View Full Version : How to make a High Detailed Custom Kart

10-04-2014, 10:26 AM
Hi guys,
It's not my own tutorial, i just have grouped several posts that i found on the forum. I think that it will make a complete tutorial on that question.
Hope this will help some creators.


You will need to place a Kart Transformer gadget on the spawnpoint then you'll be able to select any objects you have saved that have a kart chassis attached to them.

How to make an intricate design

The trick is just to make the whole vehicle large initially, then, once all the details are on, re-size it. Now, when you re-size a static object then you're usually limited how small you can make it, certainly not small enough to be an effective kart. But... they next trick is to simply capture the object, then go to your objects and place it again. You'll notice now that you can re-size it a lot smaller than before (to micro-machine size lol) so get it small enough that it can be a kart and place it down on your level.

Now, to avoid issues with hitboxes being larger than the actual model itself, make sure you only attach the rotate motors for your wheels (and any other pistons) once you've got it set to your wanted kart size and attach your kart chassis to a small piece of material (I use forcefield) and attach that to your kart model roughly in the centre of the model, then group it altogether.

You should now have a driveable custom kart with correct hitbox dimensions, but if you have an abnormally shaped kart (like my dirt bike or the Big Rig) then you may still get some odd collision issues. To fix this, simply add a 'kart size tweaker' gadget to the spawn point, and adjust it lower than 1.0. This will however mess up the default behind kart camera view, which can incidentally be changed within the global settings menu under 'Chase Cam Distance' (On this one it was set to 99%, the furthest back it can go). The bike and ATV had a kart size tweaker of 0.7, whereas the Big Rig was set to 0.5. I also had to create a custom game camera on the Big Rig spawnpoint as the default one was only letting the player see an extreme closeup of it's backside!

How to make the wheels rotate on a custom kart

Hi, if you want your kart wheels to rotate you need to attach rotate motors to the wheels. First of all you need to group your front wheels together, separate from the body. Then you attach the rotate motor to the centre of the wheel and play with the settings until you are happy with how it looks. It can be a pain getting it centred, just persevere and move the motor up/down and side to side until it is more or less central. Once you have the front wheels going, clone them and move them into position for the back wheels as well. You now have a four wheeled vehicle with rotating wheels!

Group the two sets of wheels with your body et voila, the kart is complete! If you only want the wheels to rotate while the kart is moving (advisable!) then attach the a speed sensor to the kart body and attach the output to the two inputs of the rotate motors.

How to use pistons and motors on custom karts

You can use pistons and motors on custom karts, but you have to follow a little trick to get it to accept it. Make a small square of hologram, very thin, and put the chassis on it. Make the rest of the kart object with motors working how you want, and then capture both the kart and the chassis together. Technically the base of the kart doesn't move or be affected by the motors, but for most intents and purposes, this simulates most extra kart movements.

How to make light come on when accelerating

Hook your lights up to a speed sensor instead, this is the same way you get wheels to rotate on a kart only when it is moving.

If you think that there's some tricks to add, let me know them, i'll update this thread

10-04-2014, 12:51 PM
This is great! I had forgotten some of his tips. Thanks for putting this together.

You could probably make the front wheels turn using hinges, a direction combiner, and the controllinator, but I'd have to play with it. Anyone done this before?

10-13-2014, 01:06 PM
IIRC hinges don't go multiple rotations like LBP's wobble bolts do, but I could be wrong.

10-13-2014, 02:08 PM
IIRC hinges don't go multiple rotations like LBP's wobble bolts do, but I could be wrong.

Not sure what you mean by multiple rotations, but I was talking about making the wheels turn left or right like steering, not rotating like accelerating.

10-13-2014, 03:02 PM
Oh, then I misunderstood you. It's sort of a trick with wobble bolts to use them as motors, I thought you were trying the same thing with hinges. Sorry. :)

10-14-2014, 08:42 AM
I'm trying the 'wheel' turn. I had some thoughts on how it would function, but I'm not sure it would work.
The problem I'm thinking that would occur is after your done turning, wheels might get 'stuck' turning one way or the other. If your 'turn' 10 degrees both ways your middle (straight) it would be half of 20. (I havent figured out how to get the hinge to 'stop' half way) so I'm thinking you'll need two hinges per wheel, one to go 10 degrees right and one to go ten degrees left.
I will be playing with this concept a little bit, will update with progress.

10-18-2014, 06:31 AM
On the 'Rat' kart in my level Tunnel Vision I used hinges connected to the rats legs in the same way as hooking up rotate motors described above with a speed sensor to each input of the hinge motors. The hinge motors only had an angle of about 15 degrees but this gives the legs that 'scurrying' movement as you race along!

10-30-2014, 03:29 AM
You could probably make the front wheels turn using hinges, a direction combiner, and the controllinator, but I'd have to play with it. Anyone done this before?

Just did, In the process of making the Optimus prime truck I decided to make the front wheels turn.
It was more simple than I thought.
To build a set-up to 'see function' of 'left/right turning'.
What you will need is: 1 kart controlinator, On the kart contolinator place 1 direction splitter and attach the left/right toggle output to the direction splitter input. Now add 1 transmitter (a) (red, turnright), attach output 1 on the direction splitter to transmitter 1. Add a second transmitter (b) (red, turnleft). Attach output 2 on the direction splitter to transmitter 2.

Now you need a "wheel" (premade or custom object).
The following is built with wheel standing-up.
What you will need: Hinge 1, placed above wheel (on turning left/right axis), adjust/spin so the 90 degree premade position faces from 'wheel' forward to left. Copy Hinge 1 and move above to create hinge 2 (placed straight above hinge 1). Spin hinge 2 so 90 degree premade position faces 'wheel' forward and right.
Now adjust hinge 1 settings to 10 degree, start 0.0, time 0.1, pause 0.0, sync 0.0, direction: counter clockwise, input action: forwards/backwards.
And also adjust hinge 2 settings, same as 'hinge 1' but direction: clockwise.

On 'wheel' place 2 receivers. A (red, turnright), B (red, turnleft).
Now attach hinge2, to hinge1. And hinge1 to 'wheel' (If you have wheel spin motor, attach hinge1 to wheel spin motor).
Take reciever A output > hinge1 input, receiver B output > hinge2 input (connections might have to be swapped A for B).

You are Done, Ready for testing.

Now as you press left/right on the toggle- the 'wheel' will turn either direction and hold until toggle is released, setting it back into forward position.