Rally car physics demo

I know some people want to know how make car games, I made a demo that demonstrates how to make a (relativly) simple car setup that incorporates revs and gears. More experienced blenderers will figure out what the logic bricks mean but basicly you press up and this adds to a revs property. You also have a gears property. A property actuator multiplies revs and gear to produce the torque property which in turn generates a force. This isnt a perfect setup but its easy to setup.
If anyone wants to advance on this I would suggest writing a script that directly generates a force based on torque value instead of steps like mine.
The tyres also glow when you brake at high speeds a la Gran Turismo. If you want more realism duplicate the car mesh remove the faces that would be non reflective on a car add a reflective texture (red button) make all the faces an “add” face and set the vertCol to a dark grey colour. (I didnt include this becuae it would increase the file size too much for crappy AOL 1MB filesize limit).

Feel free to use this in a game if you want. Im always looking for something like this when i cant be bothered to start a game so here it is. I do have a level for this but it adds 10megs to the file size.

The keys are

UP-Accelerate.
LEFT/RIGHT-Steer.
SPACE-Brake.
LEFTSHIFT-Shift up.
LCTRL-Shift down.

Heres the zip-http://members.aol.com/thebest243/Rallyphysics.zip

Heres some screens of what my level looks like.
http://members.aol.com/thebest243/Carscreen1.jpg
http://members.aol.com/thebest243/Carscreen2.jpg
http://members.aol.com/thebest243/Carscreen3.jpg

That’s real darn good :smiley:

I like the way the car rolls, it has a great feeling of weight, nice one.

cheers
Piran

The car doesn’t move, and there’s no level in the blend, just the car, a plane, a camera at the front of the car, and a speedometer.

Pooba

i kno, to make it move u have to shift into gear with the shift button, and he says the level is 30 megs, i think he should make some oval though

Wow! I really like that 8)

Thats nice modelling on the car there!
That car doesn’t exactly turn on a dime! :stuck_out_tongue:

I like very much the texture mapping you did! how did you done it?

I modelled the impreza from a high poly one on 3dcafe I imported the model and modeled over it seeing where its best to save polygons.

Texture mapping is fairly easy, making the texture isnt. Youve got to split your model up into flat sections. Cars are fairly easy to do becuase they only have top and side and a botytom if you need one. Take a look at the texture map to see how it was split up. Then you can paint your own in gimp or photoshop or if your lazy like me put together pictures that sort of match. Models usually turn out better if you make yoir own. Then use the “from window” mapping option to match up the sections.

The cars handling will unfortunatly bechave differently on different speed computers so you’ll have to fiddle with the values to get what you want. I tried to emulate rally car physics so it slides around abit. Change the anisitropic friction settings, a perfect handling car would have X-0 Y-1 Z-0 or something like that.

There is no logic on the body mesh of the car so you change the car model if you want a different one in your game.

cars skids all over the place(even with ani’ to the max)… better add some new grip to those tires =) the ipos are jumpy and the brake ipo never goes away when you press brake =(

that level looks pretty pro by the way!

doh! wheres reverse? this car must be made in america… im only buying imports from now on

That was nice(you better macke a little map and lay out a demo when it is finished :wink: )