Board index Roller Coaster Games Hard Hat Area Raptor Pyrenees and Katun inspired Invert

Raptor Pyrenees and Katun inspired Invert

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 September 29th, 2011, 1:38 pm

Posts: 2113
Points on hand: 2,704.00 Points

Post September 29th, 2011, 1:50 pm

Posts: 3153
Points on hand: 2,837.21 Points
Bank: 6,969.69 Points
I think the weeping willows looked cool and unique in there, so I suggest trying and mixing a few back into your scene. I'd find a bit higher quality texture for them though, if possible. I think their larger scale made the scene look more realistic too, so if you don't want to add them again, maybe look into increasing the size of your new trees.

All the new textures look real good though.

Post September 29th, 2011, 2:05 pm

Posts: 2113
Points on hand: 2,704.00 Points
Alright thanks for the feedback! Well in my env editor i can only put 3 custom trees. So i was thinking i would make them 3ds.

Post September 29th, 2011, 2:21 pm

Posts: 2113
Points on hand: 2,704.00 Points

Post September 29th, 2011, 3:01 pm

Posts: 3153
Points on hand: 2,837.21 Points
Bank: 6,969.69 Points
You can put up to 10 if you edit the .env file in notepad. And yes it does look better, but I think you should work on having a variety of heights. Leave some space between trees, have some up on a little bit of a hill (maybe in the background), clump some together, work on the juxtaposition of the large trees and cherry blossoms.

Post September 29th, 2011, 3:12 pm

Posts: 2113
Points on hand: 2,704.00 Points

Post September 29th, 2011, 5:50 pm

Posts: 943
Points on hand: 1,843.00 Points
Location: United Kingdom

I would suggest using 3ds trees anyway, that way you've got much more control over size and rotation, and you can randomise them like dcs said better.

I still think the foliage generally looks a bit too dense, but I guess that's your choice of style. But I gotta say, the grass and tree textures look excellent.

Post September 29th, 2011, 6:41 pm

Posts: 5286
Points on hand: 3,059.00 Points
Location: USA
The Cherry Tree's are now MUCH more properly spaced and grouped. Looks more natural. Even if it doesnt look super realistic (just because you dont see lush places like that with coasters) it at least looks pretty.

Post September 29th, 2011, 9:31 pm

Posts: 2113
Points on hand: 2,704.00 Points
Yeah i will try to make it less dense that would look better.

Post September 29th, 2011, 10:26 pm

Posts: 2113
Points on hand: 2,704.00 Points
So ive got a pagoda im making, and it has double sided faces on parts, but when i did the animator fix the double sides went away.

Image

See? Does someone know how to fix this?

Post September 29th, 2011, 10:51 pm

Posts: 918
Points on hand: 905.00 Points
Location: St. Louis, MO, USA

I honestly liked the black supports better. It added a nice contrast to the lush scenery. Which is looking amazing by the way.

Post September 29th, 2011, 11:09 pm

Posts: 2113
Points on hand: 2,704.00 Points
NVM i fixed it by welding faces and sh*t.. So yeah heres my pagoda!

Image
Image
Image

Post September 29th, 2011, 11:31 pm

Posts: 2113
Points on hand: 2,704.00 Points
Oops i forgot to add these rails. Looks much better now...

Image

Post September 30th, 2011, 1:44 am

Posts: 573
Points on hand: 6,539.00 Points
Location: USA
The pattern inside your white rails appears almost Minecraft -esque. I believe I know the style you're after, but in game it just looks like large block pixels. I think that the fencing without detail inside the rails actually looked better. Overall, though, everything is looking phenomenal.

Post September 30th, 2011, 6:57 am

Posts: 943
Points on hand: 1,843.00 Points
Location: United Kingdom

^ Agreed, the fences look too blocky at the moment. What you should do is apply a bevel to the texture to make it look less flat.

And the pagoda geometry is really nice, but the texture seems a bit low res. Otherwise, everything looks lovely.

Post September 30th, 2011, 10:25 am

Posts: 2113
Points on hand: 2,704.00 Points
Yeah i kinda agree. But its not a texture, its actual geometry. Like faces cut out and stuff. So should i just extrude the faces slightly?

Post September 30th, 2011, 10:46 am

Posts: 2113
Points on hand: 2,704.00 Points

Post September 30th, 2011, 11:13 am

Posts: 1241
Points on hand: 95.00 Points
Bank: 2,503.00 Points
Location: Kentucky
Yeah, that's a lot better. More polys but it's better. Although, I'd suggest recoloring/retexturing it to something dark red like the mahogany-style wood that you see in Chinese food places and stuff...I dunno. Hopefully something other than white.

Post September 30th, 2011, 11:23 am
thrillsentertainment Beta Tester
Beta Tester

Posts: 201
Points on hand: 1,028.00 Points
Location: Ohio, USA
I like the look of all of it so far. Nothing I would particularly change myself. Looking forward to it!

Post September 30th, 2011, 4:37 pm

Posts: 1928
Points on hand: 1,601.00 Points
Location: OH, USA
I would just change it to a texture and use a double-sided face. It'd get rid of literally hundreds if not thousands of polys, plus it would be a hell of a lot easier to maintain if you decide to change the pattern. Other than that, it all sets a beautiful, BEAUTIFUL scene!

One more, subtle suggestion: maybe add a slight wood texture to the fences to make them a bit more realistic? I think it could really add some good depth to your scenery without adding a whole lot of work, especially if you have experience in photoshop/GIMP.

Post September 30th, 2011, 5:15 pm

Posts: 3153
Points on hand: 2,837.21 Points
Bank: 6,969.69 Points
I think Wing-Over meant imply three dimensionality with the texture by drawing in your own "side" rather than actually extruding.

Post September 30th, 2011, 6:11 pm

Posts: 943
Points on hand: 1,843.00 Points
Location: United Kingdom

^ Exactly. And boneplaya's right, using 3d geometry for the fence when a texture would look just as good (or even better if well made) is just a huge waste of polys, especially when you're already running at just ~20 fps.

Post September 30th, 2011, 6:44 pm

Posts: 2113
Points on hand: 2,704.00 Points

Post October 12th, 2011, 2:10 am

Posts: 573
Points on hand: 6,539.00 Points
Location: USA

Post October 13th, 2011, 8:26 pm

Posts: 2113
Points on hand: 2,704.00 Points
Ok well ive been reeeaaly busy but ive been slowy easing into support work. T this rate its like 3 supports a day soo.. does anyone know a really efficient way to build invert supports? Because the process im using involves alot of adjusting and such. I cant really pump out supports..

Image

PreviousNext

Return to Hard Hat Area

 


  • Related topics
    Replies
    Views
    Last post