shows “polite.pix“.

Now this file is what controls all of the bonus messages within the game, these lines of text, much like the images that came before them are called upon by the game when a certain criteria is met but instead of the game just calling .pix images for the bonus message it now pulls the specific line required from SCROLLERS.TXT and then displays it based on the options chosen.

What are these options? You’ll notice the comments at the top of SCROLLERS.TXT, they are already present within it, although the explanations in the brackets are what I’ve added. SCROLLERS.TXT has lines of message laid out as follows:

NUMBER,NUMBER,TEXT

This first number is described in the comments as the font index, this font index can be found within the executable and makes sense, it is the font that the game will use when it displays the proceeding message, the font indexes are within the executable as show below:

Now we work our way from the bottom up and we get out indexed fonts and they are as follows:

FONT INDEX #1 = TINYFONT ( data\64x48x8\FONTS\TinyFont )
FONT INDEX #2 = BIGYELLOWTIMER ( data\64x48x8\FONTS\BigYellowTimer )
FONT INDEX #3 = MEDIUM_HEADUP ( data\64x48x8\FONTS\Medium_Headup )
FONT INDEX #4 = BIG_ITALIC ( data\64x48x8\FONTS\Big_Italic )
FONT INDEX #5 = NETPOSFONT ( data\64x48x8\FONTS\NetPosFont )

 

This all makes sense as we are firstly going to define the font we want the bonus message to use (in this case, BIG_ITALIC) but the next number is described in SCROLLERS.TXT as message string, which on it’s own is very difficult to understand but this number (as evidenced by my additional comments) actually points to another text file that resides in DATA\, that file being FontCol.TXT and what FontCol.TXT does is it lists the fonts and then lists their colours, the contents of FontCol.TXT can be found below:

// COLOURS FOR POLYGONAL FONTS
//
// Each font has four sets of RGB values in the range 0-255. These specify
// the colour for each corner of every character in that font. They are ordered as:
//
// Top/Left
// Top/Right
// Bottom/Left
// Bottom/Right
//#define kPolyfont_hand_green_15pt_unlit 0
0,255,0
0,255,0
0,140,60
0,140,60

//#define kPolyfont_hand_green_15pt_lit 1
128,255,128
128,255,128
0,255,0
0,255,0

//#define kPolyfont_hand_red_15pt_unlit 2
255,0,0
255,0,0
203,0,23
203,0,23
//#define kPolyfont_hand_red_15pt_lit 3
255,80,80
255,80,80
193,0,13
193,0,13
//#define kPolyfont_serp_red_15pt_lit 4
255,80,80
255,80,80
193,0,13
193,0,13

//#define kPolyfont_serp_red_30pt_lit 5
255,80,80
255,80,80
193,0,13
193,0,13

//#define kPolyfont_serp_green_30pt_unlit 6
0,255,0
0,255,0
0,140,60
0,140,60

//#define kPolyfont_serp_green_30pt_lit 7
128,255,128
128,255,128
0,255,0
0,255,0

//#define kPolyfont_serp_green_38pt_unlit 8
0,255,0
0,255,0
0,140,60
0,140,60

//#define kPolyfont_serp_green_38pt_lit 9
128,255,128
128,255,128
0,255,0
0,255,0

//#define kPolyfont_hand_green_10pt_unlit 10
0,255,0
0,255,0
0,140,60
0,140,60

//#define kPolyfont_hand_green_10pt_lit 11
128,255,128
128,255,128
0,255,0
0,255,0

//#define kPolyfont_ingame_tiny_yellow 12
255,144,0
255,144,0
255,248,0
255,248,0
//ORANGE-YELLOW

//#define kPolyfont_ingame_tiny_blue 13
0,128,255
0,128,255
255,255,255
255,255,255

//#define kPolyfont_ingame_tiny_red 14
255,255,255
255,255,255
255,255,255
255,255,255

//#define kPolyfont_ingame_tiny_green 15
33,223,24
33,223,24
33,223,24
33,223,24

//#define kPolyfont_ingame_big_timer 16
255,255,255
255,255,255
255,255,255
255,255,255
//YELLOW

//#define kPolyfont_ingame_medium_red 17
255,0,0
255,0,0
255,0,0
255,0,0

//#define kPolyfont_ingame_medium_blue 18
255,255,255
255,255,255
255,255,255
255,255,255

//#define kPolyfont_ingame_medium_orange 19
255,255,255
255,255,255
255,255,255
255,255,255

//#define kPolyfont_ingame_medium_green 20
0,255,0
0,255,0
255,255,255
255,255,255

//#define kPolyfont_ingame_italic_yellow 21
255,154,33
255,154,33
255,235,49
255,235,49

//#define kPolyfont_ingame_italic_green 22
0,133,0
0,133,0
0,255,0
0,255,0

//#define kPolyfont_ingame_italic_blue 23
82,101,255
82,101,255
255,255,255
255,255,255

//#define kPolyfont_ingame_italic_red 24
145,10,0
145,10,0
255,0,0
255,0,0

//#define kPolyfont_netpos 25
33,223,24
33,223,24
33,223,24
33,223,24

//#define kPolyfont_highlighter 26
255,255,255
255,255,255
255,255,255
255,255,255

Now as you may notice the comments at the top of this file make a bit more sense, it tells you the file’s purpose (to give each polygonal font a colour) and how the contents are displayed which is great (this has been edited a bit by myself, by the way,) you will also notice that each of these 27 font colours have a commented name and these names are the names that the individual fonts are given within the executable.

Now we understand the basic purpose that FontCol.TXT serves we’ll go back to SCROLLERS.TXT and now we understand that the second number in our message line points to the font’s colour we can understand it better than just staring at the words “message string” and dribbling, after this we have the text that we want to be displayed, there are a few things to note here:

1) We of course cannot use commas in our message

2) We of course cannot use underscores in our message as these have been reserved for spaces within the message

3) We are limited to what can be displayed (only one font per message and it can only be in one defined colour)

 

Moving on to another notable thing about SCROLLERS.TXT is the “polite.pix” line, polite.pix is present in the demo versions of the game and it is the image that the game would use for a “Cunning Stunt Bonus”, see that image below:

This line must be a left over from when the game was in development, at some point Stainless must have been trying to get individual images loading via SCROLLERS.TXT, a feat which is now impossible (believe me, I’ve spent days trying all sorts of methods to get SCROLLERS.TXT to display specific .pix images, ain’t possible!) but at one point it may have been, in any case we can still in theory use the new fonts to display individual images, in theory.

In practice I have run into numerous issues including: not being able to load .pix images larger than the other font characters, not being able to load .pix images with strange proportions, replacing an existing character with one of this bonus message .pix images and the game freezing for a few seconds whilst it tried (and failed) to display the image and then continuing to run as normal, to complete crashes.

 

My next step is obviously to completely cut up these bonus message images to the size of an existing font and then display them by listing the characters the image replaced in SCROLLERS.TXT in order, for example if I cut up polite.pix (the cunning stunt image) into 5 sections and replaced the BIG_ITALIC characters A, B, C, D and E with them then I would do the following on the Cunning Stunt line:

4, 21,ABCDE       //we’d of course replace the “21” and point to a completely white line in Font.Col.TXT so as not to override the pre-existing colour in the image

But as the rest of the game’s displayed messages also use BIG_ITALIC, the letters A, B, C, D and E would be unusable rendering the entire process pointless.

 

The next thing to try would be to create a new font, a feat that is also impossible if you do not want to hex edit the executable, you see the fonts are all actual files but the way they work and are used by the game is all defined in the executable, as previously shown; the five font indexes are all defined within the executable, the polygonal fonts referenced in FontCol.TXT are all defined within the executable, creating a new font would require adding it to the executable and I don’t want this mod to have to rely on a modified executable.

 

Finally I decide that maybe I should stick with the BIG_ITALIC font that I have edited and just use FontCol.TXT to do the rest but I discovered that the game had other plans, instead of SCROLLERS.TXT’s layout being as easy to explain as:

#(font index),##(font colour),XXXXX(message)

It turned out to be more complicated, yes the first number is indeed the font index BUT the second number because it references FontCol.TXT for the colour of the font and the polygonal fonts within FontCol.TXT are all defined within the executable and tied to their specific fonts it turns out that the second number also defines the font type used, so you could set your font index to 4 which is BIG_ITALIC and then you might want it the same colour as the green TINYFONT so you decide to set your second number to 15, which is seen below is the colour for the green TINYFONT:

//#define kPolyfont_ingame_tiny_green 15
33,223,24
33,223,24
33,223,24
33,223,24

The game will set your font to BIG_ITALIC as stated by the font index and then the 15th colour which is for the polygonal font TINYFONT which is green, that will override the font index and your message will be displayed in green but it will also be displayed in the TINYFONT font type, which is no good at all and this whole thing leaves us only being able to set four colours for all of the (BIG_ITALIC) ingame messages, the following:

//#define kPolyfont_ingame_italic_yellow 21
255,154,33
255,154,33
255,235,49
255,235,49

//#define kPolyfont_ingame_italic_green 22
0,133,0
0,133,0
0,255,0
0,255,0

//#define kPolyfont_ingame_italic_blue 23
82,101,255
82,101,255
255,255,255
255,255,255

//#define kPolyfont_ingame_italic_red 24
145,10,0
145,10,0
255,0,0
255,0,0

 

CONCLUSION: Without actually editing the executable itself, you’re going to have an incredibly difficult time trying to get fonts within the game unless you’re only supporting software mode.

KABOOM! Old C2 Explosions A-HOY!

Something little here and surprisingly something that hasn’t been done yet! The old explosions from the earlier versions of C2, you may have seen them in the ‘ChevyII Alpha’, Beta/Demo versions of the game and in earlier screenshots and preview images, these explosions are less realistic than what appears in the final but they give the feeling of more impactful blows when you waste an opponent.

Here’s a few screenshots of where you may have seen these in action before.

README.TXT

Early Carmageddon 2 explosion and car splash effects

http://r.carmajunkies.com

Taken from the ChevyII Alpha version of C2
Finished up and released for final by Razor

A couple of simple changes that alter the game’s splash and explosion effects to match the earlier builds of the game.

–Installing–
Extract and it should all be done!

–Features–
-New OLD explosion effects
-New OLD Bing and Twink effects
-New OLD car splash effects

–Problems/Bugs–
-None, it’s just a different explosion and stuffs :/

–Thanks–
Stainless
#Carmageddon IRC

http://r.carmajunkies.com
–Contact me-
My email address: razor@retrogameshelf.com

Download
[early_explosion.rar | ~75KB]

Flashfire – The long lost Stainless Hot Wheels car!

FlashFire – The Stainless Mattel Car

17 years ago, during the late development of Carmageddon 2 Stainless decided to create a few quick items for the game in order to pitch an idea to Mattel in the hopes that they would be able to create a licensed Hot Wheels game with them, to cut a long story short Mattel weren’t having any of it and said no and that was that but what about these goodies that Stainless made for the pitch?

Well Errol released one of them back in the day, a track by the name of Hotroom which sees a Hot Wheels track set up around various parts of a house and the other is what I am releasing now. This vehicle has sat dormant on hard drives of Errol’s for the past 16 or so years until he decided to share his goodies and in one of the folders that contained various MAX scenes for C2 reference vehicles, peds and a bunch of scenes for another game idea Stainless were working on was a simple little car named Mattel1, that is this car!

It is based on the Hot Wheels toy car FlashFire and was created by Stainless back in ’98 for this pitch to Mattel, it was pretty much feature complete including driver model and detachables, I have textured it based on a 2001 release of the toy and set it all up and am releasing it right now, I have tried to make it as close to a vanilla C2 vehicle as possible so it should blend right in!

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Screenshots

Readme.TXT

Flashfire – The Stainless Mattel Car

http://r.carmajunkies.com

Original Model by Stainless Software

Everything else by Razor

This car was created by Stainless back in 1998 alongside ‘Hotroom’ as part of their pitch to Mattel to create a Hot Wheels game, it has been laying dormant on hard drives of Errol’s until now! He shared a bunch of in-dev goodies and a model of this Mattel car was in there!

It was just a model but contained everything a C2 car should, it just needed completing!

I textured it based on the real toy car ‘Flashfire’ (a 2001 issue of the toy) that the vehicle was modelled after, set it all up and am releasing it to the world! AT LAST!

I have tried to make this car as close to the default C2 lineup as possible, it is feature complete and should fit right in with the rest of the vehicles in the vanilla game, even the textures are in blurry 1998 fashion!!

–Installing–

Install it as you would any other C2 car.

Either with Carstockalypse or by editing your OPPONENTS.TXT

–Features–

-Detachables
-Smashables
-Simplemodel
-SHELL model
-Car Menu Image
-Shrapnel Colours
-Multiple bounding boxes
-Fire points
-Proper wheel positioning for skidmarks
-Camera positioning

–Problems/Bugs–

-Windows can be a bit glitchy at times

–Thanks–
Stainless
Errol – for sharing this goodness
Toshiba-3 – For always being a helpful hand
#Carmageddon IRC

http://r.carmajunkies.com

–Contact me-

My email address: razor@retrogameshelf.com

Download the vehicle by clicking the link below!
[Flashfire.zip ~133kb]

Remember, this vehicle is best used in it’s home, Hotroom!!

Enjoy,
~Razor.

17 Year Old Car WOT!

Later today I shall be releasing a car that Stainless created 17 years ago that never saw the light of day, it’s all complete and ready to go but I have to go to work, not enough time to get it released here, on CWA and on carma.com forums. :(
Prepare your butt-holes though for in 7 hours it shall be released, here is a teaser image on all of the mathematoogles I did for it.

Sexy!

Laters, folks.

~Razor.

TDR2000 MOD!! (Total Conversion???)

‘lo.
Back to Carma modding and I’m working on a TDR2000 mod, just like the unfinished PSX mod this will hopefully be a complete total conversion of all TDR2000 maps, vehicles, races and (I will attempt) missions.

This one I will hope to complete as the process of getting TDR2000 content out of the game and into C2 si a lot easier than getting content out of a Playstation game.

I’ve already began work and a thread is up at CWA for the mod, will update here occasionally with what is going on..

Cheers,
~Razor.

C22C2.html Updated

I’ve finally got around to updating the C2 remake list (C22C2.html) and added Pip’s following remakes:
Twister 2
Tashita 2
Slam Sedan
Mad Morris
Monster Beetle

Either follow the conversions link up in the navbar or click here.