Author Topic: [Recruiting] Formula 1 car  (Read 1790 times)

Hi all,

I've always wanted to incorporate F1 racing into Blockland. I've decided, since I've recently picked up Blender again, to go ahead and model an F1 car, as such.



I can't code to save my life though, much less incorporate things like sounds and proper acceleration, so it'd be really neato if I could get help from a coder. PM me or reply if you're interested.

Just in case you didn't know, an F1 has already been made: http://orbs.daprogs.com/rtb/forum.returntoblockland.com/dlm/viewFileead0.html?id=5053
However, I have no objections against new vehicles, but you could probably check out the code for the already made F1 and other vehicles' code for how the vehicle performs; speedkart's have sounds iirc so you can also check out how those work and learn from it.

nice!

i also tried modeling / rigging one in blender and it sucks compared to yours:



i would be interested in helping you w/ coding, my steam is in my signature.

I could help you out making it work in-game and also adding some features if you want.

Just in case you didn't know, an F1 has already been made: http://orbs.daprogs.com/rtb/forum.returntoblockland.com/dlm/viewFileead0.html?id=5053
Blast.

However, I have no objections against new vehicles, but you could probably check out the code for the already made F1 and other vehicles' code for how the vehicle performs; speedkart's have sounds iirc so you can also check out how those work and learn from it.
Let's just say when I tried that it involved a lot of metaphorical flailing and language inappropriate for minors.

I could help you out making it work in-game and also adding some features if you want.
That would be amazing! Could I get your contact details? Skype, Telegram, or Steam?

Blast.
Please don't let that stop you. Nothing about the old one is good.

Please don't let that stop you. Nothing about the old one is good.
I really can only help with the modelling part and maybe coming up with ideas to spice the addon up - everything else from interactiveness to handling is down to a coder.

coder.

Handling can be learned by someone who doesn't thoroughly understand the code, you just have to find the right values and learn how they change how the car behaves. It just takes a lot of trial and error. (It's an excellent idea to change the values with console in singleplayer, then save the ones that work best)

As far as setting up the bones, exporting it correctly, and otherwise getting it in-game, you definitely need the help of someone familiar with vehicles.

The one thing I recommend is that you make more accurate wheels and suspension. You don't need to try to be completely true to the real thing, but there are some basic differences that disturb me:

The suspension connects in two V shapes higher and lower on the wheel, not a single centered one
the spokes of the wheels do not become thicker as they go outward, and the tires have white or yellow lettering and line on the side