Monday, February 8, 2010

Time for some new screenshots! These show material modifiers (which affect bumpiness, skidmarks, tyre smoke, slipperiness etc), and cockpits (no steering animations or controls yet)

The first screenshot shows the default material - white tyre smoke and black skidmarks. I'm loving the skidmarks :)

In this one, the grass material has green skidmarks, is bumpy, and if you look closely, green tyre smoke (its easier to see in game).

This one shows the Eagle skidding along the frozen lake in the Ice level. White smoke and white skid marks, and very slippery.

And now a couple of cockpit views.  It took ages to figure out the placement of the cockpit image (the dashboard/steering wheel) compared to the 3d bonnet model, but comparing screenshots of the original game to these I think I've got it as good as I'm going to ever get it.  There are some pretty cryptic lines in the car file describing the placement and configuration of the speedo and tacho - I think for now I'll get the steering wheel actually steering then leave it for now.

13 comments:

Drejj said...

Nice!
Will it work with the Splat Pack?
(There are two demos for the SP)
Also, will you include some sort of filtering for the textures, like hq2x or something like that?
Sometimes, for old games, those filter look better than the hardware stuff, IMO

Jeff said...

I haven't tried it with the splat pack yet, but as its just an updated c1 engine hopefully the changes will be minimal. I havent come across hq2x before, looks like it gives pretty nice results. I tried some standard hardware filtering in some previous screenshots and it just blurs everything out too much.

Drejj said...

Here's an XNA implementation of hqNx filters.
http://wiki.github.com/pdjonov/hqnx/
It doesn't work with an alpha channel as it is, but there are some hints to fix that in the faq.

I just dug around my old cds, and found Carmageddon (still in its box :), the Splat Pack, and the 3 demos (1 for carma, 2 for sp). Let me know If you can´t find the Splat Pack demos online.
If SP works, you could include 3 tracks instead of just the one in the regular Carma demo.

Marcos Rodrigues said...

Great work, keep on it!

Tony said...

You are the greatest hero who ever lived! I can't wait!

Vomitscream said...

I second that!

Jeordy said...

Can you have my offspring?

I fully surport this and would offer funding if i had money....

sliver said...

Jeff, why are you using Direct X and XNA?

Why not use a more open library like OpenGL?

At least a graphics wrapper library...

Paul said...

You are doing an absolutely brilliant job. I just came by to encourage you. Keep it up!

Daniel J Miles said...

Oh man, you're doing this in Wellington? Excellent. Then I get to do what I've always wanted to offer a programmer - you sir, I will buy a beer for. Name your time and place.
Email - http://scr.im/d

Tony said...

Forgot to ask, will it still 'feel' like the original? I mean, all the parameters are roughly the same?

Niloy said...

Carry on Jeff, carry on. You'll be making millions happy and making an awesome thing.

Jeff said...

thanks for the support :) not so much the offers of offspring as Im sure your a guy Jeordy lol!

silver - im using directX because thats what I know. Opengl would be cool for its cross-platformness, and once the game is kind of finished if theres lots of demand for it, as you say we could put in a couple of graphics lib wrappers.

tony, thats the idea! I loved the original, so as close to the feel of the original as I can. All the parameters are being read out of the original data files.

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