MMClone

A complete re-code of Midtown Madness 2 done in the Unity Engine

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zoot
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Postby zoot » Fri May 30, 2014 12:20 pm

Also, are you using the in-built 'wheel collider' for wheels? And how do you make the 3D wheel object rotate like a real wheel, for example if the drive wheels are in air (not touching ground) and player presses accelerator, the wheels will spin in air.. :wink:
-Yes, he uses wheel colliders.
-Wheel colliders use physics, so of course they'll move in the air unless a force stops them.
-and in a real car, wouldn't the wheels move in the air if you give them gas so they'll drive? I dunno. Never actually thought about it until now.
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Postby e-cobra » Fri May 30, 2014 2:34 pm

Ok, never mind, he must be using some different technique for wheel rotation. I once made a simple unity car game by watching this tutorial where wheels are rotated by taking into account their contact with ground and not how much 'gas' (throttle) the player gives.
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Postby aaro4130 » Fri May 30, 2014 3:29 pm

I use the Rotate function to rotate wheels based on their RPM, not based on the accelerator. The wheels use a WheelHit raycast to check for suspension, and the gearbox is what sets the RPMs

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Postby aaro4130 » Mon Jun 09, 2014 12:33 am

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I'm creating a vehicle shader for reflections.
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Then I got carried away by adding a Bloat parameter LOL
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Postby whoami » Mon Jun 09, 2014 11:47 am

Sumo Mustang! :lol:

About that LUA script thing, can we add the bloat parameter with that? Cause it'll be epic. :D
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Postby carmaniac » Mon Jun 09, 2014 11:05 pm

The mustang on the left looks like an Alfa Romeo 8O

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Postby BUGATTIMAN253MPH » Tue Jun 10, 2014 9:29 pm

Hahahahahaha!!! Car steroids :lol:
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Postby Kevin_Hahn » Wed Jun 11, 2014 4:34 pm

This is amazing. 8O I have a few quick questions to ask... Are you porting the actual game to a new engine? Or are you totally starting from scratch? Anyway, you are totally AMAZING! :D

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Postby Diatosta » Wed Jun 11, 2014 5:32 pm

It's never late to join this wonderful community! :D And welcome.
He's doing it from scratch, as of now (and probably never) we don't have MM2 source code ;)
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Postby aaro4130 » Wed Jun 11, 2014 6:05 pm

It still uses Midtown Madness 2 files though
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Postby Kevin_Hahn » Wed Jun 11, 2014 6:44 pm

Thanks for responding. From the pics I've seen, it looks like it still has that good ol' Midtown Madness-ish look, if you know what I mean.

It definitely doesn't look like a totally different game, which I hope you intend to keep!
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Postby BUGATTIMAN253MPH » Mon Jun 23, 2014 7:37 pm

Sumo Mustang! :lol:

About that LUA script thing, can we add the bloat parameter with that? Cause it'll be epic. :D
Maybe like a cheat which allows you to increase the bloat parameter of the car you're driving, that'd look so cartoon :lol:
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Postby COOLGUY200 » Mon Jun 30, 2014 7:52 pm

Then I got carried away by adding a Bloat parameter LOL
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The Mustang on the right looks like a car out of Nascar Rumble.

I think this would make an awesome cheat mode, when all the cars look like those two Mustangs, all poofy.

Could we do this for the normal version of Midtown Madness 2?
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Postby BUGATTIMAN253MPH » Mon Jun 30, 2014 8:46 pm

The Beetle would float away, the Freightliner would break through the ground and the Panoz GTR-1 won't bew able to drive faster :lol:
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Postby aaro4130 » Tue Jul 22, 2014 3:14 am

Working on INST loading. Now that it's working better, what better way to test it than on a map that's fully made with INST objects.

The line is my drive path debug
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