
X7123M3-256
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Everything posted by X7123M3-256
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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.
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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
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How can i Hide Track supports ?
X7123M3-256 replied to Alhambra's topic in Problems, Bugs and Feedback
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. -
This requires the new save format, as the existing SV6 format stores the patrol areas in 4x4 blocks.
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How can i Hide Track supports ?
X7123M3-256 replied to Alhambra's topic in Problems, Bugs and Feedback
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. -
Well, if you can figure out how to improve it then you could always submit a PR to fix it.
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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.
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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.
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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.
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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.
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How do Construction Rights work ?
X7123M3-256 replied to ExCrafty's topic in Guides, Tips and Tricks
That's strange. Does it work if you make the land above the path owned? I wonder if this is a bug. -
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.
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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.
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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.
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Launcher doesn't work in Mac High Sierra
X7123M3-256 replied to limulus's topic in Problems, Bugs and Feedback
As of the most recent release, Mac OS 10.13 is no longer supported. This has something to do with the Duktape JS library that is used to implement the new plugin system, IIRC. I suspect that's why it's not working. There is an open PR about reenabling support for older Mac OS, you could have a look at the discussion there. -
The object selection is in the cheat menu, not the debug menu (It might have been in debug at one point - several items that used to be in debug were moved to the cheat menu a while ago because they aren't really debugging tools) . You don't seem to have the cheat menu enabled (it looks like the land icon but in a different color), so you will need to go to the options and enable it.
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New Element is the main one. There's also Amazing Earl's site and my site but those are mostly rides (AE does have a few scenery objects though). Sort of. There isn't really any site I know of that has scenery object organized into packs for download (although there really should be; everything is incredibly disorganized at the moment). However, you can download so called "workbench" maps that come with a selection of custom scenery preselected. You can find a number of those on NE. Downloading parks that use custom scenery heavily is another way to get objects easily. Anything made for vanilla RCT2 will work in OpenRCT2.
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Modifying Pre-loaded Track Design Files
X7123M3-256 replied to Derpercoaster's topic in General Discussion
This sounds like a file permissions issue. The original tracks are saved in a different place than those created by OpenRCT2, and that location might be one that your normal user account doesn't have write access to. If this is the case, you could either change the permissions or move the TD6 file to the OpenRCT2/object folder instead. Running OpenRCT2 with superuser privileges is not recommended, but would probably also work. -
Basically, tracks built using cheats. The go karts don't have larger radius turn pieces (and still don't) but the recent change made it so that if you use cheats to put the go karts on a larger radius turn, they will behave correctly instead of going around the turn single-file like they did before. Deurklink made a video about the update that explains in more detail what was changed. He also has a video on how to make a hacked go-kart track (this video was made before the change and shows the old behaviour).
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That's the end goal. I already have a PR open for my RMC track, although it's currently on hold as the sprites need improvement. The additional pieces for the LIM track shown above are also very close to finished. I haven't been working on this project for the last few weeks, but I'll probably come back to it soon. Yes, although it doesn't have them at the moment. The Intamin track is proving particularly difficult to get looking right, so I don't expect that one to be finished soon.
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The SV6 file format only allows for a certain number of scenery objects, so for as long as parks are saved as SV6 files, these limits cannot be increased even if the game code would support it. The developers are working on a new file format that would allow for higher limits, but it has been a long time in development - see this PR.
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No, there is no way to increase this or other limits until the new save format is finished. It is built into the SV6 format.
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The game uses 8 bit indexed color, not RGB. You can use a custom palette (i.e change the set of available colors), but you can't have more than 256 colors on screen. In order to implement an RGB color picker you'd need to change all the drawing code to work with RGB images. I have no idea what that would take but it wouldn't be an easy task.
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All my 3D modelling is done in Blender. I make use of a plugin called fSpy to line up the Blender camera with photographs and then trace over the top of it. I also use schematics and drawings where I can find them. The process of modelling a train was always a very slow process, which is why I haven't done one in a while. For track sprites, only the straight track piece need actually be modelled, I have code that generates the rest of the track pieces automatically. The rendering has always been handled with my own rendering code, which completely automates the process of turning 3D models into RCT sprites. That code has changed a lot over the years, and in fact has changed greatly since the last time I posted anything in this thread. The sprites shown in this thread are all rendered using a single light source, and the train sprites did not use antialiasing either. Since then I have rewritten the renderer with support for multiple light sources (which I've carefully tweaked to match the existing sprites very closesly), ambient occlusion, and improved anti aliasing support, as well as a few other improvements to get my sprites looking much more like the originals. So far, I have only used this new code for track sprites. Here are some more recent screenshots (note that the train sprites have not been updated, only the track):
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These are most likely rides from the expansion packs. If you don't have the expansions installed, these rides will still appear but be invisible. You can either download the expansion objects, or set the object selection not to show them via the "filter" menu on the top right.