I just wanted to know your opinion on the exterior of the cars. I never make cars and this is the first in a long time. Any opinions? :durrr:
I just wanted to know your opinion on the exterior of the cars. I never make cars and this is the first in a long time. Any opinions? :durrr:
That looks awesome. I’m a fan of the fairly simple style, that’s still well put together. It’s hard to tell by the pictures, bit it looks like it may be slightly overscaled, though. Scaling is really tough to get down really well.
Great job!
what drive system do you use, do the lights work, and how many parts?
[quote] That looks awesome. It’s hard to tell by the pictures, bit it looks like it may be slightly overscaled, though. Scaling is really tough to get down really well.
Great job! [/quote]
Thanks for the feedback, Defaultio! The scale seems to be slightly too big, but I began making the car with the seats, which I think is best to tell. I had a dummy sit on the seat as I made everything else around it. I added another picture of the officer sitting in the car - you’ll see it’s a nice fit (even too small for the arms - windows down!).
I will probably use a mixture of Body objects; the lights will soon work; there are 229 parts as of now.
I think the scale is fine as long as everything else is scaled accordingly.
Roblox characters are not as maneuverable as humans AND we play in 3rd person which makes everything look smaller than it is anyways…
you’ll probably want to cut that part count down a bit, especially if you’re going to use it in large places like cities. I’ve never made a police car with over 150 bricks, and for huge places like lakeshore, that’s pushing it. For the same reason, you will want to make your cars run on actual physics and not body objects because those are really laggy.
Some tips on construction: it is widely considered “best practice” to build cars in the vertical direction only, that is, with no diagonals and the car having a constant width except for the ends. This creates a form of uniformity between cars of different makes and allows for lower part counts.
I see that the parts don’t align perfectly – no clue if it looks bad to other people, but it’s a pet peeve of mine.
If you’re having trouble getting parts to align properly, use these:
[quote] you’ll probably want to cut that part count down a bit, especially if you’re going to use it in large places like cities. I’ve never made a police car with over 150 bricks, and for huge places like lakeshore, that’s pushing it. For the same reason, you will want to make your cars run on actual physics and not body objects because those are really laggy.
Some tips on construction: it is widely considered “best practice” to build cars in the vertical direction only, that is, with no diagonals and the car having a constant width except for the ends. This creates a form of uniformity between cars of different makes and allows for lower part counts. [/quote]
Thanks for your feedback and tips, Spacek531. I’d like to mention my game will be single-player, which will play a big role with latency and whatnot. I will be using the CSG modeler in the future to create the city and possibly to re-create the car (as is with fewer parts, or a complete re-design). Also, I have never had any problems with Body objects (my bees in Honey Madness, for example, have ~20 parts and are not laggy, even at their speed and agility).
I used my utility plugin to assist in the car’s creation: I created the chassis and two doors, and let the plugin reflect the doors on the other side. That may be the reason behind the slightly unaligned parts; I don’t mind them for now as I will be adding designs such as unit number, the game’s logo (aka the police force’s logo), etc.
Better than cars I make!
Definitely great. I haven’t seen a such great car in a while (considering those Avantas are way too large).
Keep up the great work!
New features:
[ul]
[li]You can now drive it[/li]
[li]Includes speedometer, RPM meter, gas meter[/li]
[li]Turn on/off lights and headlights[/li]
[li]Computer was just started[/li]
[li]Cruise control[/li]
[li]Includes police air horn and sirens*[/li]
[/ul]
Updates keep coming!
[size=2]*siren audios were rejected - Customer service should be taking care of it any day now.[/size]
:DDD
See you’re using a surface gui for the name tag (that’s why it’s glowing)
Are you using a surface gui because you’re putting the player’s actual name on it? : o
[quote] See you’re using a surface gui for the name tag (that’s why it’s glowing)
Are you using a surface gui because you’re putting the player’s actual name on it? : o [/quote]
Of course! I use SurfaceGuis for both their glowsomeness and their editability. (I’m convinced both of those are not words.) The RPF logo on both shoulders are also SurfaceGuis, and the vehicle will have the unit number put on it (the computer and dashboard are made out completely of SGs, making them awesome at night!).
I use SurfaceGuis for awesome glowing gun scopes O_O
[size=1]Sometimes I wish SurfaceGuis didn’t glow…[/size]
Very nice car, stupid that the audio was rejected. I’m looking forward to see it in action
Ooh, I’m making guns thanks for the idea