The Terex RH-400 is the worlds larges hydrolic shovel. With an operating weight of 980 tons, and a height of almost three stories, this thing is absolutely one of the most ridiculous vehicles ever made. That is why it is also featured in the new transformers movie. Inspired by that movie I wanted to see this baby in carmageddon 2.
I built the model out of some autocad drawings I found, and looking at the images on the net. These images differ somewhat, I think each Terex 400 is kind of unique. I decided to get some more realism and not so much going all low-poly on this one. It's 7000 this time . So, scratch built again. All textures are custom made. It was a good exercise for getting those dirt effects right.
The beast is actually quite lame, but mheh, it is a nice replacement for the bigdump truck or the log-carrier truck.
Download at the D-section.
SMART MOVE !
After brains had spent all the money he won in the lottery, he became bankrupt. He entered a period of depression, alcohol, smoking and drugs, but to finance all of this he still needed money. And so he became a construction worker, scraping at the bottom of the economic foodchain, he tried to get a hold of his life. As a true construction worker, Brains slowly started to loose his mind...
What a beauty, isn't she? The tank tracks are extry funky, because they go up and down according to the car's movement. It's a matter of clever use of the SHEAR grooves used for suspension parts. Check it out and you'll see what I mean.
Download at the familiar section, or click the pic. ;)
I know, I know, it is so extremely good looking isn't it? After brains had won the lottery he went a little crazy and thought this car would easilly blend in.
I wanted to experiment with the ENV. map materials, trying to get an as shiny material as possible. Think that worked out at least :D I gave brains a brand new suit and gave the car an expensive leather interior.
Grab it as usual in the D-section ;)
Two new files this time;
The cactus map was created with the idea in mind that someday Internet play for carmageddon will still come! The map features 4 giant flippers that can throw you into the big spikes of the cactus. The post apocalyptic atmosphere should be very noticable. I have added custom powerups, custom lighting and custom sounds, to get it just right!
This baby is based on the Thundersmart, the bigfoot smart thing. I thought that one was crazy, but it can always get crazier no? The rocket jet propultion system is based on Mad_Maxine's experiment with the rocket-car. I found out that there is actually no better way of doing it in that specific way.
As allway, the files can be found in the download section, or simply click the pick. Harmalarm out!
SUPER MARIO MAP MOD!
Yeah baby! The Super mario map mod for carmageddon 2 is now available! What will this map mod bring you besides a load of fun?
- new peds
- new physics elements; Crushing ball drones, tippable bridge and air blast cannons!
- new powerups; 3d coins, mario boxes
- the map itself;
all content has been ripped using lemmy's plugin for 1964, the nintendo 64 emulator. Because the original size of the map was a little too small, I decided to make the track 2 times bigger. This way, it's better playable and simply larger eh? ;)
The mod can be find in the download section. Have fun!
After finding an image on google of the existing smart-monster called 'for-fun2' I decided to re-create this baby for carmageddon 2.
there's a short movie over here
I took a 3d model of the smart as a 3d template, and drew a lower poly version over it. Then I added the big wheels and modeled the internal pasts and the monster lower parts.
The car features high res and low res textures, a simple model, shell model, detachables and flaps, rotating steering wheel and driver head.
Since I wanted to experiment with this, the model includes springs that follow the wheels.
Before you go all like; The model is to small, blablabla... it is NOT. I scaled it to real size, the size the smart should be. Compared to some cars it looks small, but don't worry. Its as precisely the right size.
I had this one on my hard drive, eating dust for a couple of months, so I finally took the time to put it where it belongs.
The model has been Scratch made, using the old eagle MK3 as a sort of 3d template. In order to add realistm I have given it a more post-apocalyptic bodywork. Let's be honest, the clean eagle was always a bit dull.
The model features all your regular needs like funks, grooves, smash able textures, a SIMPLE model and the SHELL model. I have included high res and low res textures, although the difference is hard to see. I think some of you like the higher ones better, others the low-res textures.
After buying my first car, I ofcourse had to make it digital as soon as possible! Here it is;
It is actually a low polycount attempt, and I was able to keep it below 1172 polygons. The doors are openable and the bumpers, hood and trunk can detach. Ofcourse, I'm the one driving it! :)
get it over at the download section, or click the image.
I just couln't stop myself from making this monster! It is 27 centimeters high, 30 cm wide and 47 centimeters long... :D
Crush them all!
another small update to the layout of the site. I'm still working on the highlighting of the menu-buttons at the top. But I decided to make things a little more detailed.
anyway, I've added a page with my folded paper models to the index.
Wow, what the heck is this?!? A totally new website! Yes people, I thought it was about time I put some more effort in this. Also caused by the fact that I see a lot of new sites popping up here and there, and my fingers started iching...
the new header/menu was a little experiment of mine using a new render engine I recently discovered. The rest of the site is as minimalistic as possible. For two reasons actually, first I don't like a lot of bs on the page. Second, I don't have anything else to put on it :). I think it looks pritty neat this way, don't you?
anyway, the content of the site will be allmost the same as the previous, except for the latest files coming in off course. I will also be adding all my mod files for other games I worked on in the past. For instance my Half Life 2 dm maps.
Finally, after a long time... an update. I was hoping to put this up before Christmas, but unfortunately I didn't have the time.
The Installer contains new files with Car and Ped paths for the entire worldmap! I also placed a couple of teleportation locations throughout the worldmap, so it will be easier to get around.
Check out the new automatic installation in the Download section
I'm also working on a new car model for the Eagle 3. It still needs some modifying, but most of the model is done. The image below shows most of it.
I uploaded a video a while ago, showing the entire worldmap, and some of the new files. You can have a look at it over here;
Finally, after a lot of messing around I was able to get the lighting of the models look really nice. Then it was just a matter of applying it to all the tracks, which is now done. Together with the new models, I've also placed a couple of objects here and there, including some smashable windows and smashable tables and stuff. :) All static windows from the old models are gone, and will be replaced by smashables. (they are now acting as invisible walls)
Well, the vertex lighting is tricky. I've tried it on a couple of tracks, and I think it is an improvement allready. But the shadows are now WAY to dark, so I have to find a way to tone them down. I think I allready know how to, but I'm tired now... :)
anyway, check the difference; move your mouse over the images to see the differece
like I said, the contrast is a bit to high. The shiny area's allmost hurt you eyes. :) But at least I now know what variables to change and how to use this properly.
Vertex lighting can improve your models in a really great way. Today I tried to get it ingame, and it was succesfull. At this point, the models are a bit overbright, and the shadows casted are a bit to intense and sometimes a little messy. Still, the models look a lot better this way. On my machine, it takes quite some time to calculate this lighting, but with a little bit of paitience and some trial and error I'm sure I can get it really nice.
Anyway, here is a small comparison between unlit, and lit models. The comparison is not really strong, I didn't have any screens from the unlit version. :) But still, you can see the difference.
I will upload a new Grandcarma.IMG file later today. This will contain this current vertex lighting model of the beaver city, the curvewalks that I fixed yesterday and the snow version of the maya level.
Today I finished fixing all the curvewalks. Maybe you have noticed al the bright lines, where the side of the curvewalks were missing. Well, they are gone now. It doesn't sound like a big deal, but the bleak city tracks look a lot better now.
I've also changed the textures from the maya hotel level to the cristmas version. Thanx TTR for the great Idea. I think it fits the rest of the snow maps a lot better now. :)