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The one and only NoLimits 2 Topic

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Post November 20th, 2013, 7:43 pm
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^ If NL team has made custom trains for GG's use, and considering how friendly the company is towards enthusiasts, don't you think they would let Ole use them for v2?

Post November 22nd, 2013, 7:48 am

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If it's possible for one to make regular coasters using invisible track, that could open up possibilities for making custom tracked rides, so if you wanted, you could make an Intamin hyper with B&M track, or import a custom track shape from Construction Kit (tho there may be a clash in quality unless someone makes a new Construction Kit).

Post November 22nd, 2013, 8:32 am

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Unfortunately it won't be possible.
Invisible track is a special mode that does not work like coasters for NL, there's no "trains".

On a brighter note, the guy behind FVD++ is working on a "CK v.2".

Post November 22nd, 2013, 10:03 pm

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It is possible to make the track invisible but not the train. So it is conceivable that you could import your own custom track as a 3D mesh and have it in place of the NoLimits 2 track. It would work exactly like the "cap" tracks made popular in NoLimits 1. For the time being however you're not going to be able to do this with track generated in the NoLimits 2 editor because we don't yet have .3DS export implemented. We will eventually, but not for launch. Still, it should be possible with track generated in NoLimits 1 or FVD++ and then imported into NoLimtis 2. I say give it a shot! :)

Post November 23rd, 2013, 12:22 am

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Is invisible track possible on a segment-by-segment basis? Or do you simply, say, set a whole track to be invisible? And does this work for any coaster type?

Also, any plans for an NL2 tunnel maker in the future? Although I suppose there are good techniques you can use in 3D modelers to do the same thing once 3D object exporting is possible. As far as that goes, I'd be interested in seeing it able to export the heartline itself as well as in spline format as opposed to just polygons. I do need to do some more research myself in this area though. (The idea is simple; get the 3D modeling package to recognize the spline of the track you want, then lathe a 2D path to follow that spline and that should get you a tunnel.)

Post November 23rd, 2013, 12:40 am

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Originally posted by Phyter
We will eventually, but not for launch.

Guess I'll have to wait a bit longer to make a roller coaster going around the Chesapeake Bay bridge.

Post November 23rd, 2013, 1:12 am

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@coasteragent99 Section by section. And yes it works with any style. A tunnel maker would be part and parcel with 3DS/LWO export of the track since you need an editable spline to loft the tunnel object onto.

@SkyArrow. I don't understand. Why would it be difficult to build around a bridge? Even in NoLimtis 1 with the wireframes in the editor this wasn't impossible. Or do you plan to modify the bridge in some way that is very specific to the track?

Post November 23rd, 2013, 3:06 am

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I think its because this particular bridge is also part tunnel and just too massive for the NL1 map
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Post November 23rd, 2013, 8:26 am

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Originally posted by CKidd

I think its because this particular bridge is also part tunnel and just too massive for the NL1 map

The one I'm thinking of is entirely over water, but yes, it is too massive for the NL1 map.

Post November 23rd, 2013, 1:42 pm

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Hi all, other topics i've replied I think I was dead wrong. NL2 will be out first and then theme park studio. I don't think any other coaster simulations I know of will be available at this point in time. That's just my speculations but perhaps I could be wrong on that too of course.

Post November 23rd, 2013, 2:49 pm
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Originally posted by coasterbum

Hi all, other topics i've replied I think I was dead wrong. NL2 will be out first and then theme park studio. I don't think any other coaster simulations I know of will be available at this point in time. That's just my speculations but perhaps I could be wrong on that too of course.


There's one other that's been contacting me but haven't posted anything public. So far I think its smoke and mirrors. But yeah, from the looks, just these 2 are out there coming out soon hopefully.
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Post November 23rd, 2013, 4:03 pm

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@Phyter: Without any splines in NL1 CK 3DS export, I found a technique someone used for making catwalks: Create a rough approximation of the track spline. Follow a certain point on the track mesh at specific intervals, and you get a spline consisting of straight lines and hard points that follow the track. Lathe as necessary to get the catwalks' structure and railings. I saw a Sketchup tutorial on how to do this, and figured out how to accomplish the equivalent in 3DS Max. Of course, this is a tedious process especially for anything that covers a large portion of track. I look forward to future NL2 updates that will make this process easier.

I'm only aware of NL2 and TPS coming around as the next-generation of coaster/amusement park simulation. I've been following TPS closely and they've been going through a lot of changes from community feedback. Last bit I heard was that the old bezier system was getting overhauled in favor of b-splines, probably similar to what NL2 will use for handbuilding. (No FVD though, since TPS is more park-focused.)

I think it's for the better too. In the past, the market got super-crowded with programs like HR, SM, Ultimate Ride, and of course, NL. Now, the RCT series is dead and we just have NL2 and TPS upcoming, and both programs look to be very well focused on what they're trying to accomplish, while simultaneously having very broad building capabilities.

Post November 23rd, 2013, 5:01 pm

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If there's one thing we will never underestimate it's the ingenuity of the NoLimits community. If there's a way to do something you guys will figure it out.

Post November 23rd, 2013, 10:38 pm
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GOD NL2 cant come out soon enough >.<
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Post November 24th, 2013, 12:14 am
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^ I couldn't agree more.
Only 38 days maximum more to wait.
As long as Ole was telling the truth about releasing it this year [approve]

Post November 24th, 2013, 3:42 pm

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^ As long as, you know, nothing crazy and unexpected happens with the team.

The team has every reason to get NL2 out the door as we do to start getting our hands on it. The holidays are approaching and I'm sure they would not want the project sitting around during that time. Nonetheless, they've also worked on it (or at least posted updates) during previous holidays, and I think that's something to be appreciated.

Originally posted by Phyter

If there's one thing we will never underestimate it's the ingenuity of the NoLimits community. If there's a way to do something you guys will figure it out.


Well, I have some plans for being able to hide track by section. Those familiar with the type of tracks I've been building will know. In any case, it's always nice to know what's possible and isn't, which helps for preliminary project planning. Thanks for keeping us posted.

In the spirit of the holidays, I'm hoping to be able to customize some of the built-in materials to add a snow texture to, say, the supports and some of the track. Probably not going to happen, but it's worth guessing at. Then again, I'm not planning any particular upcoming winter themed projects for a while with exception of the possibility of turning one of the Grand Prix upcoming tracks into a snowy theme. (It's currently terrain, dirt trails, and forest, so it's possible.)

Post November 25th, 2013, 11:17 pm

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Post November 25th, 2013, 11:29 pm
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Post November 25th, 2013, 11:39 pm

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The only thing that would tempt me to spend the $99 for pro is the custom friction. But, friction is likely to be vastly improved from NL1 anyway. I doubt that I'll go for the pro version.
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Post November 25th, 2013, 11:42 pm
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Originally posted by TTD03

^ I couldn't agree more.
Only 38 days maximum more to wait.
As long as Ole was telling the truth about releasing it this year [approve]
they've been watching sites like this one so id imagine that they'd do well to release it just before winter vacation starts. thats when people have time to game.

Post November 25th, 2013, 11:46 pm

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I also want the custom friction on the pro edition to have a 200 mile long jet coaster with NO FRICTION! Why can't the standard version have custom friction? I don't care about any of the other features of the pro version, just want the custom friction.

Post November 26th, 2013, 12:04 am

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Hi guys. The X-Car video was linked to on my personal YouTube account. Please refer to our official YouTube channel for the X-Car video and post any comments there (link below). I will be deleting the video from my account once the link on our website is updated and I'm afraid your comments will disappear with it. Thanks!

http://www.youtube.com/watch?v=przq9215 ... e=youtu.be

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Post November 26th, 2013, 12:15 am

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There will be a second flat ride that will be included in NL2!?

Phyter's X Car video has a enterprise ride at the 24 second mark.
It is just like the park pack ride but it is moving and the arm is raising up. I hope you can ride it.

Post November 26th, 2013, 12:25 am

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We're not releasing any more flat rides like Tango. That was an extreme engineering challenge. These are animated Park Pack rides being used as background imagery. They're not lit and not very detailed, but yes, you can ride them. :)

Post November 26th, 2013, 12:33 am

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Can you animate support structures like a Ferris Wheel of supports and ride it? Make little bright yellow pieces of wooden supports for the lights and make them all over the Ferris wheel and be lit up?

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