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CrazeDesk

Giga Coaster Inversions

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I honestly think the Giga coaster could use inversions. sure you can use track merging but, isn't the same as using track pieces that fit the track type. of course, no one has to go ahead and do this, I just think it's a cool idea.

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With some cheating, you can already build inversions with gigs coaster track (first build it and then switch track type). The only thing that’s needed are sprites to draw the inversion (it will just be invisible now) and probably also sprites for the trains. (Not even a new save format!)

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3 hours ago, jensj12 said:

With some cheating, you can already build inversions with gigs coaster track (first build it and then switch track type). The only thing that’s needed are sprites to draw the inversion (it will just be invisible now) and probably also sprites for the trains. (Not even a new save format!)

I know about that but, I think someone could make sprites that the developers could add-in in the next update. I would make them myself but I don't have any experience making sprites. 

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The giga coaster definitely needs inversions. Unfortunately, it's difficult to add them, and not for any technical reason - it's just really hard to make sprites that match the existing ones. I have a custom version of the Intamin track with vertical slopes, half loops and barrel rolls, and it looks OK as long as you only use custom sprites:

intaminbarrelrolls.png.3f13a06d5b50942980ffe4ab551eafcf.png

However, if you keep the original sprites and only use the custom sprites for the new track pieces, then they look awful

gigavertical4.png

(this image is an older screenshot so the shading has been adjusted since, but the lack of contrast remains).

So, I can easily add a new track style but I can't really extend an existing one. I've thought about submitting a PR for the extended track, but I think creating a new track that looks the same as an existing one is likely to cause confusion, especially if OpenRCT2 eventually gets an open source graphics set that would render the distinction moot. I thought about having the option to toggle between original graphics (without inversions) and a custom set which has them, but I don't know if the devs would merge that.

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50 minutes ago, X7123M3-256 said:

The giga coaster definitely needs inversions. Unfortunately, it's difficult to add them, and not for any technical reason - it's just really hard to make sprites that match the existing ones. I have a custom version of the Intamin track with vertical slopes, half loops and barrel rolls, and it looks OK as long as you only use custom sprites:

intaminbarrelrolls.png.3f13a06d5b50942980ffe4ab551eafcf.png

2

question, can I get a download for the custom track? anyway, how do you make custom tracks?

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9 minutes ago, CrazeDesk said:

question, can I get a download for the custom track? anyway, how do you make custom tracks? 

You can get the code here (or at least, a slightly earlier version of it - this one doesn't have half loops). However, this is the RMC IBox track not the Intamin (the code is the same, I just change the sprites). I could upload a zip file with the Intamin sprites if you really want to try it.

 

17 minutes ago, CrazeDesk said:

question, can I get a download for the custom track? anyway, how do you make custom tracks? 

I have a program that takes a 3D model of a straight section of track and transforms it to create a model of each track piece, then renders the sprites from that. That code is here. Once the sprites are rendered, some boilerplate code needs to be written to get the game to use them, but that can mostly just be copied and pasted from another ride.

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On 18/12/2018 at 18:00, X7123M3-256 said:

You can get the code here (or at least, a slightly earlier version of it - this one doesn't have half loops). However, this is the RMC IBox track not the Intamin (the code is the same, I just change the sprites). I could upload a zip file with the Intamin sprites if you really want to try it.

 

I have a program that takes a 3D model of a straight section of track and transforms it to create a model of each track piece, then renders the sprites from that. That code is here. Once the sprites are rendered, some boilerplate code needs to be written to get the game to use them, but that can mostly just be copied and pasted from another ride.

please do, I've been wanting to make a more realistic Intamin LSM coaster without having to use B&M tracks.

Edited by explosives233

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