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Re: Track and kart Ideas

PostPosted: 22 Jul 2018, 08:23
by Mr.XX99
seems like you didn't include the images properly because I can't see them

Re: Track and kart Ideas

PostPosted: 22 Jul 2018, 17:17
by Magellan
Mr.XX99 {l Wrote}:Hi,
seems like you didn't include the images properly because I can't see them

I am able to see the images if I right-click on the text that says "image" and click "View image". That will take me to the Imgur pages that they are hosted on. I am using Firefox.

For ease, here are some direct links to both:

@xxXperteXxx They look pretty good :)

Re: Track and kart Ideas

PostPosted: 22 Jul 2018, 20:43
by xxXperteXxx
Thanks Magellan! Im not the best drawer, I dont have a good scanner and I used a lead pencil, but I hope that you can see my ideas.

I already made the 3D-Model for the Scratch kart, and Im working on the cat, but I havent understand how to add a kart to the game. I understood how to change the positions of the wheels and the nitro emitters, but how can I make that I see it in Game? I want to try it out first on my computer and maybe rework some stuff. And how can I add a texture? Im pretty new to Blender and absolutely new to kart making. I hope you can understand my texts despite its many faults, Im really sorry for it but Im still going to school and Im not the best in english.

Re: Track and kart Ideas

PostPosted: 24 Jul 2018, 20:54
by QwertyChouskie
You may want to see as it has a lot of info on the kart-making process.

Re: Track and kart Ideas

PostPosted: 08 Sep 2018, 13:18
by Ludsky
New Kart : The Lion of "Brave" : The new browser of Mozilla foundation


Re: Track and kart Ideas

PostPosted: 03 Feb 2019, 02:21
by tempAnon093
What kind of unusual track features are possible at the moment?

For example, Cocoa Temple allows a 90° banking without falling down. I checked the Making Tracks wiki page and it mentions Magnet sections. There is a lot of potential for this.
I am very surprised I have not seen a vertical loop in a track. Has anyone attempted this yet?

Relevant link:

Maybe a corkscrew style element would go well in a track. In Rollercoaster Tycoon 3, I remember making a half inline twist (ie. banking the track up the wall and then again onto the ceiling) leading into the second half of a vertical loop. Here's an example, at 1:26 after that set of brakes. Maybe this could be done as a heartline roll (or headline roll??)
In fact, a mobius strip-like track is possible.

Maybe cannons or zippers can be used to shoot players back up to the top of a reasonably long, steep downwards map, so they don't have to drive all the way back up. That would allow for a fast toboggan-style track.

Another interesting idea is to reuse track elements along with checklines or checkline groups. I suppose the fun idea of a two-way section of track would be rejected (I guess either there will be erroneous "Wrong Way" signs in intersections or AI issues). Here's an example of what I mean, with two directions and no road divider stopping you from using weapons on the karts going the other direction.

When a player is flattened, does this allow them to drive under low ceilings that would normally block them?

Of course some of these elements can easily risk disorientation or confusion if used poorly or in excess, so that should be acknowledged.

Re: Track and kart Ideas

PostPosted: 16 Feb 2019, 04:28
by tempAnon093
How about a slalom skiing style track?

disclaimer: I have never watched or done slalom skiing