WIP Bowser's Castle

Discussion in 'Terrains, Levels, Maps' started by LeviBetz, Jul 12, 2016.

  1. LeviBetz

    LeviBetz
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    Hi everybody! First post here on the BeamNG forums. Hopefully this isn't an issue to post here, but I'm working on converting Bowser's Castle from Mario Kart 64 into BeamNG! I've got the building and all the models in no problem. Now I'm working on trying to create a "vehicle" for the heads that fly down the halls and try to smash you. I just got the first example working pretty well. The node structure has four "pads" in the corners that have triangles. This allows the beams to pass down to the head unobstructed while the pads sit on the roof in little specially made boxes so they don't fall off or move around. Here are a couple clips of it in action. The first of which was sooner, the second shows the head coming down to meet the Roamer.



     
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  2. Deleted member 126452

    Deleted member 126452
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    How is the map fps-wise? I can imagine those probs could be pretty taxing on the CPU?
     
  3. LeviBetz

    LeviBetz
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    I haven't had any issues with fps. It certainly loads quick. Keep in mind that the geometry was made to run on a 20 year old console . Now I just need to figure out if I can make triggers that activate the heads when you drive through them.
     
  4. Average Person

    Average Person
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    Could you use a sound file to make the music?
     
  5. LeviBetz

    LeviBetz
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    Probably! But it would change based off location wouldn't it? I haven't played with sounds yet, maybe I can make it so that it doesn't change based off position.
     
  6. LeviBetz

    LeviBetz
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    Small update here, been busy doing some other things. But I got a soundtrack in it, that was actually really easy. It even changes volume with the music volume control. My next question is, how the hell do you get vehicles to spawn right? I've got these heads that I've custom built as vehicles, but they never spawn in the right place. They're roughly there, but not quite, the rotation is never applied. What gives?

    Just kidding, solved it. I guess it's impossible to rotate vehicles? Weird. Okay! Next issue, how can I make a trigger that causes the hydros to actuate in the flying heads? Is it possible?
     
    #6 LeviBetz, Jul 19, 2016
    Last edited: Jul 19, 2016
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