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The one and only NoLimits 2 Topic

All discussion relation to NoLimits Coaster 2 should be posted here. Purchase NoLimits Coaster from this page: nolimits-coaster-2-purchase-and-upgrade-links-t32524.html

Post April 18th, 2011, 5:44 pm

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Ha I beat you to it!

Post April 20th, 2011, 9:20 pm

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http://www.nolimitscoaster.de/index.php?page=news&newsentry=20110421013621#news20110421013621

New update with a couple of screen shots

Looking good.

Image

Image

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Image

Added pictures. - Tetsu

Post April 20th, 2011, 9:36 pm

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Hot damn.

Post April 20th, 2011, 9:46 pm
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lol@update name 'Tracks and fools'

but holy crap look at the intamin with otsr's!

Post April 20th, 2011, 10:47 pm

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Omfg those Intamin OTSR trains are making me SOOO hot and bothered......

--EDIT--

This is a random detail, but I love how the back wheels of the Intamin trains stick out slightly. Dunno why, just a fan of the look.
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.

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Post April 20th, 2011, 11:45 pm

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Very sexy
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Post April 21st, 2011, 12:47 am
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Looks wonderful. Love the wear stripes.
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Post April 21st, 2011, 1:00 am
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Anyone else notice that theres multiple tracks/track types in the same scene? Those trains look so amazing too. Hopefully it's not much longer now!

Post April 21st, 2011, 1:04 am

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Looks incredible. I hope the new B&M Hypercoaster is an option - I don't know why that wasn't showed off in the screenshots.

Post April 21st, 2011, 1:25 am

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The B&M hyper shown is the NL1 train model on the NL2 track, same with the Arrow.

Post April 21st, 2011, 1:32 am

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Despite the re-use of NL1 train models, they should still look a lot better with re-done materials and with the shaders. I wouldn't be surprised if they could easily increase the curve detail on the meshes without much trouble though, but I'm not sure how they modeled and LOD'd the trains. However, the poly detail across the different trains should still be more consistent than in, say, NL 1.55.

Post April 21st, 2011, 1:38 am

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In the final picture I'm pretty sure the hyper's spine changes size. That's a nice feature.

Post April 21st, 2011, 1:41 am

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^It does, it's mentioned in the update! :D

also lets you choose to have white stripes on the rails, that different colored stripe on a B&M spine (like Hydra or Patriot), and different levels of wear on the track!
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Post April 21st, 2011, 2:56 am

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This is also the first time we're seeing the multiple coasters per scene in action, which has huge implications for how we can setup scenes especially when combined with the walk mode. Will future uploads merely feature on one single track? Or will we come to expect users to build entire parks; to create a unique user experience? Walk mode will obviously play a huge role in this, and will require more detailed and sophisticated handling of stations and station platform customizability. Collision detection for custom 3ds's will also need options if users are to be able to optimize objects and the scene effectively. (i.e. Polygons that simulate things that people can normally walk through must be set so that they can be walked through.)

A bit off topic, but still interesting to think about how this will affect things in the future.

Post April 21st, 2011, 3:29 am

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I'm not sure how sophisticated the walk mode will be - whether it will only apply to NL-generated things like the track, catwalks, and terrain, or everything. Like you mentioned, the users would need a way to specify those surfaces that are walk-through-able, which would both be difficult to account for as a developer and as a user.

Post April 21st, 2011, 9:49 am

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^That's a really good point. maybe the sim would be able to recognize faces of the 3ds? Seems like that would make the walk mode freak out.

Also did anyone notice the different colors on the same train! Woot!

Post April 21st, 2011, 10:03 am
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I hope we can place invisible polygons that the sim would recognize as a solid plane. All we would need to do is make sure those polygons match up with 3ds.

A simpeler option would be to make every 3ds solid, but then something has to be figured out for 'smoke' 3ds.
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Post April 21st, 2011, 10:22 am

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Originally posted by hyyyper

I hope we can place invisible polygons that the sim would recognize as a solid plane. All we would need to do is make sure those polygons match up with 3ds.

A simpeler option would be to make every 3ds solid, but then something has to be figured out for 'smoke' 3ds.


Maybe an option if you double click on an 3ds object you can chose if it is solid or not like: building.3ds = solid smoke.3ds = not solid
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Post April 21st, 2011, 11:18 am

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Originally posted by coasteragent99

Despite the re-use of NL1 train models, they should still look a lot better with re-done materials and with the shaders. I wouldn't be surprised if they could easily increase the curve detail on the meshes without much trouble though, but I'm not sure how they modeled and LOD'd the trains. However, the poly detail across the different trains should still be more consistent than in, say, NL 1.55.


I think they just used the trains to show off the new track model, I doubt they'll be in the final release.

Post April 21st, 2011, 1:55 pm

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Thats sexy
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Post April 21st, 2011, 3:38 pm

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This is so epic. I would love to see if they use the new hyper cars for B&M and I love the look of those stripes on the rails and the spine. He is doing a great job with all of this.

Post April 21st, 2011, 3:49 pm

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I still think the ride for your life april fools gag was pretty cool, but, this is awesome. Dive machines, tunnels, track wear, friction stripes, different colored cars on the same train, what'll he do next I wonder? It would be cool to see gerstlauer wooden coaster trains, or even Intamin prefab trains.
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Post April 21st, 2011, 3:54 pm

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NEW PICTURES ARE EPIC!!!!

Post April 21st, 2011, 4:01 pm
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Post April 21st, 2011, 5:38 pm
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