MotorSketch
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This has grown from an original plan of less than half the size; by keeping the static mesh simple, cheating with the car's body, bumping up the gravity, and having most of the model set to ignore, I've been able to make a nice looking, very playable, and HUGE level. Also has a nice camera rig, which can be controlled with the right stick. With the textures, it's way too massive to upload here, and only just fits on the warehouse; it's still not finished, so I'm gonna compress the textures even more. If the textures upset your computer, switch to the shaded view... chnage the framerate to suit you, but I've only tested up to 6.
Download at: http://sketchup.google.com/3dwarehouse/details?mid=1ecbf5daa2d898966cd8ad826e9017b8
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That is amazing! You must have spent a lot of time on it. The camera rig is just right. Hard to believe its not a real in-code camera system.The buggy is very stable and the thruster is cool.
It looks awesome and its fun to play. I still haven't made it to the end in 3 tries.
Maybe something using breakables for the end?
Edit: So I finished it and found the breakable bit.
How about a loop!
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Thanks! Is it really that hard? I've been playtesting it too much! Jumping straight on the bridge is essential; I'll see if I can't make the landing easier. It's taken quite a while, but I enjoy making stuff like this.
Good idea; breakable finish line should look great! What do you mean by the loop? Like a mini-track?
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Very Nice!! Looks Kool!
I Don't have a controller yet, can I controll it from the Keyboard?
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Sorry mate, it's too much hassle for me to add keyboard at this stage; I will eventually change the script controlling all aspects of the buggy so that keyboard and joypad can work, and if that's not possible I'll add a separate file; but only once the level is finished.
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Thanks Anyway. Keep up the great work!
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Thanks. I am almost there, but I'd like to get a program to tile the textures I'm using, so I can compress them further without hurting the look of the game.
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So, so close now; there's a small track, the size of most SP games at the end of the main track. Everything to do with gameplay is basically there, the details that you see but don't play are what makes up the next 20%. Use previous link to get the newer V0.8
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This is so Awsome!!! I cant wait to see what you do next!
I remapped the controlls to the key board just so i could see what you've done. I can not find a way to make it pas the jump though. maybe i'm missing something.
i'm going to get a controller today, will I need to install anything?
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The jump is hard, but I expect you're just missing the boost
It's mapped to the A button on the joypad. Change every 'a' in my script to key("space") to play. Again, the jump is hard... start boosting once you're on the straight, and don't turn too much or you'll miss. You shouldn't need to install anything, joypads are normally plug 'n play... but if it comes with software, install it. This, and most other SP games will work best with a 360 style pad, IE with analogue triggers.
Next I'll add some signs, to show you where to go when it's not that obvious... then I'll make a new map, I think muddier... jungle if SU can handle it... then more vehicles for both!
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Ohhh! Yea, Boost should help!
I picked up a controller, so now i can reset your controll codes and try again
Can't wait
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@wacov said:
:berserk: Thanks! Is it really that hard? I've been playtesting it too much! Jumping straight on the bridge is essential; I'll see if I can't make the landing easier. It's taken quite a while, but I enjoy making stuff like this.
Good idea; breakable finish line should look great! What do you mean by the loop? Like a mini-track?
I dont think it is too hard. Made it through on my next try.
I was thinking a loop the loop. You know, upside down. Might not be very easy tho.
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Ah... I tried a loop in an early test track; because SU's camera doesn't like going upside down, it's very hard to control, and the camera goes crazy as you go up and come down.
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that is realy good wacov
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Thanks everyone! What really annoys me is that the slowdowns as I increase the size and complexity are totally due to SketchUp's inefficient renderer. I've had to increase the simulation's framerate to compensate, and this destabilises the physics. The friction engine just gives up, so the buggy starts sliding at random intervals; I don't want to see the textures go though! Is it even remotely possible to use an open source game renderer, or a custom one, during the simulation??
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Possible. But a fair amount of work.
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I've finally made version 1.0!! Replaced the wierd wooden curve thing, fixed the wheel wobble, and adden a few more objects to the track. There's now a proper image for it as well! I'm very proud of this thing, so have a play and tell me what you think:
http://sketchup.google.com/3dwarehouse/details?mid=1ecbf5daa2d898966cd8ad826e9017b8
Some of the textures have been re-done; no more visible edges! The dirt and cliff textures were tiled using a program I got, and every last texture is from CGtextures.com (Thanks BTM!). I think the 8MB size is worth it, the textures really look good.
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Amazing! Its a real polished game. Congrats Wacov!
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Thanks! But one thing I've been noticing is the drive and boost controls keep cutting out randomly. It kinda ruins it, but I didn't see anyone else mentioning it... is it just me? As far as I can tell there is nothing wrong with my scripts, and it used to work fine.
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What program did you use to tile them? That could really help me.
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