How To Make PGRC Mod Tracks

GHub Platform · Гайд · 0 ответов · 19 просмотров

In order to mod PGRC, you will need: Godot v4.5 [godotengine.org] Blender [www.blender.org] (Or another modeling program) Walaber's mod template. [walaber-ent.github.io] (Just click 'download a .zip' in the 3rd paragraph) Extract and rename the mod-template to your project name. (e.g. "pgrc- mynewproject ") Use this folder to store all files related to your map project, including textures and Blender files. Blender allows the most flexibility when it comes to making a 3D model. It may seem intimidating at first, but I'm sure that you will quickly pick up on the modeling workflow :) I'm not going to touch upon everything with Blender, only some import tips related to mapping for PGRC. Keyboard and UI menu tips The normal modifier keys (Alt, Ctrl, Shift) affect all sorts of shortcuts within Blender. Here is the Blender keymap documentation [docs.blender.org] Some shortcuts I find useful: Ctrl+Mouse-Dragging: Move items incrementally. (Great for keeping meshes lined up) Ctrl+Z & Shift+Ctrl+Z: Undo/Redo. Ctrl+J: Join selected Meshes (While in Object Mode) Alt+Z: Toggle transparency (While in Edit Mode) Shift+D: Duplicates the selected item(s). (I prefer this over Ctrl+C/Ctrl+V because it will use the same Materials on the new object and won't create copies of them in the project. After using this shortcut, G rab will be enabled - be sure to move the object in increments by holding Ctrl . You can also Right-Click to cancel Grab and the object will be duplicated in the same spot as the original.) A key & Alt+A: Select All/None. (Works in all modes) Q key: Quick Favorites. (USE YOUR Q MENU) H key: Hide selected items. (You can unhide them in the Outliner area (top right). Note that you can still select these objects, they just won't be visible.) T key: Toggle Toolbar. (In case you accidentally hide your precious tools) N key: Toggle Sidebar. (Useful secondary viewport menu that has information related to the selected object) Tab: Toggle between Edit Mode and current selected mode. (Top left of viewport; Object, Edit, Sculpt, Vertex/Weight/Texture paint) Accent Grave(~): Pie menu for 3D viewport. (Option 8 " T op" is very useful for editing from directly above. This allows you to move items around without affecting their Z position. You must move around the viewport using Shift+MMB, otherwise you will exit this Orthographic view.) Numpad Period(.): Focuses the viewport on the selected item. (If you only have one vertex selected, it will zoom wayyy in on it. I usually select an edge, face, or multiple vertices before using this shortcut.) Your mouse cursor placement within Blender affects what keybinds are available. Most of the above keybinds require your mouse to be in the 3D viewport area. Blender UI preferences I have changed: Under Scene Properties, set Unit System to None This allows you to then set the Grid Subdivisions to 8 When modeling in Edit Mode , it can be hard to see the Edge Length value. You can change this to a different color like red in System Preferences. Push Ctrl+Comma(<,) to open Preferences. Find Themes on the left, and expand 3D Viewport to find Edge Length Text . Favorites Menu Blender allows you to map any menu item to a favorites "Q" menu. Right-Click a menu item to add to favorites. This is per Workspace [Modeling, UV Editing, Shading, etc] & per Interaction Mode [Object, Edit, Vertex Paint, etc] so be sure to add your most used menu items here for super quick access. Here are the Quick Favorites I've been using and why I use them. My recommendation is to add any menu item you use more than once to your Quick Favorites. Hitting the Q button is way faster than going to the menu bar. Modeling Workspace - Object Mode Origin to Geometry: Useful after editing an objects Mesh in Edit mode and the Mesh is no longer near its old Origin point. Mirror Menu: Easy access to mirroring a Mesh in Object Mode. This is different than mirroring in Edit Mode. Origin to 3D Cursor: Set a Meshes Origin Point to an exact spot of choice. Tip: Normally the 3D cursor sucks to move around with the mouse. Instead do this: Go to Edit Mode (Tab) Select the Face/Edge/Vertex where you want the new Mesh Origin to be Push Shift + S, T (Cursor t o selected) Switch back to Object Mode (Tab) Select Origin to 3D Cursor Then Shift + S, W (Cursor to W orld Origin) to return your cursor to the default world origin. Modeling Workspace - Edit Mode Face Orientation: This is a UI setting that you can add to your favorites. It lets you see all mesh Normals. The red side of the mesh will appear invisible in game. By Distance: This merges vertices that are close together. Great when you use Shift + D to duplicate a mesh and want them to combine into one mesh. Flip: Flips the Normals on a mesh. UV Editing Workspace - Edit Mode Unwrap: After selecting a Face on your Mesh, use this menu to project the Meshes shape onto your Material. Cube Projection: This is the main 'Unwrap' menu item I use. Ideally your texture is square. Reset: Select All vertices in the UV Edit menu, then use this to set the them back to their correct default positions. If you have a Face that is not a square, this will project the Face with its aspect ratio preserved. Bit different than Cube Projection. X/Y Axis: These options work the same as Mirroring, but for UVs. 8x8 meshes are your friend The base levels in PGRC are mostly made with 8x8 tiles. This is because the game shader that makes PGRC look wobbly & retro works "best" with 8x8 meshes. You can use any size, but you'll need to decrease the shader wobble in Godot for that specific texture . More on that later. Here are some recommended PGRC Mesh sizes to use: Ground : 8width x 8length (First 5 levels in the game make extensive use of this size Mesh) Wall : 8w x 6height (Each base game garage level is between 6 and 12 height per floor ) Ramp : Up to 3 height (Meaning two 8x8x3 Meshes can make a one-story ramp , as seen below) Parapet : 1 - 3 height (Learning Lot has 1 unit high parapets + 0.5 for floor thickness) Curb : Up to 0.5 height (Driving over anything taller doesn't work well) As you can see above, the selected ground faces show the length of 8 next to their edges. Tip: To show Edge Lengths while in Edit Mode , click the Mesh Edit Mode Overlays menu on the top right of the 3D viewport. Creating new pieces I usually start with a single flat Plane, and change the size from 2 to 8 units. If you lose the above menu before resizing: select the Plane go into Edit Mode (Tab) select A ll press S to S cale the Mesh press 4 to scale it 4x The new size should be 8 units. With your fancy new 8x8 square Plane, there are a couple things you need to modify on it. First : Add a collision export modifier . When you add -col as a suffix to a Mesh's name, Godot will automatically generate a child collision Node for that Mesh. The Mesh itself does not automatically provide collision for the car. Read more about import hints [docs.godotengine.org] Second : Add a Color Attribute to the Mesh's Object Data. This enables you to later apply lighting and color to the Mesh's vertices. Third : Add a Material to this Mesh. All Materials for your map need to be image textures. Create a new Material and change the 'Base Color' to 'Image Texture' . In the mod template there is an example texture you can start with named cement.png . After selecting the texture file, change the Interpolation of the texture from Linear to Closest . This prevents blending or smoothing, making each pixel distinctly visible on the Mesh Face for a retro look. Each mesh Face can have a different material, meaning a cube can have six materials assigned to different sides. Select a face from your mesh in Edit mode, then click 'Assign' . To correctly apply the texture to the Mesh, we have to edit its UV maps. Open the UV Editing workspace at the very top. With your Mesh selected in the 3D viewport, change to Edit Mode if you're not already.

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GHub Platform · автор04.09.2026, 20:51:25

In order to mod PGRC, you will need: Godot v4.5 [godotengine.org] Blender [www.blender.org] (Or another modeling program) Walaber's mod template. [walaber-ent.github.io] (Just click 'download a .zip' in the 3rd paragraph) Extract and rename the mod-template to your project name.…

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