SkaterXL Custom Mapping // Testing
Oct / 1 / 24Â -Â
     Since learning of custom map creation for a skateboarding simulation game I highly fond (SkaterXL / SXL) I've wanted to create my own maps, especially maps based off real-life skate-spots! I've been learning 3D Modeling / Game Art, Design, Development since becoming aware of custom map creation and would like to update you all on the process :)Â
     Currently, I'm working on creating a map of the Temple Skatepark! I find it only fitting to start where it all did ;) I started out by trying to model only the skatepark (concrete floor and obstacles) and felt pretty good about where I was heading...
     Not too shabby so far! haha B)Â
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     Before modeling the rest of the park, I was curious how my progress so far would transfer to the game as far as scaling for the obstacles and floor. Also, this would be a good time to familiarize myself with the workflow of creating custom maps inside Unity!Â
     SkaterXL was developed/designed/created using a widely popular game development software called Unity. Inside Unity I can add colliders to all my objects so they're solid and are able to be ridden on in-game. There is a key step inside Unity for custom mapping where you have to add colliders (Splines) to all the surfaces that would grindable in your map. This seems like the most tidiest step of the process as grind surface can be small in general, as well as proper alignment being critical. For instance, in the case that you want to add a grind spline to the edge of a stair-set (to skate the stair gap, or grind the steps edge) if the collider is sticking out too far, you will collide with it trying to gap the stair... and if its too far in, your skater wont detect the stair edge as grindable. Hope that made sense.. LOL! XDÂ
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     For testing purposes, I only splined the small box.
     Here is what the hierarchy setup in Unity looks like right now. The green boxes indicate a grindable surface (grind collider)Â
     Initally trying to get my test scene into SkaterXL was challenging. I kept running into a problem where the skater would spawn into a blank space with no floor, simultaneously falling into thin air... LMAO! After some tweaking I was able to successfully get my test in-game! I ended up adding Mesh Colliders to all the obstacles and floor, as well as change the version of Unity I was using (what I feel like helped the most). For SXL Custom Mapping, as of this post, Unity 2019.3.15f1 is the only version that can properly compile a map for SkaterXL.Â
     This is what I got so far!! :) I'm excited to continue working on this map and still can't fathom my ability to accomplish this, HA!Â
    I'd like to fix the scaling of some the obstacles like the Floor, QuarterPipes and the FunBox Ramps.Â
    Still a long journey ahead... STAY TUNED!!! Â
B)Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â zacarony