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.
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!
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.
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.
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.
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
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.
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.
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.