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X7123M3-256

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Everything posted by X7123M3-256

  1. Has anyone looked at the save files yet? Someone said it can import SV6 files, but is that what it writes?
  2. That's what the advertise button does. It makes it show on the master server list.
  3. Check the box marked "Advertise" when you start the server
  4. It's mentioned at the start of this video.
  5. I find Blender is good for modelling.
  6. No brake run on the coaster (though a ride of this size may well not have one, any larger coaster should) Two lift hills is too many for a coaster of that size (possible exception is if you have one lift hill immediately before the station and one after, but this would be more typical of a terrain layout) Plain entrance and exit buildings aren't great. I suggest setting the entrance type to "invisible" and building your own loading platform with scenery. No scenery or foliage in the ride area - it looks plain with no additional detail (though I suck at this as well, I usually just add custom supports and a few weeds and call it a day). Vertical landslopes left exposed. Dirt can't stand vertical - either add walls or use a different land type. Flat ride built elevated for no good reason. Real parks aren't going to waste money on all that additional support structure just to build a path underneath the ride. Your food court has no windows, and is missing a section of wall. Your brick walls end abruptly and for no apparent reason.
  7. Well, I think I'm going to have to give up with this for now. The default shading defies all reason and mine is never going to match. All I can hope to do is create entirely new tracks, but as that's not supported yet I see little point in pursuing this further until there is a new file format.
  8. It can't be removed until a new file format is introduced
  9. Some more incremental improvements - anti-aliasing was a big improvement (though it had the side effect of making my renderer painfully slow). Specular shading is not so promising. Adjustments to the geometry seem to have fixed most of the misalignment and glitching (though I've just noticed one of the track pieces is backwards). The lighting is still proving difficult - I can get it to look almost perfect from one angle but then it's completely wrong from the others.
  10. It's "Guests ignore intensities" in the peep section of the cheat window.
  11. Yeah, I tried this with terrain tiles. I can get the numbers to match, but bring it into the game and it just looks wrong - the texture is off.. Looking carefully at the differences between the two, I notice that my renderer is using two colors almost exclusively, while the default sprites have edges that look softer, like they're anti-aliased. I guess that's the next thing to try. Lighting is always from the right of the screen. All sprites are lit from that same angle, but working out exactly which angle that is has thus far proved tricky.
  12. Did a bit more on the Intamin track pieces - I now have vertical-to-steep transitions. Shading still doesn't match and they don't quite line up with the default pieces either, but it's progress: I now have a more systematic method of obtaining the shape of the track piece, by computing the inverse projection, but I do not yet have the capacity to handle track pieces which are split into more than one map element.
  13. For a track merge to work you have to have two overlapping track pieces and they must be built in the correct order. The easiest way to do this is to build the two tracks adjacent to each other, then select the rearmost track and build forward one piece so they overlap (with zero clearance enabled obviously). You can use the tile inspector to rearrange pieces after the fact if you do things wrong. I made a video on this here. When the game is checking for a complete circuit, it does not follow merges, so it will not recognize the circuit as complete. There are two ways around this: the simplest is to set the operating mode to "boat hire mode" as this doesn't require a complete circuit to open. However, block brakes will not function in this mode. The alternative is to make sure the *original* track makes a complete circuit, and then make the parts that the train is not supposed to run on invisible. When doing this, I usually build a complete circuit (without the merged parts), first, check that that is complete, then merge the tracks. I leave making the unused track sections invisible until last because it is tricky to undo if you want to go back and change it. I would recommend this approach for use on coasters, as they should have a block system, but for other rides it's easier to change the operating mode and leave the circuit incomplete. There are two ways to make track invisible. If you want to make the entire track invisible, the fastest method is to change the track type to crooked house. This is done by checking "Allow arbitrary ride type changes" in the cheat window. Then the ride window will have the option to change track type, or you can just type ride set type <ride index> <ride type> into the console (crooked house track is type 47 IIRC). If you want to make part of a track invisible but not all of it (as you would if you have a merged ride with block sections), you can do that in the tile inspector by placing corrupt elements under the track elements you want to hide. If you want to make the track visible again you have to go through and delete all the corrupt elements individually, so I usually save doing this until the ride is otherwise finished.
  14. I have now uploaded the source files for some of my custom trains here The older ones aren't included because they will take some updating to make work with the current version of the code. They might be useful if you want to make themed versions of the trains, to use as a base for a new train, or if you want to import them into another game (although they are not textured and not nearly detailed enough for something like NoLimits). Unfortunately, there's no easy way to update the models in the JSON file, you basically have to generate a new JSON file and copy and paste the relevant parts into the old one. I really want a better way of doing this but the current architecture of my tool makes it tricky (I store pointers to the models which will be invalidated if they are changed). Some of the rides have two sets of restraints; one made to match the real ride as closely as possible, and one adjusted to fit the RCT2 peeps. In this case, the one that was actually used is on the front car and the more realistic one is placed on the second car. The models are not necessarily identical to the ones from which the rides were originally rendered - particularly, the wing coaster suffered badly because I didn't know how to make sharp edges in Blender, but I do now so I fixed that. The JSON files that are supplied have not been updated in this manner though, they are the actual files from which the ride was rendered, with original models. That's mostly because updating them is time-consuming; it's something I might do another time.
  15. What is the error message? Transferring files to a different computer should not corrupt them. My guess is that the parks depend on custom objects that you did not transfer to your new computer - if this is indeed the case, the game will print out the objects that are missing and you can search for them on NEDesigns. If the park is actually corrupt you could try uploading it here - if it's a simple error it might be fixable.
  16. Window scale factor does exactly what it says - it scales the screen, which will make it appear more blurred. It is intended for users with high resolution displays, who find that the UI is too small when displayed 1:1. If it looks blurry to you, I would not use it. The display resolutions shown are those reported by your OS via SDL_DisplayMode - they're the resolutions that your monitor supports. It looks like OpenRCT2 does not by default show resolutions whose aspect ratio differs from your monitor's native resolution. You may be able to get more choice by changing this setting but I can't figure out exactly where you change it (or if you can do so without rebuilding the game). If your desired resolution isn't shown you can run the game in windowed mode rather than fullscreen - then the resolution setting is ignored and you can resize the window however you want. If you want to add a new translation to the game, check out the localisation repository. To add a new language, you will need this file, which contains all the strings used by the game (note: this only contains strings used by the base game and not those found in object files- these cannot be translated into languages not supported by vanilla until a new file format is implemented).
  17. ... you've played OpenRCT2 all this time without knowing about the tile inspector? It's the window that lets you view/modify the map elements on a tile, accessible from the debug menu. You can use it for making elements invisible, deleting them, rotating them reordering them, and adjusting their height and other properties. It's probably the most useful feature added by OpenRCT2 (that or zero clearance).
  18. These are like the coke truck in ride form ... what could you possibly want them for? It looks like someone decided to try pasting random images into the object editor to see what would happen.
  19. If cheats have to be activated by entering a cheat code, I suppose the OpenRCT2 cheats don't count either? No it isn't. It's built into the game and can be enabled via a configuration file. There's no need to patch the code (actually, I can't think of any cheats for either game that required this, except for that April Fools joke someone on NE did).
  20. They're available when the corresponding scenery group is selected. I don't know if there's a cheat to bypass that.
  21. RCT3 has the equivalent of ZC as a built in cheat. I remember riding my rides to make sure there were no low-hanging supports in the path of peep's heads, because it's quite easy to do that by accident when intersection tests are disabled entirely.
  22. I don't see the need for a cheat menu in RCT3 - most hacks used with RCT2 are either included in RCT3 already or unnecessary in RCT3 because the game engine is more flexible to start off with.
  23. There's no limit to how many you can make. There is a limit to how many the object selection will display at once, but it's very large, in the thousands I believe. Unless you already have a lot of objects installed I doubt you'll hit it, and even then you can still load them through the console.
  24. Yep, all track paint code is implemented. You could even put them on track pieces that never have chain in the original game, like turns (the vertical drop coaster and Schwarzkopf looper could do with this). It'd be somewhat tedious, as the track paint code is currently duplicated for every ride, but it could absolutely be done now. I think the main difficulty is making the sprites.
  25. If you want to remove the sound completely, you could try editing your css1.dat.
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