fire, im a huge fan of The Crew so this finna be lit for sure
Here you go:
You can drag-and-drop this buggy in your game and it should work immediately.
Wth, did you just do that or did you already make that lmao.
They deserve the credit for making the cars plug-and-play into other games, it’s really flexible and beginner-friendly
Is there any AI racers on this template or not? It looks cool but I would like to see AI racers fill in servers that only have 1 player.
That’s actually a good point, even though it won’t be ML a simple if this do that NPC behavior is good.
I saw this yesterday, the handling is incredible! It’s also very easy to work with, I was able to hook up a golf cart model to it fairly easily. I don’t have much issues with it aside from the camera, so I’m definitely going to be using this handling in my game.
I’m looking forward to getting the rest of the templates remade too.
I love this one, Great job guys!
Glad you like it! Yes, we are definitely planning to redo more templates, though they may not all be as art-heavy as this one, we’re definitely going to improve the visuals and code. The current templates are outdated and we’d like to make sure they’re all following the current best practices for the platform.
This is super cool! How was your experience adding this? We tried to make it as easy as possible to extend with clean, commented code and attributes to interface with.
It does not include AI racers, but the car was designed with this use case in mind. You can take out the client control scripts and have an AI script interface with the car through the Controller
module as well as attributes on the Input configuration object inside the car.
My experience was more of thinking how other racing games ranked their players, and trying to replicate those elements in Roblox.
The code is a table that stores all the current players in the race, and updates their placement based on some value. Since there was already a checkpoint element already implemented in the game, it was easier to write a logic system using elements already provided to me than to make up another. At first, calculating the player’s placement grew from the # of checkpoints passed, then I decided for the code to track position in between checkpoints, offering more competition and the urge to pass players in the race.
Haha I was waiting for an announcement on this. I saw it was updated in studio yesterday and I played around in it. I really enjoy this new racing template.
Thank you Cedar! I was the art lead for this update, as well as the Modern City. Visual improvements to the Templates are super important to us, and the rendering engine has come a LONG way in the last few years, so we want the templates to inspire!
I do like the new Template but I did have some issues with it yesterday where if I put the max speed of the buggy and crash into something my character would freak out by teleporting millions of studs away and back to the place of the crash (same with the buggy itself) and I do not know how to fix it, maybe it has been fixed, now that this Template has been announced officially.
This is incredibly well done and a huge improvement over the old template!
The chassis could use a tutorial though.
While it’s pretty intuitive how to change the wheels or the car body, modifying its wheel placement is a bit of a headache. The distance between the back wheels can be extended pretty easily but the front wheels lock up if you increase the distance between them.
I’ve been trying this for the past hour and I can’t figure out exactly what needs moved and what doesn’t in order to have the front wheels working.
This is what I’m trying to do:
If anyone can figure out how to move the front wheels without having them lock up that would be great!
Holding Alt on the SteeringRack’s RodConstraints and change the length according to the current distance shown seems to work well for me. If you move the position of the front wheels, you could also move the steering rack along with it as well (although I recommend not moving the front wheels forward or backward at all and keeping those changes to the back)
Before this topic was made, yesterday, I was simply working at the Roblox Studio and then got this pop-up with a new template called “Racing”… I was curious and took a look, and I was surprised!
It looks pretty neat and tries to follow the same graphics and quality of AAA games. Impressive!
However, one little problem that I noticed is that these parts are not connecting to the wall. You can scale it, of course, but that would cause a z-fight, creating a terrible visual for the garage.
I hope this can be fixed sooner. The small details make a huge difference!
@SCHLEEMPH In what software did you use to create such materials and meshes? I assume you used Autodesk Maya?
Do you know how I could make materials like those in blender and then export them into roblox? I’ve tried baking but it doesn’t seem to work. (sry but im new to building)
Is the team behind both Resources and 3D Art at Roblox going to revamp all of the “classic” templates with better quality (i.e. using low-poly meshes, yet with seamless materials as well as baked textures in SurfaceAppearance)?
Are there any plans to produce others that are different as both teams finish revamping the templates? For instance, Alpha Strike has only 4 templates and we never saw any new ones thinking out of the box