This has been a dream of mine for a very, very long time, as Carmageddon II was one of my favorite games growing up. I instantly fell in love with its dark humor, destruction (which has been a major inspiration for the new game modes added to OpenMTM2), and large open maps.
Unfortunately, editing maps in Carma2 was nowhere near as easy as it was in MTM2. There was also one major technical hurdle: Carma2 maps were built as one huge mesh, while MTM2 maps relied on height maps and individual objects. But thanks to the new drivable mesh updates introduced in CP4, we can finally bring these two wonderful worlds of destruction together!
So here it is! Beaver City: A pack of 3 circuits based on Beaver City map of Carma2.
- Nice Beaver: 4 checkpoints, about 15,400 ft a lap
- City Slicker: 4 checkpoints, about 9,800 ft a lap
- City of the Lost Giblets: 6 checkpoints, about 14,900 ft a lap
Probably not the first CP4 tracks ever made (that honor likely goes to Fila's test track), but certainly the first fully working circuits to take advantage of some of its new capabilities. And, of course, the first Carmageddon II conversions as well
https://mtm2.com/~tracks/tracks.php?search=Beaver+City
You will probably notice a lot of weird stuff while playing these in both OMTM2 and CP4. Driveable meshes are still kind of experimental, so leave your feedback on CP4s main thread here and for OMTM2 use the MTM community discord or leave a comment on OMTM2s thread. Known issues are that AI trucks are not very fond of these meshes (OMTM2 bug) and the engine sometimes feel like its driving over water (CP4 bug), among audio issues.
Needs OMTM2 v071 (or OMTM2 v070 with CP4 physics) or MTM2 CP4 beta to play.
Carmageddon II Track conversion
Carmageddon II Track conversion
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Re: Carmageddon II Track conversion
This is exactly what I need to work on the driveable mesh kinks. The ones that I used for my own testing were not fully developed, so they worked fine but only a fully developed one is gonna show weird random bugs. And I have just realized I totally forgot to mention some important information about meshes and the .srf (surface) file that you use to tell the game how to interpret the mesh textures.
Re: Carmageddon II Track conversion
Ok this is so trippy playing this in MTM2. So so trippy! First quick thing I noticed is that the collisions don't handle well past a certain speed. Also here's a sneak preview of how the water is going to look like
(people have an option to disable it if they want to)
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