About: Car Maker   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

The Car Maker adds a bit of customisation to the game and relies fully on basic coding to make cars. It allows the user to generate polygons using coded point co-ordinates which can then built up to form whatever vehicle the user would like. After the body is created, the user can then define which two colours are changeable in the Multiplayer, the placement and appearance of the wheels, which class the car is grouped under (Class C, C & B, B, B & A, A), the statistics of car (Top Speed, Acceleration, Handling, Stunts, Strength and Endurance) and the physics of the car, which include handbrake strength, the ability to lift/be lifted by or push/be pushed by cars and how damaged the car looks when it has been hit, before being ready to test drive the car and rate it's handling. The coding la

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  • Car Maker
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  • The Car Maker adds a bit of customisation to the game and relies fully on basic coding to make cars. It allows the user to generate polygons using coded point co-ordinates which can then built up to form whatever vehicle the user would like. After the body is created, the user can then define which two colours are changeable in the Multiplayer, the placement and appearance of the wheels, which class the car is grouped under (Class C, C & B, B, B & A, A), the statistics of car (Top Speed, Acceleration, Handling, Stunts, Strength and Endurance) and the physics of the car, which include handbrake strength, the ability to lift/be lifted by or push/be pushed by cars and how damaged the car looks when it has been hit, before being ready to test drive the car and rate it's handling. The coding la
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dbkwik:needformadn...iPageUsesTemplate
abstract
  • The Car Maker adds a bit of customisation to the game and relies fully on basic coding to make cars. It allows the user to generate polygons using coded point co-ordinates which can then built up to form whatever vehicle the user would like. After the body is created, the user can then define which two colours are changeable in the Multiplayer, the placement and appearance of the wheels, which class the car is grouped under (Class C, C & B, B, B & A, A), the statistics of car (Top Speed, Acceleration, Handling, Stunts, Strength and Endurance) and the physics of the car, which include handbrake strength, the ability to lift/be lifted by or push/be pushed by cars and how damaged the car looks when it has been hit, before being ready to test drive the car and rate it's handling. The coding language used to make these vehicles can be complex, which is why when the first time the Car Maker is loaded, a link to the Simple Car Tutorial is displayed. There are a few methods for creating a car in the Car Maker: the pen and paper method, which is shown in the Simple Car Tutorial and requires you to draw a car out and use a ruler to find out the co-ordinate values to be written into the polygons, an .obj import, which allows users to import a model exported from a 3D modelling program like Blender using the option on the Car Maker start page (although due to triangulation of faces in the .obj, a lot of merging of polygons is required) and importing a SketchUp model using Jim's Plugin, which allows SketchUp users to convert their model to polygons within SketchUp, to be pasted into the Car Maker. The maximum limit of polygons allowed in the Car Maker is 210 due to lagging problems that would arise, especially in the Multiplayer, if more polygons are used. The editor is available for the new downloadable edition of Need for Madness (offline), and also for the existing downloadable Muiltplayer version for people with accounts. Unregistered users can also create cars as well, but are limited to using them offline, and cannot be used during Multiplayer. This has also caused a small outrage within the Multiplayer community, especially those who cannot register.
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