Can you do more MarioKart 8 tracks, the low poly road meshes of any older tracks doesn't translate well to BeamNG's driving model
Yup! Now that I can rip models from those games myself courses like SNES Donut Plains 3 are on my radar, though there's still the no anti-gravity problem.
id love to see ds rainbow road with mk8 quality also the booster pack is tour and doesnt count as mario kart
But it also has remastered and updated versions of older tracks such as Coconut Mall, or it added new tracks such as the temple one. So I would say that it counts.
Technically, the booster course pack versions of the courses are slightly different from the original tour courses, so they will go under MK8, while the original versions will go under Tour. Yes, the booster course maps are just straight up ported from tour, but they are still technically MK8 courses
damm been a month with notining new here, also n64 rainbow road in the default d-15 is actually fun as its faster then a kart but with enough suspension to make it around the track, wonder what n64 track is next?
Here's some teasers to tide you over There are some other N64 tracks in the works as well, also some more really cool things that aren't quite ready to show off yet!
what the heck i was using the scout roadsport on luigi circuit like yesterday are you inside my walls
Heya Joobles. I really appreciate your work here. Bringing me back to my childhood. Discovering your thread got me back in the mood to play BeamNG today and I decided to add Track-accurate traffic pathways to Mushroom City. Here it is if you'd like to use the Decal Road changes I made. The pathways are just for the traffic hazards as in MKDD. No pathways for racers Sometimes traffic gets confused and goes the wrong-way. Unsure why. -FIXED This was a quick passion project I did in a couple hours (more like 6 hours tbh) Yeah. Takes me back to my roots; MKDD was my all time favorite Mario Kart as a kid.. Then came the WII edition and soon later I played the MK64. I've always loved the urban tracks as a kid, still do. EDIT: Hey, do you plan on bringing Mushroom Bridge from MKDD to BeamNG? If so, I'll ecstatically add pathways to that as well. Both were my favorite tracks on MKDD. Oh and here's a preview of the decal roads in use on my end: Framerate drops in film are due to an automation boxtruck that is extremely detailed (only vehicle that kills frames on my game)
Woah, very cool! Thanks a lot for doing this, seeing it in action is very satisfying lol. Is it alright if I include this in the next update? I will credit you of course. Also, about Mushroom Bridge... Since it's relatively simple I was able to do the AI for it, and it's coming with another special feature as well
Yes! Definitely. That is why I posted it here. For you to add onto a following update. Awesome! The Mushroom urban tracks were my favorite back then as a child. Hey another question here: Do you plan on bringing tracks to life from other console racing games from this generation? Example: Burnout 2: Point of Impact..etc
Yes, I've always wanted to bring tracks in from various other games, but the issue is with most of the odd old ones I try there is very little to no documentation on the game's file structure, so I have to fight it myself. Games like Ford vs. Chevy or Midnight Club: Los Angeles are two that I've been trying to do but haven't really gotten anywhere with. I'm hoping that once Nvidia's RTX Remix software comes out I can use that to extract the models from these older games with the use of an emulator. I have also done a few Assetto Corsa maps, but I never uploaded them anywhere since I didn't ask for permission from the creators.
Felt like making a video on one of your track ports.. Here it is: Thinking of making one for Mushroom City lol
Pardon the bump, but I just installed the Mario Kart Wii pack, and the Funky Stadium map is missing. Might I have forgotten to do something prior to or after the installation of the mod?