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#1

New Project - 4x4 Offroad Jam

Archive: 20 posts


So, this new project is heavily inspired by the Motorstorm series. The idea is that there will be 8 different vehicles (Racing Truck, Mud Plugger, Rally Car, Buggy, Dirt Bike, ATV, Monster Truck and Big Rig) each with their own unique handling characteristics. There will be NO weapons on the track, instead it is up to players to utilise the strengths of their vehicle to take the chequered flag. The course will be intricately designed to have many alternate routes suitable only for certain vehicles and elements of the vehicles that will be varied include speed, acceleration, handling and weight.

So far I've only designed the first four vehicles.

https://lbpk-production.s3.amazonaws.com/player_creations/908216/data.jpg

Hummer H1 (Mud Plugger)

https://lbpk-production.s3.amazonaws.com/player_creations/911602/data.jpg

Peugeot 205 GTi (Rally Car)

https://lbpk-production.s3.amazonaws.com/player_creations/911754/data.jpg

Jeep Cherokee (Racing Truck)

https://lbpk-production.s3.amazonaws.com/player_creations/911756/data.jpg

Dirt Bike

Lots more info and pictures to be added as and when they become available, so watch this space!
2013-08-07 02:15:00

Author:
atheistsw
Posts: 147


Oh cool. Motorstorm Pacific rift is one of my favorite racing game. I spent many hours on it.2013-08-07 13:46:00

Author:
gipsy
Posts: 408


Couple of new vehicles added, we have a

Buggy

https://lbpk-production.s3.amazonaws.com/player_creations/917406/data.jpg

Monster Truck

https://lbpk-production.s3.amazonaws.com/player_creations/918152/data.jpg
2013-08-09 14:11:00

Author:
atheistsw
Posts: 147


Yo quiero el buggy !! An excellent idea, like motorstorm and similar games. How will you assign each vehicle to the players?2013-08-10 07:13:00

Author:
SergioChileno
Posts: 60


The final 2 vehicles are ready!

Big Rig

https://lbpk-production.s3.amazonaws.com/player_creations/934316/data.jpg

ATV

https://lbpk-production.s3.amazonaws.com/player_creations/934478/data.jpg

Now I must turn each of the models into custom karts, then assign each individual vehicle unique handling characteristics that provide distinctive strengths and weaknesses for each.

I also have a better name for the project. Welcome to the

Ignition Festival

Watch this space for more info soon!
2013-08-14 00:44:00

Author:
atheistsw
Posts: 147


I am glad I was with you yesterday in a test session of this level. Because of my difficulty speaking good English I could not directly say some things.

I have noticed a distinct difference in driving each of the vehicles, for example, the rally car glides nicely to drive down the road, the big truck tends to lose stability when cornering, the dirt bike is agile and its maneuverability is very well implemented, etc. I know that you need to do more improvements to the balance of the car yet, but my opinion is that you've done a great job and certainly this project has great potential to be successful.

I think you need to work more on the box collider in some vehicles, for example I collided with the bike but visually there was not such thing. The engine sound is well implemented and only missing some sounds appropriate for the rally car. Unfortunately in this game AI driving in an oscillatory manner, which is not realistic when big karts are used, but we can not do anything about it (might be changing individual driver skills improve the realism, but I do not know).

Keep the great job
2013-08-15 20:45:00

Author:
SergioChileno
Posts: 60


I think you need to work more on the box collider in some vehicles, for example I collided with the bike but visually there was not such thing.)

Are you getting the same collision issue in uneven ways? For instance, the left side of the bike works fine, but the right side seems to hit everything with an invisible field?
2013-08-15 20:51:00

Author:
Hiroshige0
Posts: 114


Are you getting the same collision issue in uneven ways? For instance, the left side of the bike works fine, but the right side seems to hit everything with an invisible field?

I am having hitbox issues with the bike because of it's width, it would seem that there is a limitation of how thin a kart can be on LBPK, I have tried making the kart chassis really small and still it creates a hitbox either side. I have used a size tweaker and set it to 0.5, this has left the small hitbox either side that you see now, I really cannot find any good way to eliminate this, limitation of the game I suspect.

As for the truck I was noticing it had hitbox issues either side, I have set the size to 0.5 and now that is no longer an issue, but because the vehicle is longer then the back end can be passed through by other vehicles, again, a limitation of the game as the kart chassis creates a regular sized rectangular hitbox and doesn't allow for variations in width or length to process correctly.

I also found that the reason so many people have hitbox issues with their custom karts is because they attach motors (usually rotate motors) first and then resize the karts which also resizes the motors, seemingly creating an irregular hitbox. I find that when I make the kart object the size I want it first and THEN attach the motors the hitboxes are not usually an issue (except for the abnormalities as mentioned above).
2013-08-15 22:00:00

Author:
atheistsw
Posts: 147


Are you getting the same collision issue in uneven ways? For instance, the left side of the bike works fine, but the right side seems to hit everything with an invisible field?

Yes, collision issue in right side.

EDIT:


I am having hitbox issues with the bike because of it's width, it would seem that there is a limitation of how thin a kart can be on LBPK, I have tried making the kart chassis really small and still it creates a hitbox either side. I have used a size tweaker and set it to 0.5, this has left the small hitbox either side that you see now, I really cannot find any good way to eliminate this, limitation of the game I suspect.

As for the truck I was noticing it had hitbox issues either side, I have set the size to 0.5 and now that is no longer an issue, but because the vehicle is longer then the back end can be passed through by other vehicles, again, a limitation of the game as the kart chassis creates a regular sized rectangular hitbox and doesn't allow for variations in width or length to process correctly.

I also found that the reason so many people have hitbox issues with their custom karts is because they attach motors (usually rotate motors) first and then resize the karts which also resizes the motors, seemingly creating an irregular hitbox. I find that when I make the kart object the size I want it first and THEN attach the motors the hitboxes are not usually an issue (except for the abnormalities as mentioned above).



I've tested the size of the custom karts, i made a very small kart and it worked fine:

1) I had a BIG car model then before of to scale it, i had saved this object in my popit.

2) I had used this object from my popit an then scaled it normally to a very SMALL car (when you save an objet and then use it from popit you can get a very small object).

3) then I had attached a chassis gadget directly on the small kart but when driving the kart, the box collider crashed with all the borders of my tv, lol, i think that the box collider size was of the original BIG model.

4) Solution: i've made a small rectangular sheet (material is not important i think) and i've attached the chassis gadget to it and no directly to the small kart. Then i've grouped the sheet with the small kart and saved it in my popit. MAGIC!!! Now the kart is working correctly, the box collider is perfect!!

I hope this helps.
2013-08-16 01:14:00

Author:
SergioChileno
Posts: 60


Aha, |I forgot to mention I already do something similar to this! It's a pain getting the kart chassis to attach to the underside of the kart anyway (always sticks on upside down) so I always create a small cylinder of forcefield material, attach the chassis kart to the top (upside-down) flip it 180 degrees then position it in the middle of the kart and resize it so it's just about the same width as the kart. That seems to be fine for most karts.

However, your method of creating a rectangular sheet corresponding length & width to the kart is certainly interersting and a method I will definitely try! I wonder if that can help me fix the issues with the Motorcycle and the Big Rig though?
2013-08-16 12:55:00

Author:
atheistsw
Posts: 147


Hey, thats great you figured it out! I ask because in my situation on that infected level I was working on, the custom karts had odd collision properties (the left side impacted waaaay far out, while the right side was fine), so I started some tests by removing elements from the kart.

The culprit? Microchips. Once I moved all the logic onto the kart itself and removed the chip, the collision worked fine; even better than fine, in fact. Possibly related to that quirk you mentioned about motors and other items that normally don't occupy physical space now do when applied to karts.

It might be worth a test (if you are attaching chips anyway) and see if that fixes it for you, I'm curious to see if its a common bug.
2013-08-16 14:37:00

Author:
Hiroshige0
Posts: 114


However, your method of creating a rectangular sheet corresponding length & width to the kart is certainly interersting and a method I will definitely try! I wonder if that can help me fix the issues with the Motorcycle and the Big Rig though?

You can make a sheet smaller than the kart if you want to be sure. IMPORTANT: Do not scale the original sheet, if you want a smaller sheet then edit the form cutting it to reduce the width.
2013-08-16 19:40:00

Author:
SergioChileno
Posts: 60


Hey, just in case anyone was thinking I'd abandoned this project I present a couple of WIP pictures of the track. Also, the name has been finalised, in order to categorise this as an Ignition Festival event (hint, there may be more to follow) this season opener will be called Ignition: Sovereign Falls.

https://lbpk-production.s3.amazonaws.com/player_creations/969610/data.jpg (Current progress)

https://lbpk-production.s3.amazonaws.com/player_creations/969298/data.jpg (Taken a while ago)

Big thanks to Sergio Chileno for helping me test the vehicle balancing and for his tip about the kart chassis, works great!
2013-08-26 15:08:00

Author:
atheistsw
Posts: 147


I'm happy there may be more track like that. 2013-08-26 19:12:00

Author:
gipsy
Posts: 408


Hey, so the finished track is out, entitled 'Ignition: Sovereign Falls', i'll be doing a proper level preview soon, but for now, the level link is below, please check it out!

https://karting.lbp.me/v/k33w

https://lbpk-production.s3.amazonaws.com/player_creations/976380/data.jpg

Thanks
2013-08-29 13:42:00

Author:
atheistsw
Posts: 147


After reading through all this and understanding the struggle you've gone through to work around the game's limitations, I appreciate this track on a whole new level I mentioned this in my review, but the detail on the vehicles is incredible. MotorStorm: Pacific Rift is my favourite game, so thank you for recreating something so true to the series, as MotorStorm's online servers have been shut down for almost a year now.

I've only played it twice in the Buggy, assuming you had to be online with other players to procure another vehicle. I haven't played LBPK in months, but seeing creations as good as this one has re-fueled my anger for how underrated this game is ... all because it freezes frequently and they never patched it. Such a let down.
2013-08-31 13:28:00

Author:
Unknown User


I have this queued.
I found with my own custom building that the collision is fine between the kart and fences but not between karts - I wasn't sure what the kart size did, i thought it would resize the model too and when it didn't I thought it must only be for the real karts, I will try that for collision effect.

Played this, seemed quite nice, til we tried in split screen, then my husband got the truck and the camera is all but pointed at the floor and he couldn't even see a length in front of him most of the time.
2013-09-07 13:14:00

Author:
Unknown User


I have this queued.
I found with my own custom building that the collision is fine between the kart and fences but not between karts - I wasn't sure what the kart size did, i thought it would resize the model too and when it didn't I thought it must only be for the real karts, I will try that for collision effect.

Played this, seemed quite nice, til we tried in split screen, then my husband got the truck and the camera is all but pointed at the floor and he couldn't even see a length in front of him most of the time.

Oh bugger, I have no idea why that is. Guess it has to do with the fact that I had to use a game camera on the spawn point of the truck because otherwise it is too big and fills the view entirely. I assure you it works just fine in single player. However, if it does that in split screen then there must be some additional jiggery-pokery I don't know about that controls a split screen camera... or maybe it's just because there's no support for split screen changes, just like there's no support to allow you to get your kart additions to react properly when not using the default R2 as the accelerate button...
2013-09-07 15:17:00

Author:
atheistsw
Posts: 147


It was a little too pointed down in single but since the screen is higher that is ok, I think a slightly shallower angle with a higher camera point would work, the buggy was fine viewing angle.2013-09-08 01:45:00

Author:
Unknown User


All posts are interesting. Thanks for this all posts.2013-10-14 09:10:00

Author:
Unknown User


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