Whatta Masheen!

Another one of An3s’ awesome models, probably the most fun yet!

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Screenshots

Readme.TXT

WHATTA MASHEEN by An3s

http://razor.cwaboard.co.uk

You’ve never seen a machine like this one! Whatta Masheen this thing is!

–Installing–

Install it as you would any other C2 car.

Either with Carstockalypse or by editing your OPPONENTS.TXT

–Features–

-Transverse engine!
-Fake FWD!
-It’s a Peugeot 205 Rallye!!!
-Fully featured up to C2 standards
-Detachables
-Smashables
-Simplemodel
-SHELL model with proper smoothing groups
-Car Menu Image
-Shrapnel Colours
-Fire points
-It splits!

–Problems/Bugs–

-Dunno, I probably missed something stupid

–Greets–
Stainless
#Carmageddon IRC
#Carmageddon Discord
An3s for his continued work on these great models!

http://razor.cwaboard.co.uk

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

Download the vehicle by clicking the link below!
[WhattaMasheen.zip ~145kb]

Enjoy,
~Razor.

The development of USS Lewinsky!

The Carrier Rework

Carrier was created based on reference model TARAWA-L.MAX (Rusk file date: 14/01/1997) sourced from R.E.M. Infografica

The Carrier level was heavily changed during development, both the level layout was revised making the final level far less complex than the earlier in-development version and the textures were also reworked to give the level a brighter industrial look in comparison to the original dark metal textures.

Let’s dive into this often ridiculed level!


Early previews of the game across various gaming magazines, the internet and other publications at the time gave a glimpse into the earlier version of the carrier level prior to it’s rework, as can be seen below:


This early preview screen can be seen in the Carmageddon 2 Demo outro (below) – It shows off the lower levels of the original Carrier level with it’s original textures present, it is the earliest known screenshot we have for the Carrier level. You can see the Demo (beta) Eagle 3 model also exhibits the same black shaded polygon on the front which also happens in the demo of the game.

OUTRO2 from the Carmageddon 2 demo featuring the earliest known shot of Carrier.

Various later previews also show off the Carrier level in it’s earlier form but (it is assumed) during the texture rework. As you can see by the below screenshots, all taken during the same session, we can see the early (pre-rework) carrier but with more finalised textures, although some of the textures are still based on the earlier versions.




Again, below we have the same early carrier level, as evidenced by the earlier accessories around the level, this time the sky texture has been changed from the above shots. I can only assume that the screenshots from this session were taken on an earlier version of the second carrier map (due to the sky texture in the above shots being closer to final carrier_mission and the below being the same as final carrier2), again these shots feature early accessories not seen in final, as well as early textures.



Carrier texture rework took place around 06/08/1998

Within Rusk’s archive contains everything we need to try and piece together what the earlier version of carrier looked like and when the changes were likely to have been made.

Inside the \Carrier_ACCESS\ folder (ACCESS = accessories) we find a jpg showing off all of the textures currently being used in the carrier level as of the file date 06/08/1998 as we can notice that the highlighted BARTOP2U and BARTOPUN (as well as other textures similar to the final look) have file dates that also match 06/08/1998, whilst the remnants we can find of the earlier iteration of the textures all predate this.

\Carrier_ACCESS\RUSKAIRMATS.JPG

06/08/1998

Comparison with final textures

As mentioned; in Rusk’s archives, the textures that were reworked for the final carrier level start appearing dated 06/08/1998, so an assumption can be made that this is the point where this texture rework was made

Contrast this with the earlier textures we can find in Rusk’s archives (and final C2) which all date from July 1998, a month prior


Carrier level rework took place between 24-27/09/1998

The earliest version of the carrier level that we have available to us is the full original carrier level prior to its rework, this version we have is dated July 4th 1998, a month prior to the start of the texture rework and two months prior to the start of the level rework.

\Rusk_CARRIER\OLDTiffrgb
Object.sdf – 04/07/1998

The files also contain a version of the network level, this is also the earlier version of carrier but with no interior areas present, as we can see, the file dates here suggest that the level rework was done after the texture rework, this can be corroborated with the additional files listed later.

\Rusk_CARRIER\NETWORK
network_carrier.sdf – 08/08/1998

The \Carrier_ACCESS\ directory contains files dated from between 05/08/1998 and 03/10/1998, excluding the accessories shared across all maps (chevrons, checkpoints, etc.)

\Carrier_ACCESS

File date range

05/08/1998 – 03/10/1998

The \Rusk_CARRIER\ directory contains files for the carrier rework, dated from 25/09/1998 through to 09/10/1998, it is therefore safe to assume this earlier date was the period in which the bulk of the work redesigning this level was done

\Rusk_CARRIER

25/09/1998 – 09/10/1998

Within the \Carrier_ACCESS\ directory is a file titled hullNsea, this file contains everything that was changed for the final carrier design.

\Carrier_ACCESS

hullNsea.ASC – 24/09/1998 15:37

Alongside the level data, Rusk also shared a \Scenes\ folder which contained various 3dsmax scenes from various stages of the game’s development, contained within this \Scenes\ folder is further evidence to assist us with dating when the carrier level itself was reworked.

carrier_access.max shows a small chunk of the early version of the carrier level with an Eagle 3 model for scale, this would’ve likely been used to scale level accessories.

\Scenes

carrier_access.max – 03/08/1998 12:01

The next file shows some early carrier accessories that were later removed from the final reworked carrier level

carrier_access23.max – 03/08/1998 10:45

The next file also shows some early carrier accessories that were later removed from the final reworked carrier level

accessories.asc – 03/08/1998 10:45

The next file is a progression of the previous files from the following day, again showing carrier accessories that were later removed from the final reworked carrier level

carrier_access24.max – 04/08/1998 11:44

The next file we find in the folder is carrier_rework16.max which is dated 24/09/1998, it is assumed that this is the 16th save of this rework and we can see that there are still some leftovers from the early version of the level, most notably some of the cutouts in the top of the map have yet to be filled in.

carrier_rework16.max – 24/09/1998

Next we have some accessories that were eventually incorporated into the final version of the level

CARRIERACCESS.max – 25/09/1998

The next file is carrier_rework17.max dated 27/09/1998 which is the control tower that is seen on the carrier level, it is for the most part visually indistinct from what appears in the earlier version of the level, although there are some slight tweaks (it is shorter for one) –

carrier_rework17.max – 27/09/1998 09:58

The final carrier level-related file in the \Scenes\ folder is carrier_rework18.max dated 27/09/1998 – This is likely the last version of the level worked on in 3dsmax.

carrier_rework18.max – 27/09/1998 10:00

We can tie together the NEWCARRIER# files which we find within \Rusk_CARRIER\ as well as the carrier_rework## files in the \Scenes\ folder and propose a date of 24/09/1998 for the commencement of the rework to the carrier level, with the bulk of the work on this version of the level taking place between 24/09/1998 and 27/09/1998


Below is the original carrier level (object.sdf as located within \Rusk_CARRIER\OLDTiffrgb\) pulled apart to show the different areas inside the level and full textured by myself to try and match all of the preview screenshots we have access to, ultimately becoming a mixture of the pre-rework carrier level and the mid-rework carrier level combined. As you can see, the level was originally very complex, which may be the reason it was ultimately simplified for the final game.

Below are a few comparisons of the areas shown off in the preview screenshots and those locations in \Rusk_CARRIER\OLDTiffrgb\object.sdf



The Car Built For Homer

According to Homer, the engine sound causes people to think “the world’s coming to an end”…

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Screenshots

Readme.TXT

The Car Built For Homer

https://razor.cwaboard.co.uk

All my life, I have searched for a car that feels a certain way. Powerful like a gorilla, yet soft and yielding like a Nerf ball. Now, at last, I have found it.

–Installing–

Install it as you would any other C2 car.

Either with Carstockalypse or by editing your OPPONENTS.TXT

LARACHA.WAV gets placed inside .\data\SOUNDS\
If you want to use La Cucaracha as your horn in game, you will need to rename it to HONK.WAV but please back up your existing HONK.WAV as it will change for every vehicle. 🙂

–Features–

-Detachables
-Simplemodel
-Car Menu Image
-Shrapnel Colours
-Fire Points
-The Simpsons: Hit and Run!!

–Problems/Bugs–

-Windows aren’t two-sided as I couldn’t stop the z-fighting with the front and rear domes

–Greets–
Stainless
#Carmageddon IRC
#Carmageddon Discord
Toshiba-3
Trent (the artist formerly known as Toothrot)
Mugzy
Errol
Mastro

https://razor.cwaboard.co.uk

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

Download the vehicle by clicking the link below!
[homie.zip ~737kb]

Enjoy,
~Razor.

The Dictator!

Another one of An3s’ Carmageddon inspired models, this one is super fun and now C2 compliant! (interior, detachables, smashies, flappies, etc.)

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Screenshots

Readme.TXT

I’m the Dictator now!

https://razor.cwaboard.co.uk

My family has ruled this city with an iron fist for generations. We’re not gonna let a group of road raging nutcases put an end to that. Father has given me permission to take care of it… personally.

–Installing–

Install it as you would any other C2 car.

Either with Carstockalypse or by editing your OPPONENTS.TXT

–Features–

-6 wheels! (omg)
-6 suspension components! (wow)
-A propshaft! (so cool)
-Lots of flappies (flappage is mine!)
-Fully featured up to C2 standards
-Detachables
-Smashables
-Simplemodel
-SHELL model with proper smoothing groups
-Car Menu Image
-Shrapnel Colours
-Fire points

–Problems/Bugs–

-Not snappable

–Greets–
Stainless
#Carmageddon IRC
#Carmageddon Discord

https://razor.cwaboard.co.uk

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

Download the vehicle by clicking the link below!
[thedictator.zip ~283kb]

Enjoy,
~Razor.

The Bully!

#Carmageddon Discord member An3s has been working up a storm recently making some really cool Carmageddon inspired vehicles, this is the first of many that I’ve made C2 compliant (interior, detachables, smashies, flappies, etc.) and sandwiched it straight into C2!

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Screenshots

Readme.TXT

It’s Hammer Tim!

https://razor.cwaboard.co.uk

IT’S NICE WHEN THE CAR YOU BUILD WINS COMPETITIONS, EVEN BETTER WHEN YOU GET BEHIND THE WHEEL AND WIN YOURSELF. GOOD LUCK!

–Installing–

Install it as you would any other C2 car.

Either with Carstockalypse or by editing your OPPONENTS.TXT

–Features–

-Flappy bum
-Fully featured up to C2 standards
-Detachables
-Smashables
-Simplemodel
-SHELL model with proper smoothing groups
-Car Menu Image
-Shrapnel Colours
-Fire points

–Problems/Bugs–

-Not snappable

–Greets–
An3s for making the vehicle
Stainless
#Carmageddon IRC
#Carmageddon Discord

https://razor.cwaboard.co.uk

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

Download the vehicle by clicking the link below!
[thebully.zip ~182kb]

Enjoy,
~Razor.

TDR2000’s Alpha Blob Eagle

The Eagle is back and it’s surprisingly rotund…

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Screenshots

Readme.TXT

Alpha Eagle 4 (The Blob Eagle)

https://razor.cwaboard.co.uk

The Eagle is back and it’s surprisingly rotund…

–Installing–

Install it as you would any other C2 car.

Either with Carstockalypse or by editing your OPPONENTS.TXT

–Features–

-Detachables
-Smashables
-Shell model
-Simplemodel
-Smoothing Groups
-Car Menu Image
-Shrapnel Colours
-Suspension Grooves
-Fire Points

–Problems/Bugs–

-No animated steering wheel as the original model lacked one but the texture exists

–Greets–
Stainless
#Carmageddon IRC
#Carmageddon Discord

https://razor.cwaboard.co.uk

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

Download the vehicle by clicking the link below!
[blobeagle.zip ~730kb]

Enjoy,
~Razor.

Death Race 2020’s Widowmaker!

Jorma Rysky from the #Carmageddon Discord server created a quick 3D model of how The Widowmaker from the old Death Race 2020 comic could look if created back in the day for Carmageddon, I decided to take this model and actually put it in the game!

Born in a laboratory and with experience in the Death Races of old, Spyda now wants to take on the real mean streets!

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Screenshots

Readme.TXT

The Widowmaker

https://razor.cwaboard.co.uk

Born in a laboratory and with experience in the Death Races of old, Spyda now wants to take on the real mean streets!

–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
-Fire points

–Problems/Bugs–

Probably loads, hopefully none.

–Thanks–
Stainless
All of the boys keeping the game alive
Greets to: Jorma for the base model & Viking for contributions
#Carmageddon IRC & Discord

https://razor.cwaboard.co.uk

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

Download the vehicle by clicking the link below!
[widowmaker.zip ~745kb]

Enjoy,
~Razor.

Conversion list updated

TDR2C2.html has been updated to include Toshiba’s Soul Harvester!

Check the full CWA post here: https://www.cwaboard.co.uk/viewtopic.php?p=211446#p211446

Removing C2’s blue HUD elements and menu APO!

Since Carmageddon 2 came out, editing the HUD elements has been a pain in the backside, you can accomplish almost anything you want with enough messing but there has always been a part of the HUD that refused to ever change, refused to ever move and refused to ever be hidden; the blue bars either side of the timer.

You can see this in every mod for C2 which alters the HUD, most notably Harmalarm’s DD2C2TC:

These two blue bars at the top of the screen aren’t texture images like the rest of the HUD, they’re instead a hardcoded element rendered on-screen, in the same vein as the opponent status bar but with the help of Maarten’s reverse engineering efforts Toshiba has found where these elements are defined in the executable and how to disable them.

If you open up your Carmageddon 2 HW executable and search for the following hex values:
8E 00 00 00 26 00 00 00 80 00 00 00 0A 00 00 00
B2 00 00 00 26 00 00 00 8E 01 00 00 0A 00 00 00

And replace both entries with null values, i.e.
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

It will remove these blue bars! Something we have been trying to achieve for years! Incredible.

See below for a comparison:

BEFORE

AFTER

Thanks to Toshiba-3 and Maarten, this will take modding to a whole new level


In addition to this, Toshiba has also just discovered how to remove the hardcoded APO from the main menu of the game!
Find the following hex values in your Carmageddon 2 HW executable:
5C 01 00 00 B9
You should see 3 entires of this hex value, these are the APO elements. Edit all 3 values so 5C 01 becomes 00 02
The hex value should now read as follows:
00 02 00 00 B9

Save and the menu APO will now be removed! Again, an incredible discovery!

See below for comparison:

BEFORE

AFTER

New Conversions List!


I’ve created a new conversions list!!
PSX2C2.html now exists and lists all of the C2 conversions that fit the conversions criteria (i.e. fully featured C2 add-ons)
Go check it out!