MMClone

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

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Postby whoami » Tue May 27, 2014 6:59 pm

The amazingness of this project is increasing exponentially with every page. Definitely looking forward to it. :)
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Postby HummersRock » Wed May 28, 2014 4:05 am

Yeah, this is freakin' awesome.
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Postby BUGATTIMAN253MPH » Thu May 29, 2014 8:29 pm

Will wheels and breakable objects have reflections on them?
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Postby aaro4130 » Thu May 29, 2014 10:48 pm

Will wheels and breakable objects have reflections on them?
Yep!
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Postby e-cobra » Fri May 30, 2014 7:22 am

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:
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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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