ShitboxInfinity/tools
m3ultra 3070a96b41 Car bodies sculpted, wheels that spin, destruction that reads
Skin pass (build_cars.py, whole procedural fleet rebuilt):
- warp_obj() kills the slab: plan taper (nose/tail pull in), tumblehome (the
  glasshouse leans inward above the belt) and rocker tuck, applied to
  world-space verts so det_ panels stay flush with the body.
- Beveled body edges catch light instead of vanishing into flat shading.
- Wheels are tyre + rim with the mesh centred on the hub and the OBJECT at the
  hub -- the old wheels baked position into their verts, so a spinning wheel
  would have orbited the car's origin. Chrome det_hub hubcaps on every corner,
  dark arch shrouds so wheels sit in wells rather than under a slab.
- B-pillars over the one-piece glasshouse, licence plates, exhaust, door
  handles. Mirrors anchored to where the tapered flank actually ends up.

Destruction feel:
- Visual wheels spin with road speed and the fronts steer (rotation order YXZ:
  yaw then roll, so steered wheels roll about the steered axle).
- Shed panels burst outward with lift instead of just detaching; light hits
  ping a hubcap off first, saving doors for crashes that deserve them.
- Sparks on every impact, soft-puff smoke on wrecks and heavy damage, tyre
  smoke while drifting (src/fx.gd -- procedural particles, radial-gradient
  billboards, no textures). Camera shake on player crashes, applied after
  look_at so it reads as the camera being knocked, not re-aimed.
- Crumple strength up ~40% now that scratches and dulling ride on it.

Traffic and parked cars inherit all of it via the shared fleet GLBs.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 11:06:45 +10:00
..
build_all_junctions.sh Pursuit, drag and derby modes; crash-damage paint; junction fixes 2026-07-28 23:07:41 +10:00
build_all_levels.sh Smashable street furniture; fix levels losing every texture on rebuild 2026-07-28 18:53:05 +10:00
build_cars.py Car bodies sculpted, wheels that spin, destruction that reads 2026-07-30 11:06:45 +10:00
build_level_osm.py Pursuit, drag and derby modes; crash-damage paint; junction fixes 2026-07-28 23:07:41 +10:00
check_textures.py Scenery overhaul: real OSM street furniture, FLUX texture set v2, lighting pass 2026-07-28 14:13:29 +10:00
crop_poster.py Scenery v4: traffic signals, power lines, local FLUX fallback 2026-07-28 17:21:35 +10:00
flux_local.py Scenery v4: traffic signals, power lines, local FLUX fallback 2026-07-28 17:21:35 +10:00
flux_texture.sh Scenery v4: traffic signals, power lines, local FLUX fallback 2026-07-28 17:21:35 +10:00
gen_sounds.py Procedural sound kit: the whole game has audio, no recordings 2026-07-29 13:05:48 +10:00
gen_textures.sh Pursuit, drag and derby modes; crash-damage paint; junction fixes 2026-07-28 23:07:41 +10:00
import_all.sh Batch-import the whole shitboxes stash: 13 more real models 2026-07-27 22:47:38 +10:00
import_shitbox.py Batch-import the whole shitboxes stash: 13 more real models 2026-07-27 22:47:38 +10:00
osm_junction.py Per-junction medal targets, measured; fix the last unplayable junction 2026-07-29 00:15:05 +10:00
osm_level_args.py Four more Brisbane levels + FLUX textures: these scenes pop 2026-07-27 23:48:55 +10:00
osm_xml_to_json.py Scenery v4: traffic signals, power lines, local FLUX fallback 2026-07-28 17:21:35 +10:00
tune_junctions.gd Pursuit, drag and derby modes; crash-damage paint; junction fixes 2026-07-28 23:07:41 +10:00
tune_junctions.gd.uid Pursuit, drag and derby modes; crash-damage paint; junction fixes 2026-07-28 23:07:41 +10:00