Francescoaster's CC Thread

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Offline zacharyshyguy

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Re: Francescoaster's CC Thread
« Reply #120 on: May 07, 2020, 06:08 PM »
France, can you do Intamin Stand Up Coaster CTR after this?
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Offline francescoaster

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Re: Francescoaster's CC Thread
« Reply #121 on: May 08, 2020, 02:26 AM »
Why? It's basically the ingame one...

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Offline Rob72

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Re: Francescoaster's CC Thread
« Reply #122 on: May 08, 2020, 08:48 AM »
Testing lights... These are "animated" (the lights just change color, making a proper texture animation would be hard since this is not a CFR).





The tower's lights use the same colors of the tower itself, same thing for the gondola.
The lights on the gondola change color faster than the one on the tower, so the lighting scheme looks more varied.

I could cover the whole tower "lattice" structure with lights, but for realism I prefer not to do that, since the tower lattice is used to go from the inside of the tower to the outside and vice versa, when climbing to the top for maintenance.

The lit version will be separated from the unlit one, so you'll be able to choose which version to use.

Whoa!!!!  That is amazing!!!

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Offline hhnman234

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Re: Francescoaster's CC Thread
« Reply #123 on: May 08, 2020, 03:42 PM »
I love the light colors! Nice work sir!

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Offline planetthrilldude57

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Re: Francescoaster's CC Thread
« Reply #124 on: May 08, 2020, 10:11 PM »
Wow! Lights do make all the difference! You never fail to impress. Awesome work!  :up:

Make the magic happen

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Offline Matheus Faria

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Re: Francescoaster's CC Thread
« Reply #125 on: May 10, 2020, 12:31 PM »
Hi, where can I find the whirpool download? I'm not founding this in cs depot
Thanks

Released the log flume and raft ride, not final, but it's usable.



I already thought about it, but it's a massive piece of ct to make, requiring a boatload of tracksection to be useful for that kind of rides.
I don't know how Markus Lomberg could make CTs with that number of sections, but with my method it would require ages.
Just to let you know... my log flume uses about 70 track sections. For a I-Box ct you would need about 3000 or so, basing on how many pieces ML's ct have.

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Offline francescoaster

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Re: Francescoaster's CC Thread
« Reply #126 on: May 10, 2020, 12:45 PM »
Hi, where can I find the whirpool download? I'm not founding this in cs depot
Thanks


https://www.customscenerydepot.com/index.php?action=downloads;sa=view;down=3733

Here, the whirpool is aviable when you build the ride.


Paths Update:



New paving style, plus matching queues for all my paths.

You can see the queue texture looks worse than the path one, depsite the resolution is actually exactly the same. It's because rct3 seems to manage queue's textures differently from path's ones. This issue is much less noticeable when zooming in.

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Offline JB

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Re: Francescoaster's CC Thread
« Reply #127 on: May 10, 2020, 02:07 PM »
These look great, francescoaster. New path/queue textures are always welcome; we don't have to resort to using path covers.

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Offline zacharyshyguy

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Re: Francescoaster's CC Thread
« Reply #128 on: May 10, 2020, 04:03 PM »
Why? It's basically the ingame one...

I know but I want to look realistic Intamin stand up trains looked like this
link: https://i.pinimg.com/originals/41/b4/d7/41b4d780977c7de0939ccb15df71290a.jpg
Zachary Lunsford

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Offline hhnman234

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Re: Francescoaster's CC Thread
« Reply #129 on: May 10, 2020, 06:36 PM »
Those paths look fantastic Fances! Nice work sir!

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Offline francescoaster

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Re: Francescoaster's CC Thread
« Reply #130 on: May 24, 2020, 01:49 PM »
Testing lights... These are "animated" (the lights just change color, making a proper texture animation would be hard since this is not a CFR).





The tower's lights use the same colors of the tower itself, same thing for the gondola.
The lights on the gondola change color faster than the one on the tower, so the lighting scheme looks more varied.

I could cover the whole tower "lattice" structure with lights, but for realism I prefer not to do that, since the tower lattice is used to go from the inside of the tower to the outside and vice versa, when climbing to the top for maintenance.

The lit version will be separated from the unlit one, so you'll be able to choose which version to use.

Just Released

Paths Update:



New paving style, plus matching queues for all my paths.

You can see the queue texture looks worse than the path one, depsite the resolution is actually exactly the same. It's because rct3 seems to manage queue's textures differently from path's ones. This issue is much less noticeable when zooming in.

Released these too!  :D
« Last Edit: May 24, 2020, 02:09 PM by francescoaster »

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Online cody

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Re: Francescoaster's CC Thread
« Reply #131 on: May 26, 2020, 04:51 PM »
Quit spoiling us! Awesome creations and I am always ready for more from you because you are truly pushing the limits.  :yes:

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Offline hhnman234

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Re: Francescoaster's CC Thread
« Reply #132 on: May 26, 2020, 07:05 PM »
These are always amazing! Thank you Frances for your continued work!

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Offline planetthrilldude57

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Re: Francescoaster's CC Thread
« Reply #133 on: May 27, 2020, 02:42 PM »
As always, your work will always amaze. Can't wait for what's in store for the future! 

Make the magic happen

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Offline francescoaster

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Re: Francescoaster's CC Thread
« Reply #134 on: July 13, 2020, 06:53 AM »
Thanks to JoeyWP post, I'm starting to make some reversers for my log flume CT. If I manage to do this, I will experiment an elevator lift for this and for the rapids ride.


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Online cody

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Re: Francescoaster's CC Thread
« Reply #135 on: July 13, 2020, 01:07 PM »
This could be useful if I decide to get a little frozen.....

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Offline francescoaster

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Re: Francescoaster's CC Thread
« Reply #136 on: July 27, 2020, 08:43 AM »
Just managed to get the log flume reverser working  :up: . Now working on elevator lift (This is gonna hurt  ;D).

Re: Francescoaster's CC Thread
« Reply #137 on: July 27, 2020, 04:13 PM »
Hey Frances, do you make custom scenery too besides your fantastic ctr mods?

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Offline francescoaster

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Re: Francescoaster's CC Thread
« Reply #138 on: July 30, 2020, 12:55 AM »
Yes I do, but usually I don't release it. For now I made a station platform set (animated gates, floorless dropdown floor, etc), an egypt theme set and an aztech theme set.

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Offline francescoaster

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Re: Francescoaster's CC Thread
« Reply #139 on: August 17, 2020, 02:45 PM »
Work in Progress...  :whistling:


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Offline Gravquian

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Re: Francescoaster's CC Thread
« Reply #140 on: August 17, 2020, 10:21 PM »
Looks good there. Is that "car" one of your makes?
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Offline francescoaster

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Re: Francescoaster's CC Thread
« Reply #141 on: August 17, 2020, 11:50 PM »
Yes, it's one of those included with the raft ride ct.

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Offline Rob72

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Re: Francescoaster's CC Thread
« Reply #142 on: August 18, 2020, 01:41 AM »
 :o Amazing work as always!

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Offline francescoaster

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Re: Francescoaster's CC Thread
« Reply #143 on: August 19, 2020, 02:49 AM »
Update, we are close, but not close enough...  :-[



You can see the basic structure is recognized by the game (i found the implementation of the joint and track splines by using the debug injector by JoeyWP). The lift car is recognized and placed on the track.

I also found the lift car itself needs some splines, I made them and imported. Now I need to figure out how to assign them to the car. This of course needs to be done in OVLMake, but whether they need to be in the RIC or in the RIT section, and the specific tag value to assign them to the car are secrets... Just including them in the car OVL and hope that the game recognizes them didn't work. If I try to put the track you see in the picture in testing mode, the game crashes and throws up an error complaining that the left and the right splines are missing in the ThrillLiftCar...

Experimenting, but I'm not sure I'll manage to get this working.

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Offline francescoaster

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Re: Francescoaster's CC Thread
« Reply #144 on: August 22, 2020, 05:26 AM »
Update, we are close, but not close enough...  :-[



You can see the basic structure is recognized by the game (i found the implementation of the joint and track splines by using the debug injector by JoeyWP). The lift car is recognized and placed on the track.

I also found the lift car itself needs some splines, I made them and imported. Now I need to figure out how to assign them to the car. This of course needs to be done in OVLMake, but whether they need to be in the RIC or in the RIT section, and the specific tag value to assign them to the car are secrets... Just including them in the car OVL and hope that the game recognizes them didn't work. If I try to put the track you see in the picture in testing mode, the game crashes and throws up an error complaining that the left and the right splines are missing in the ThrillLiftCar...

Experimenting, but I'm not sure I'll manage to get this working.

Ok, it seems I can't get the thrill lift car working...
So I'm trying another workaround.

I'll try to make the elevator lift as an animated tracksection.
Will make 4 height choices (8m, 12m, 16m,20m). Going taller doesn't make sense for raft rides.

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Offline francescoaster

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Re: Francescoaster's CC Thread
« Reply #145 on: August 22, 2020, 07:40 AM »
 

:w00t: :w00t: :w00t: :w00t: :w00t: :w00t: :w00t: :w00t: :w00t: :w00t: :w00t: :w00t:


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Online cody

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Re: Francescoaster's CC Thread
« Reply #146 on: August 22, 2020, 11:35 AM »
Wow! That looks super cool and definitely gives me a few ideas....well done!

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Offline JB

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Re: Francescoaster's CC Thread
« Reply #147 on: August 22, 2020, 03:36 PM »
Hey, francescoaster. As far as the thrill lift is concerned, I know that the in-game coaster thrill lift requires that the train be a fairly specific length, to fit properly on the lift-track. It won't work properly if the train is too long (or too short?). Maybe the game doesn't like having a single-tile lift (or a single-car train)? I wonder if making the lift 2 tiles long instead of 1 tile would make any difference? Of course, I know absolutely nothing about these things; just thinking out loud. Plus, it looks like you've found a work-around, and that's great! :)

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Offline loopycoasterfan

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Re: Francescoaster's CC Thread
« Reply #148 on: August 22, 2020, 07:00 PM »
Great work Frances! That must take a lot of perseverance to be doing what you do.

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Offline francescoaster

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Re: Francescoaster's CC Thread
« Reply #149 on: August 23, 2020, 11:54 AM »


Ok, the 4 heights variants are done, and I did also a better drop track allowing for a bit steeper drops (now it's just like the ingame medium steepness drop).

Now I need to make a good splash track area.

I'm thinking wether to make the elevator lifts for the log flume...


Hey, francescoaster. As far as the thrill lift is concerned, I know that the in-game coaster thrill lift requires that the train be a fairly specific length, to fit properly on the lift-track. It won't work properly if the train is too long (or too short?). Maybe the game doesn't like having a single-tile lift (or a single-car train)? I wonder if making the lift 2 tiles long instead of 1 tile would make any difference? Of course, I know absolutely nothing about these things; just thinking out loud. Plus, it looks like you've found a work-around, and that's great! :)

The thrill lift didn't work because of spline related issues... Basically the lift car CTR needs a pair of splines coded in the OVL and assigned to the train itself. The lift car leinght isn't a problem (JoeyWP's lift uses only one car for example, just like that sort of ingame spinning suspended coaster). As long as the splines join, everithing should work fine...  :D

Wow! That looks super cool and definitely gives me a few ideas....well done!

Good to know someone still finds these things useful.  :)

Great work Frances! That must take a lot of perseverance to be doing what you do.

Thanks!  :)
« Last Edit: August 23, 2020, 12:10 PM by francescoaster »