My Custom Rides
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15 posts in this topic

I've now finished my Intamin LSM launch coaster (sometimes referred to as blitzcoaster) trains, and uploaded them here. These are the type seen on rides like Maverick, iSpeed, Nefeskesen. They also appear to be used on Intamin's vertical lift coaster (of which the only example is Fahrenheit). These aren't accelerator or looping coaster trains, though they do look quite similar at this scale.

There are lots of variants of this train - a lot of the newer ones have lap bars in place of the OTSRs, and many of those that had these OTSRs have been retrofitted with alternative softer versions, so no coaster actually runs this exact train anymore. In addition, many of the trains have additional theming, and Taron's is completely custom.

This is the first train I've done for which you have to use a hack to have a realistic layout - it either needs a hacked launch, or a hacked vertical lift. Anything else probably wouldn't be running this train, at least as far as I can tell. I am hoping that OpenRCT2 will at some point in the future add proper launch and inversion pieces, but the former would require a new file format.

Here are some screenshots (a subset of the ones I put on the download page):

 

intlsmt1_01.pngintlsmt1_03.pngintlsmt1_05.pngintlsmt1_06.pngintlsmt1_09.pngintlsmt1_11.png

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That looks like a ride with lots of possibilities, great work!

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@X7123M3-256, you are absolutely fricken amazing!!!! You have created coasters, top notch coasters, that I have dreamt for a long time to be in RCT2. I never ever thought it would happen. Here you are, proving me wrong. Effen fantastic work mate! I'll always be a downloader of your trusty rides!

 

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Now that the game is fully implemented, I'm working on adding the missing track pieces required for the Intamin LSM train and other Intamin layouts. So far, all I've got is verticals, but it's a start (note, the vertical to steep piece is not implemented but the train hides it; the Twister track is acting as a stand in until I have an appropriate sprite):

 

gigavertical.png

Edited by X7123M3-256
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What did you merge the giga to get the launch?

Your Intamin LSM still needs the launch hack I presume?

Edited by CharlieP
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The top hat and immelman are merged to LIM launched coaster track, and the final heartline roll is twister track. I hope to replace those pieces with actual track sections at some point, but for now, it's merged.

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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.

 

 

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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:

 

gigavertical2.png

 

gigavertical3.png

 

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.

 

 

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This looks amazing. Maybe you could find a way to generate the shading based on the direction the light is coming from and how it is reflected off of track pieces?

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Isn't the deafualt object lighting inconsistent depending on the angle?

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38 minutes ago, YoloSweggLord said:

This looks amazing. Maybe you could find a way to generate the shading based on the direction the light is coming from and how it is reflected off of track pieces?

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.

23 minutes ago, imlegos said:

Isn't the deafualt object lighting inconsistent depending on the angle?

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.

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There are some CS objects that are lit from the left. Those objects are wrong.

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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.

 

 

gigavertical4.png

Edited by X7123M3-256
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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.

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Posted (edited)

I decided to muck around with my track renderer a bit:

intamininvert.png.dc7c867713fdbd7c5401940cebd94455.png

It's a bit of a mess, because I just took the RMC track and swapped the model without adjusting any of the other parameters. I have not yet found out where you can adjust the elevation of the track above the station platform, which would be needed to do this properly. Nonetheless, it's an interesting experiment.

Edited by X7123M3-256
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