Eventually, if I ever get better at this, it will be like Mario Kart 8 kart customization but with every wheel and body from every game as interchangeable parts. Apparently my end goal with BeamNG is to turn it into just Mario Kart, never knew until today lol
do you have any eta. for the GO karts? I love them. but no rush give yourself time and make it how you want it to be and release it when you want
No, actually. odds are they will need to be completely remade from the ground up at some point because they aren't very good, they were more like me just testing to see if I could make something work. In the future I would like to remake and release it, but that won't be anytime soon unfortunately.
oh thats ok at least they will be out sometime btw i was asking because the Autobello formula kart hasn't got an update for a long time and i am kinda scared that its gonna be cancelled
Some of these tracks are actually unironically great to drive on In case you give a crap, here are some tracks that I suspect would work great too: N64 Mario Raceway (Wii Version) - Probably pretty great for drifting, provided it has a high enough polycount to be smooth GCN Mario Circuit - It'd basically be like the DS one you added, but better. DK's Snowboard Cross - Would require a teleport to get you up the cannon section, and perhaps the bumpy section would require a bypass too, but I bet it'd be hilarious in a buggy.
Thank you for the suggestions, I'll start work on those as well! It might take me a bit to figure out the DK cannon problem though
Well I certainly didn't expect that so quickly, awesome. Utah Extra has a whole bunch of teleport triggers that you could reverse-engineer, potentially. I'm afraid I don't know enough to help, other than to point that out.
Yeah, I'm starting to get a method down for getting these in-game, however they need quite a bit of polish. Thank you for the info about Utah Extra, I'll be sure to look into that!
PLANT I figured out how to get animations working! Unfortunately I couldn't just port mario kart's animations but the piranha plants are a 1:1 replica thanks to a friend's help (gif so it's not actually that laggy in-game) Copying it was tedious though lol Spoiler: blenderscreebs modeling, assorted game engine things, UV mapping, and now animations... what am I gonna learn next during this project?
Hey you know some thing about map modding how do i assign materials to sand a grass so it behaves like it and not like asphalt? thank very much
Yes, in the world editor select the object you want to change the properties of, open the material editor (tools>Material Editor I think), then find the material you want to change in the drop down, then go to Advanced, then select from the material drop down. I would add pictures and be more detailed but I can't get to my pc right now, hope this helped! Also, I will try to do something with waluigi pinball, the slots and flippers will be semi-easy but I don't know about the pinballs rolling around...
Just wanted to reiterate how brilliant this rather unconventional project is. There's something about driving realistic cars on maps that were never meant for them that just seems right for BeamnNG.
hello i've tried everything i go into additional info and select ground type is that right? if not could you please provide a picture? Thank you very much nvm i got it
Yes it is! However, my free time is becoming less and less and I kinda got all the easier to import tracks out of the way. I should have a smaller update out soon that includes some cool stuff though!