Project Motor Racing - Nov 25

Emery

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After a cursory look at the GIANTS editor (thanks to YouTube videos), I think the promise of full modding support on day 1 is true. At least getting 3D assets into the game is straight-forward even though there are hierarchal things we will need to learn. Export from the editor via OBJ, edit in Blender, and export from Blender using a plug-in supplied by GIANTS.

That just leaves questions about creating physics, skins, teams, AI, multiplayer (skin sharing?), and the career system. I suspect, at least initially, porting tracks will be easier than porting cars.

Though available for pre-order, I'm not leaping until answers are forthcoming, preferably with some other people's experience. PMR's pricing announcement mentioned a season pass for next year's content, but we don't yet know what that content will be.
 
It does not look to have been updated for other titles but a cursory review of the EULA implies all content released can be appropriated by them and modders surrender all rights.
 
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I'm really intrigued. I know Ian Bell has been a bit of a back and forth with the reputation of the sim racing community. This title also had a bit of a tremulous time getting to this point. It's the Giants engine that I want to see in action. I know the Farming Simulators have a very well respected modding scene. I'm imagining that the modding tools will be pretty user friendly. I would be curious to see how that transfers over and how modding really is. There isn't a lot of new sims coming out that is supportive of modding.
 
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