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Marvel (Int Rocket)

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 March 6th, 2008, 4:52 pm

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Marvel


I wanted to hide this project from members and not post anything in forums, because that usually leads to me abandoning to the project due to some sick will of God. However, seeing as the release of this ride is only days away, I'll go right ahead.

It's called Marvel, and it's kind of a milestone for me. It's the first Intamin Rocker I've ever made and it includes my first 3Ds.

Alton and Jensen-nator have been absolutely amazing helps with this project. Jensen has been testing this ride since day one, and helping me with his opinion. He also tolerated my freak out when I couldn't pack this with the environment [lol]. Alton helped me get my hands on a working Trackpackager that allowed for environment to be included in the trackpackage.

I haven't done this much to a ride outside of trackwork and support work, and I have to admit, the experience working with 3Ds really proved to be outstanding. The scenery in this ride is very basic, but I'm excited about my future with objects.
Last edited by GerstlCrazy on March 6th, 2008, 4:53 pm, edited 1 time in total.

Post March 6th, 2008, 4:57 pm

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Mmmmmm it looks great!
And that violet atmosphere is unique....can you tell us some tech data?[:p]

Post March 6th, 2008, 5:27 pm

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Post March 6th, 2008, 5:36 pm

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3170 ft. long
131 ft. high
Approx 40 seconds in duration
Two inversions

It comes out in three days, so you'll be seeing all of it very soon.

Post March 6th, 2008, 5:38 pm

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Post March 6th, 2008, 6:31 pm
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Post March 6th, 2008, 6:34 pm

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Looks interesting. Too much purple though in my opinion. Not that I'm saying I dislike the colour, but the supports, track and the ground blend together too much.

Post March 6th, 2008, 8:09 pm

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As always, if you need graphics, I am here.

Other than that, it looks great!

Post March 6th, 2008, 8:19 pm
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[B)] I know I should ask this in a different topic but it is mentioned here so I'll ask. How did you get the environment into the trackpackage? No matter what coaster I pack, the trackpackager never finds the environment! Is there a modified version of the packager or something? Everyone else seems to get it in so I figured it was just my computer.

[^]As for the coaster, it looks like it'll be good. For about 40 seconds in length, I'm happy because that sounds like a rocket with a little something extra.

One more thing, what 3ds program do you have?

-- edit --

Thanks, I didn't know their was a patch, found it in the tools thread.

Post March 6th, 2008, 9:00 pm

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^You need to download the Trackpackager Patch and extract the files.

I'm using Object Creator.

Post March 6th, 2008, 9:31 pm

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Post March 6th, 2008, 9:45 pm

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Image

My take on the logo.

EDIT:
Image

Somethin' with a little higher contrast.

Post March 6th, 2008, 10:10 pm

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I think that when you are trying to do a glossy logo like that, it's better to have the white fade away as opposed to being solid. lol. I love how many of these coaster threads are turning into graphic design competitions.

WOHOO! 300th post!

Post March 6th, 2008, 10:48 pm

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Quit hi-jacking threads Halo. [;)]

Gerst, lookin' very good. I don't think I've ever been this interested in a ride from you, so props mate, I can see some serious improvement. If you would like a tester, by any means, send it on over. From just the pictures, this is lookin' pretty solid. Nice, tight layout with plenty of twists. And it is eye-catching.
Keep up the good work man. I'm looking forward to this one.

Post March 6th, 2008, 10:48 pm

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Originally posted by Halo364

I think that when you are trying to do a glossy logo like that, it's better to have the white fade away as opposed to being solid. lol. I love how many of these coaster threads are turning into graphic design competitions.

WOHOO! 300th post!


I disagree. That doesn't look glossy at all. the sharper tones make it look as if it's sort of in a V shape on the front. I like that more. That's how light would look on it. And FYI I wasn't competing with you. I just posted my take on the logo.

Also FYI, I didn't just make the lower text white and the lower purple text a lighter purple, it has a gradient layer placed over top of it that's been made transparent. I did an alpha to selection on the text, made a new layer, did the black/white gradient on top, then shrunk the selection by 3 pixels. Then I made a new layer and filled that layer with a grey colour and made a new layer, then added another gradient effect,

Post March 6th, 2008, 11:49 pm

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Halo: Thanks for the effort but any graphic effect on the ride can be taken care of by myself

Calaway: Again, logos too Apple-y!

Iron Man, I'll hit you up on that testing offer via PM. Thank you, much.

Post March 7th, 2008, 12:08 am

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Originally posted by GerstlCrazy

Halo: Thanks for the effort but any graphic effect on the ride can be taken care of by myself

Calaway: Again, logos too Apple-y!

Iron Man, I'll hit you up on that testing offer via PM. Thank you, much.





Apple would never make a logo like that. Ever.

Post March 7th, 2008, 12:18 am

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It did look kind of good...I guess you're right, definitely not Apple.

Post March 7th, 2008, 7:22 pm

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It's looking very good. It's a shame we have the same 1st element. :P

Post March 8th, 2008, 3:55 pm

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http://www.nolimitsdevcenter.net/i36239

Making a few last minute changes. I lightened up the sun diffusion so it will be easier to see, and I changed up the station and cartexture.

Post March 8th, 2008, 4:01 pm
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Post March 8th, 2008, 4:09 pm

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That steel texture looks pretty odd all zoomed in on the station

Post March 8th, 2008, 4:20 pm

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That stubbed steel only covers the top and the track pit, so I hope it's not too much of a visual problem...

http://www.nolimitsdevcenter.net/i36240

Screenshooting in progress.

Post March 8th, 2008, 4:35 pm
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Post March 8th, 2008, 4:38 pm

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http://www.nolimitsdevcenter.net/i36135
I absolutely love this!!!!It reminds me of a Maverick furious element in the final part.

I know it's not so important but I usually use small size textures (128x128 or 64x64) for metal.They simply give a more realistic aspect to the object.


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