Jump to content

X7123M3-256

Members
  • Posts

    1082
  • Joined

  • Last visited

Everything posted by X7123M3-256

  1. If you're looking for the panda scenery object, search for "rct2.dlc.bigpanda.json" (it's small scenery). If you're looking for the panda junior coaster trains, it's "rct2.dlc.zpanda.json". Make sure that "OpenRCT2 official" is checked in the "filter" menu otherwise these won't show. I am not sure of the original DAT file names but if you are using OpenRCT2 these will be JSON objects, and the original DAT isn't used or required to be present as far as I am aware.
  2. If you're using OpenRCT2, you can change a scenario from pay-per-ride to pay-per-entry or vice versa. You can also set it to allow you to charge for both (I think this option is default for RCT1 scenarios, which allowed charging for both in the original).
  3. There is, go to the object selection and add what you want.
  4. Looks pretty good, seems like the texture doesn't quite tile properly though. Are they recolorable, and if so how do they look in other colors?
  5. No, not with the SV6 file format. Chain lifts work differently from block sections. The chain lift isn't a track piece per se but a flag that can toggled on or off for a particular track section, while the brakes and block brakes are separate track pieces (which is why they appear in the special track piece menu and can't be toggled on and off like chain). So in order to allow for sloped brakes, you'd either need to add new track pieces, or change the brakes to work like the lifts, either one of which would require the new save format. In my view, since sloped and diagonal brakes are by far the most commonly needed, I think it would make more sense to add a few new track pieces than add support for brakes on every track piece, but either way this can't be done yet.
  6. There are but not any of the ones you show. Those can all appear on ride sprites. There are a few special colors used for things like brakes, peeps, and water, but there are few of them and there aren't enough shades for it to work as a general remap color. What might be useful is to expose the primary remap colors (which currently never actually appear in game), though I don't know technically how hard this would be. That doesn't work, you need to have shading. Currently, the palette contains 12 shades of each (paintable) color, and that corresponds to 3 color options in game. So already, when you select darker or lighter shades the range of shades becomes compressed.
  7. No, it's already been reported. If you have additional information that might be useful, just add a comment to the existing issue.
  8. Yeah, the plugin is a good place to start. I started working with those parameters but I found they didn't work well enough for what I wanted, so I ended up with a different lighting setup. There's a few people experimenting with what works best at the moment.
  9. The hitbox is the box used for collision testing. Making it larger means the game may register collisions where it didn't before - in any case, this is clearly a bug. Note that you can report bugs here.
  10. There has been work on a new park file format, to replace the existing SV6 format. You can follow progress on this here.
  11. Bear in mind that you don't have to use the Blender plugin - you can render sprites however you wish. The advantage of the Blender plugin is that it is preconfigured to produce sprites that should fit the game fairly well, but note that this match isn't perfect and a lot of people (including me) are using different settings.
  12. I can help somewhat with this as I've made several custom rides and other objects and also experimented with the Blender plugin you're using. However, I use a lot of my own software to do this so I have little experience with more commonly used custom content creation tools such as the object editor - for that I recommend asking over at New Element. It should be clarified that in OpenRCT2 there are two types of custom object files: there is the original .DAT format (that also works with vanilla RCT2) and also a new JSON based format. The advantage of the latter is that you don't need special tools to create them - a 3D renderer and a text editor is all you need. However, JSON objects do not (yet) export with save files, so must be manually installed by users. There is currently no difference in functionality between them, but it's likely that the JSON format may be extended in future to support new features not in the original game (e.g, if you wanted to have a way to specify light color). Oli414's Blender plugin only handles rendering the sprites, and does not generate a .DAT file. However, you can use the object editor to make a DAT file from your sprites. It is also worth pointing out that for simple scenery objects, drawing sprites by hand is an option instead of 3D rendering.
  13. Yes, generally objects should be centered on the origin. IIRC, fences are a bit weird and I'm not sure about path items. This is something that's set up in the DAT (or JSON) file. This isn't something the Blender plugin does, it only renders the sprites. If you want to create a DAT file you can use another tool like the object editor, JSON files are plain text (but will only work with OpenRCT2 and don't yet export with the park). You cannot specify light colour as far as I am aware; in the original game lights were non functional. You can use a tool like Trigger's group creator
  14. That's not what he's asking about, he's asking how to make them permanently invisible. You can do that with support blocker objects but I'm pretty sure you can also do it without custom objects by rearranging elements in the tile inspector.
  15. This requires the new save format, as the existing SV6 format stores the patrol areas in 4x4 blocks.
  16. IIRC, you can do it in the tile inspector by moving the track piece below the surface tile in the list. A quicker way to do it is by using a support blocker object, which is an invisible custom scenery object that prevents any supports being drawn on that tile.
  17. Well, if you can figure out how to improve it then you could always submit a PR to fix it.
  18. That's correct, it only works with the rendering mode set to "Software (hardware display)" as far as I am aware. It's known to have performance issues, that's why it's marked as experimental. The guy who implemented it originally never really finished it, and it hasn't been a high priority for the developers.
  19. There's been a lot of talk about moving over to a new save format that would remove some of the limitations of the existing SV6 file format. This would make it possible to do things like implementing RCT1 style paths and terrain types. The PR for development of the new format is here, but progress on it is slow.
  20. Yeah, if you want the original look and feel then you're better off with the original for now. The limitations of the RCT2 engine make it currently not possible to replicate the behavior of RCT1 exactly, but when the new save format is implemented, support for the RCT1 will hopefully improve.
  21. OpenRCT2 can load the RCT1 wall textures and title theme music directly from RCT1. If you want to use RCT1 vehicle sprites, you can convert them into an RCT2 object file and use them that way. However, due to the fact that RCT2 has 32 vehicle sprites per full rotation while RCT1 had 16, the animation isn't quite right. There is an open PR to add support for the RCT1 vehicles to OpenRCT2, but nobody has done so yet.
  22. That's strange. Does it work if you make the land above the path owned? I wonder if this is a bug.
  23. Possibly - plugins are included in the latest release build, but that was only released a week ago (they were previously only available in develop builds) so perhaps the package has not been updated yet.
  24. If this behaviour differs from the original (i.e in the original game the rides had nonzero age when the scenario was first started), then it sounds like a bug related to the loading of SV4 files. Make sure you can reproduce the issue on the latest develop release, and if so I would submit an issue on the Github page.
  25. I think that allowing cheats in the track designer could cause confusion because many types of hacked rides cannot be saved properly in a TD6 file. For example, allowing zero clearance may be useful but that would also let people build merges, which they then won't be able to save. If there's an option to enable it, it probably needs to come with some kind of warning that you need to know what you're doing. The lack of pause button does seem strange though. Really, there isn't any disadvantage to building on a blank map instead of in the track designer. I created a blank scenario and saved it so I can quickly get a blank map for such things; I hardly ever use the track designer now.
×
×
  • Create New...