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X7123M3-256

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Posts posted by X7123M3-256

  1. There's no reason why creating custom content for RCT2 has to be more difficult than for RCT3, though I will agree with you that it is far too limited when it comes to flat rides and track pieces. Nonetheless, there's a lot of rides that are really good candidates for a custom train, such as this one, and it surprises me that there are so few in existence after people have been playing the game for over a decade.

    It's true that RCT2 requires an extra step, but rendering the sprites doesn't take long - if you can create a 3D model you're most of the way there. Once the model is done, making the ride only takes a couple hours or so, and it can be quicker if you just leave some values as default. Making a good model takes a while, at least for me, but it doesn't have to be as detailed as it would for RCT3. I started working on my current project on Thursday, and expect to finish modelling tomorrow. I usually spend longer taking screenshots and uploading the finished file than actually generating the .DAT.

     

    • Like 1
  2. I've not seen an X-car train around either. Considering that RCT3 has just about every train in existence, and then several completely made up ones, I wonder why custom content for RCT2 seems scarce by comparison. It seems RCT2 players prefer to hack in the closest vanilla train, even if that train doesn't look anything like the one they're trying to make and it doesn't even have the right sprites for the track layout.

  3. Would it be possible to recreate the trains? Yes - most train types can be done in RCT2 (the ones that can't are things like that ZacSpin, which would need new physics code to make work properly. If the train doesn't spin or flip, it can probably be done). In fact, I found a nice diagram of the train (with dimensions!):

     

    skyrocketIIfront.png

    Also, the Giovanola hyper trains make a better substitute for this than 6 seater wooden - they have the vertical twists, but still lack heartline rolls.

    • Like 1
  4. Yeah, I've seen those, they look OK in screenshots but awful in game because the roto-drop car doesn't have sprites to follow the slopes. It has to be hacked any way you do it. I've been thinking about trying to do one of these, but I wouldn't use the roto-drop car for that reason. The biggest challenge is making the spinning work on a ride with no turns (for spinning rides, the turns are what trigger the spinning. For animated rides, you have very limited frames to work with). It might just be one of those rides that's impossible to make work well.

  5. On 8/31/2016 at 22:43, djwessie said:

    Is there a way to add a rotodrop car on the dive coaster track and to make the backward launch shuttle coaster going more then one cirquit?

    "Show vehicles from other track types", in the cheat window. I don't know that you'd want to do this, though - the roto-drop isn't meant to be used as a tracked ride and doesn't even have the basic 32 frame flat rotation - there is only one sprite.

  6. 2 hours ago, Wuis said:

    how you got the merge a track back to it's original track or just do inversions, that'll be nice.

    Merging a track back to it's original track is exactly the same process - you overlap the two tracks by one tile and ensure the track the train is to leave the tile by comes first. Easiest way to do that is to build the two tracks so they touch, then select the track before the merge and build forward with the same piece. Inversions work like any other track piece, but I prefer to avoid merging on an inversion - I try to put the merge on a single tile piece, as that makes it easier to keep track of (only one tile has duplicate tracks). I had a go at a tutorial on track merging here, which shows the basic process, but it is outdated as the method shown will disable the block system (I didn't know there was any alternative when I made the video).

    • Like 1
  7. You'd have to temporarily delete pieces not used on the lay-down track (station, and sloped banked turns) if you wanted to modify it the same way. Making it so all rides can have their chain lift speed edited when operating limits are unlocked doesn't sound difficult - I might try to do that so this workaround isn't needed.

  8. Just now, CharlieP said:

    No joy on the station piece and the game crashes when doing the whole ride.

    Because they do not share pieces. Lay down coaster has no inverted station piece of banked turn piece, so to be able to switch the type to lay down and back you have to make sure you've only built pieces that both rides share. The easiest way to be sure of that is to do it before you've built anything.

    Just now, CharlieP said:

    I assume (you know what that means) that the speed would be the same as a powered launch speed?

    Use the "unlock operating limits" cheat to set the chain lift speed to whatever you want. Then build chain lift where you want the launch. Ignore powered launch mode, it's not much good even if you do want to launch straight from the station because of the unrealistically high acceleration.

  9. Build a single, level piece of flying coaster track (not station). Change the type to lay-down coaster, then set the chain lift speed, then change the track back to the flying coaster, then proceed to build the rest of the layout. I've tested this, so it definitely works, but I had difficulty with the console command - I had to use the cheat instead which is a bit awkward but functional. The lay down coaster and flying coaster do not have all the same track pieces, so it is unlikely you can successfully switch a finished layout to lay-down track.

    • Like 1
  10. A chain lift is really the only easy way to do this - powered launch mode only works if the launch is straight from the station, and changing the operating mode of a track you merge onto has no effect, only the operating mode of ride the trains belong to matters.

    There is no reason you can't set the lift speed on the flying coaster, but there isn't a cheat to do it - this appears to be an omission. "Unlock operating limits" disables the limit on the speed, but it won't make it adjustable if it wasn't before (I think it probably should). You could try switching the track to lay down coaster, changing the speed and then swapping it back.

  11. You did previously have to do that, but this layout was built without using any cheats except zero clearance. Are you sure you're on the latest version? The new piece was merged four days ago, so if you haven't updated since then you won't have it.

  12. I am considering rendering new versions of the RCT2 junior trains, as the RCT1 ones aren't satisfactory (a quick browse through csg1.dat confirms these are far from the worst RCT1 trains - many are just awful, and having only 16 sprites per rotation looks really awkward). Porting RCT1 trains to RCT2 is not as time consuming as making a completely new train, but the latter would give a better result, though it's still really hard to make it fit in with the rest of the game.

  13. Just now, giraty said:

    I wish I know how to do it

    Steep slope pieces are available in the latest develop build - nothing special needs to be done to build this, the only cheat used was zero clearance for some of the scenery. Just update to the newest version, and you should find you can use steep slopes with the junior coaster now.

    • Like 1
  14. I tried making a small junior coaster using the new steep to flat pieces. I thought it turned out OK, but I had to use the RCT1 trains as the RCT2 version don't have the appropriate sprites to go with the steep track. They do not look good in RCT2 - I will probably use custom junior trains in the future.

     

    Sandbox 2016-08-31 15-52-26.pngSandbox 2016-08-31 15-53-00.pngSandbox 2016-08-31 15-53-12.pngSandbox 2016-08-31 15-53-32.pngSandbox 2016-08-31 15-54-16.pngSandbox 2016-08-31 15-54-30.pngSandbox 2016-08-31 15-54-45.pngSandbox 2016-08-31 15-54-58.pngSandbox 2016-08-31 15-55-22.pngSandbox 2016-08-31 15-55-46.png

    Sandbox 2016-08-31 15-55-56.png

    • Like 4
  15. This is the procedure I use for lowering/raising stuff:

    • Note down the index of the ride whose track to be lowered (use "rides list" in the console).
    • Open /src/rct2/S6Importer.cpp and locate game_load_sv6
    • Any code inserted at the end of that function will run after scenario load. You can use map_element_iterator_begin and map_element_iterator_next to iterate over all available map elements. Look for track pieces that belong to that ride, and subtract 1 from the base height and clearance height.
    • If the code you've written will crash if the target ride isn't found (not the case for this hack, but for some others), you can skip loading the title sequence by passing the SV6 file directly on the command line.

    It is often helpful to do this on a seperate branch and commit the changes - if you want to redo the hack later, you don't have to rewrite the code. Sometimes, I put the code in src/interface/console.c and add a new command - it is not necessary for a simple hack like this, but for things like loading a heightmap from an image, it's convenient to be able to rerun the code without reloading the park.  If it would be helpful to be able to select the target elements with the mouse, the place to put the code is in the tile inspector.

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