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Haunted Mine

The Hard Hat Area is the place to post construction news about your ride, so this is the place to hype your future upload!

Post June 4th, 2008, 3:42 pm

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^Did you include the enviro?

Btw, barone, I wouldn't send the track to all of the people who said they wanted to test... Some of them just want to get their hands on the ride, before it's released, and probably won't give you any good feedback...
Especially those who kept bugging, and kept saying that they need it and stuff... That kind of testing never works... Just my 2 cents...

Anyway, I smell the new "Thunderhead falls"! [:D]

Post June 4th, 2008, 4:06 pm

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Thanx Vid but it's not Adrena's case[;)]he already made his good feedback!

Eheh Thunderhead Falls is a masterpiece...I'm far from it!

Post June 5th, 2008, 11:14 am

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oh btw barone, i have recieved the environment and the ride is totally different with it, especially the tunnels. i think you are close to thunderhead falls with the pattern that you got going so far, even if you won't admit it.
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Post June 6th, 2008, 1:10 pm

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This whole talk about it challenging Thunderhead Falls is making this thing sound VERY interesting. It sounded good enought to begin with anyway.
Screw Commercialism. It's Dr.Gumbo, not CokeZero.

Post June 15th, 2008, 9:58 am

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any updates? i want to learn more!
Cradled by two loving arms that I'd die for,
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Post June 18th, 2008, 7:55 pm

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The entrance gates and the water tower.I also changed the path texture;it has a more "abandoned" look now.

http://www.nolimitsdevcenter.net/i38299

There has been a change in the final part of the layout (a little bit longer with fast transitions.It's even closed inside the mountain.

http://www.nolimitsdevcenter.net/i38300

Post July 27th, 2008, 4:05 pm

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Hallo

Barone can i test of your coaster i am a fan of the haunted mine!!!
Your coasters are perfect!!!

My E-Mail is aollo13@aon.at

MFG Vekoma
Since that met you after, my soul you seem to be subject to the general

Post July 28th, 2008, 11:31 pm

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The track look BEATUTIFUL!
Are those prefabs I see?
http://www.nolimitsdevcenter.net/i38102
Lol, its ok. I know that the prefab connects to the track nicer than just a thick tube. Doesnt have those ugly edges.

Post July 29th, 2008, 8:34 pm

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Can I test too. I really want to see whats in the tunnels.

Post July 29th, 2008, 8:39 pm

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ok, is there any update? I'm willing to test again if there has been an update. I can give you a more detailed test because I now know how to actually make a no limits coaster (YAY!, FREEDOM) haha.
So, my friend came up to me the other day and asked if I wanted a frozen banana, and I said no, but I want a normal banana later, so... yea.

- RIP Mitch Hedberg

Post October 27th, 2008, 1:57 pm

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I'm sorry there hasn't been any update for a long time,but I've been busy for all summer...
Actually,everything is close to end.
I'm just thinking about some changes to create the special edition for Xmas!
Image

Post October 27th, 2008, 3:36 pm

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Well, this does look crazy! Great work Barone. But did you change the part around the lava?

If you look at this picture it looks different.
http://www.nolimitsdevcenter.net/i38299

Doesn't really matter though. It looks awesome! I can't imagine how many hours you worked on it.

Post October 27th, 2008, 4:01 pm

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^Thats just a different part of the track.

Great stuff here. Which programs are you using? Will you be replacing the dirt texture later on?

Post October 27th, 2008, 5:39 pm

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yeah, that dirt texture looks quite repetetive. Perhaps a change of texture on cliffs etc. Apart from that i am very excited.

Post October 27th, 2008, 5:53 pm

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Pollie is a part that you cannot see in the last picture...

For this mine I used Object Creator and 3ds max...
It's quite crazy changing textures now,due to the number of polygons,but I'm gonna try!

Post October 27th, 2008, 7:00 pm

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I understand it's a different view, but you just can't see the "sidewalk" from this view. Maybe it's your video settings and stuff.

But please tell me, do you know how much hours you worked on this???

Post October 28th, 2008, 2:59 pm

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Which version of Max are you using?

Post October 28th, 2008, 3:12 pm

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Version 6....it's not easy to use but it's the best 3ds creator...no limits in using any textures...
For this ride I created some "shining" rocks(environmental texture).

:Pollie,I mean,the part you say is not visible in the last pic but it's still there[;)]
It's where you see the white dot.
Image
I don't know how much I worked on it "in hours"....I can say I started on last December,BUT NOT EVERYDAY[:p]

Post October 28th, 2008, 5:49 pm

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This ride is looking really good, I'm looking forward to trying it out. Have you done an excess polygon sweep on it? Looks like you can trim the fat a little here and there.

Yeah 6 is a fine version, I built most of Silver Mountain on it. My only real problem with version 6 is it can't texture bake using the Mental Ray ray tracer. You need ver 7 or up for that and my next coasters going to be lit with Mental Ray (at least that's the plan).

BTW, all version of 3DS Max can export to 3ds, they just won't export texture names longer than 8 characters without truncating them. Nor will they import 3ds files with texture names longer than 8 characters.
Be sure you're not looking in a mirror before you start pointing fingers.

Post October 28th, 2008, 6:02 pm

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Originally posted by Zazu Yen

This ride is looking really good, I'm looking forward to trying it out. Have you done an excess polygon sweep on it? Looks like you can trim the fat a little here and there.

Sure,it's different from a first primitive version and,actually,I'm trying to "smooth" the mountain part.I think(until now) I deleted more or less 500 polygons[;)]

The objects you created for SM are simply great!I usually use 3ds max as an experiment of textures.So,all my shapes are simple:for big buildings and etc. I use the "sucking" OC[lol]

Post October 28th, 2008, 8:17 pm

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Now now, the OC doesn't suck, it's actually a pretty good basic modeler and a good introduction to modeling. Several of the props in Lost Dutchman were made in the OC.

Remember it's not just the quantity of polygons, but their size. If some of the polygons get too big (like ground pieces) it can actually speed things up cutting them into smaller triangles. This is so the engine can prune parts of the big area out of it's rendering tree when it's obvious they cant be seen.

Be sure you're not looking in a mirror before you start pointing fingers.

Post October 29th, 2008, 4:43 pm

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In OC, many basic objects, such as stairs, etc. cannot be connected properly, resulting in excess polys. The texture mapping system is a lot better than Anim8or's, but the program itself is so basic that it can't import .3ds files. (which is why I went with Anim8or.)

3DS is behaving strangely to imported textures... I'll have to look into it since I'm only familiar w/ how Anim8or handles materials. (doing so by file, which seems to be easier)

Post October 29th, 2008, 5:30 pm

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Wow, barone, this is looking SO awesome!
You have really outdone yourself this time!
I can't wait for it's release!

Post January 2nd, 2010, 4:44 am

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what about this coaster ... is there anywhere a release

Post January 2nd, 2010, 2:46 pm
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Way to bump an old topic dumbass
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