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Le' Monstre (11/8 Pic Update)

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 November 1st, 2005, 7:24 pm

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This is my first coaster Le Monstre! Its a b&m hyper which will have a pretty cool layout. And of course 3ds[pshades] At the moment i only have the prelift done. But will have more done during this week. Comments always appretiated

http://nldc.interfix.net/p1181
Last edited by CoAsTeRkRazY on November 8th, 2005, 7:53 pm, edited 1 time in total.

Post November 1st, 2005, 7:42 pm

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that transition after the first helix to the second turn looks too tight but looks nice for ya first coaster...but youve had experience with demos of stuff....im making an intamin for my second coaster/combo of SROS sfne and expedition geforce!

Post November 1st, 2005, 7:47 pm

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wow ur better than i thought u would!!!
btw: if need a beta tester u know who to call [;)]

Post November 1st, 2005, 8:30 pm

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It looks like you still need to fix some tunnel hits there, but otherwise I like the colors and the idea.

Post November 1st, 2005, 9:39 pm

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jakizle: acctully its not tight its just the angle of the camera i was acctully debating wiether or not to post it because people would think its a bad transition and its really not.

woodie man: it passes

EDIT: i deleted it just incase people got the wrong idea

Post November 2nd, 2005, 6:46 pm

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Well today im gonna start working on this project a bit more yay! Look for more pics tonight. Also if anyone would please heartline the track for me when im finished, or tell me how to heartline

Post November 2nd, 2005, 6:52 pm

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I'll heartline it if you want. Just remember to really, really smooth it out, because the AHG really magnfies the pumps unless you use a super low perscision.

Post November 2nd, 2005, 7:03 pm

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well jimmy yoshi have you had any expirence with heart lining?

Post November 2nd, 2005, 7:07 pm

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Yes, and coasters that aren't supposed to have lats, are hard to screw up.

Ask Woodie Man about my heartilining, as I have recently done some for him.

Post November 2nd, 2005, 7:16 pm

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haha, 3ds.... Thats cool but your gonna be looking back in like 3 months and say "DAMN, whyd I spend so much time on 3ds on this crappy coaster". It always happens. I still am looking back at tracks from like 2 weeks ago and thinking they suck.

Post November 2nd, 2005, 8:43 pm

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well the 3ds are gonna come after the whole track is done, so if the track is good i make 3ds[:p]

Edit: i modified the prelift! its alot smoother and passes the tunnel test and has more elevation change! pics soon!

Post November 3rd, 2005, 7:04 pm

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sorry i didnt get pics i really didnt get any farther i just tried to make my track smoother and i did so im gonna start the rest to night

Edit: YAY 2 new pics![approve]

http://nldc.interfix.net/p1181

Post November 3rd, 2005, 8:28 pm

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90 degrees? Seems original for a b&m hyper, looks good, hope to see more soon

Post November 3rd, 2005, 8:31 pm

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thats not 90 degrees? Its about like 80 sumthin i wanted something steep but not straight down. But thanks for the comment.

Post November 3rd, 2005, 8:32 pm

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Maybe 75*, but no where near 90. Remember 90 is like this ! 60 is like this /, and 0 or 180 is like this _ .

Post November 3rd, 2005, 8:34 pm

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is there like a thing on no limits that tells you the angle of your track?

Post November 3rd, 2005, 8:56 pm

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note i put 90????< question mark. I wasnt saying that was the degree of descent jus asking,
Jake

Post November 3rd, 2005, 9:03 pm

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No, but you could export the section of the track right where its at its peak angle and load it up in the Purg and that will tell you to the bajillionth degree. give or take a bajillion.

Post November 3rd, 2005, 9:03 pm

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Not that I know of, unless you make math tracks.

What Real said, or the AHG can do it if you save it as an element, load it into a new track, save it, then process it. Real's is better.

Post November 3rd, 2005, 9:56 pm

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Post November 3rd, 2005, 10:18 pm

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Originally posted by CoAsTeRkRazY

is there like a thing on no limits that tells you the angle of your track?


I use a protractor. [;)]

Post November 3rd, 2005, 10:20 pm

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but that would make me look like a total idiot sticking a protracter up to a computer screen.

Post November 3rd, 2005, 10:26 pm

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"Redunzelizer's Public Prefab Purgatorium Preview - V 0.6.4 (Beta)"

The 'Prefab Purgatorium' is designed as a 'Razor Edge Swiss Army Sledgehammer' for ultimately punishing, torturing and thus completely screwing up any possible NoLimits 'Prefabs'. By using this (and possibly invoking a bit of your imagination) you now will at last be able to do multiple serious harms to your prefabs as follow:

Remove various characteristics (banking, roll-settings, etc.)
Straighten a prefab while keeping original track length and heights.
Scale total or independently by X-, Y-, Z-orientation.
Rotate by any of the three axes. Set values by degrees and slope.
Apply a constant slope onto the track while keeping other values.
Reverse the whole prefab (ride backwards) or invert banking.
Force begin or end of prefab to be 'flat' (=parallel to ground).
Split segments mathematically correct by user defined value.
Trim & Cut prefabs to gain or reassemble parts of them.
Extend prefabs automatically with correlated straights.
Connect different prefabs (with some mouthwatering options!)
Clone certain characteristics of other prefabs and apply on yours.
Extract segments and save them as single files automatically.
Create straights, bows or user defined segments by values.
Create parabolic hats by setting desired G-forces at given speed.
Analyze some characteristics and data of prefabs and segments.
Exchange Prefab data via CSV-Text-files with spreadsheets, and there may even be some more...

Redunzelizer's_Public_Prefab_Purgatorium064.zip' will have the following contents:

- 'rdnzlprpinst.txt' Installation notes, in English and German. Please read carefully!

- 'rdnzlprp064.exe' The 'Public Prefab Purgatorium' program V.0.6.4.
Put the 'rdnzlprp064.exe' into any directory of your choice. Your NoLimits installation directory or alternatively the NoLimits '\elements' subdirectory is strongly recommended for your convenience.

- 'rdnzlprphlpe.zip' Very incomplete html-help in English. Please see installation notes for usage!

- 'Purgatorium_Demo01.nltrack' A simple demo track. Elements completely created and tortured with the 'Purgatorium'

Some notes on this release:

There is still much work to be done yet. So it's not yet very useful to wish or recommend something for the 'Purgatorium'.

Your comments on any bugs (and there?????????re lots and lots of them!) are very much appreciated. You will see some debug information within the status bars. Please include all these (four) values as well as the prefab-file you were working on in case you may report anything to me. Thank you in advance!


Have fun!
redunzelizer

EDIT: I think that sums it up pretty well. Link:
http://www.coastersims.com/norestraint. ... =95&page=1

Post November 3rd, 2005, 10:32 pm

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Points on hand: 2,931.00 Points
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well thanks for the offer but no[^] but you can still heartline for me if you would like (do you use AHG?)

Post November 3rd, 2005, 11:38 pm

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Points on hand: 3,780.00 Points
Location: USA
The AHG is the best way to heartline. You can also drag the verteces around with the view heartine on but it doesn't turn out very realistically.

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