infonugget: translucency in carmageddonCarmageddon supports translucent materials much like Carmageddon 2 does. If you want your WINDOW01.MAT material to be 50% translucent you would simply rename it to W\50OW01.MAT. But what's this?! That didn't work?
The FixAssuming you have pre-processed your map (if you haven't, you should) what you need to do is open your mapname.act file in a hex editor, the top should look something like
0000h: 00 00 00 12 00 00 00 08 00 00 00 01 00 00 00 02 : ................
0010h: 00 00 00 23 00 00 00 18 05 04 50 50 30 31 20 31 : ..........PP01 1
0020h: 36 20 31 36 20 31 2E : 6 16 1.
See that "PP01 " (50 50 30 31 20)? That needs to go. As we're removing 5 bytes from the header block we should also change the header length from "00 00 00 18" to "00 00 00 13"
0000h: 00 00 00 12 00 00 00 08 00 00 00 01 00 00 00 02 : ................
0010h: 00 00 00 23 00 00 00 13 05 04 31 36 20 31 36 20 : ..........16 16
0020h: 31 2E : 1.
Save. Test your map. Translucency!
The ExplanationCarmageddon 2 supports a couple of different preprocess methods (Standard and QuadTree) so the root ACT node name has this information in it (PP01 for standard, PP02 for quadtree). Carmageddon didn't have QuadTree so this chunk of information is unexpected and seems to derail the map processing. Simply removing it fixes everything!
Errol out
Commenting is now closed
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