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The one and only NoLimits 2 Topic

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Post November 26th, 2013, 1:07 am

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How easy will it be to modify the lighting or environment compared to nl1? Will we have some way of adjusting the ambient and specularity levels and such? I would like it to be a bit brighter and less saturated with darker shadows for a more hdr effect so it looks more realistic. I edited the photo to look much more realistic with just a few tweaks.

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Post November 26th, 2013, 2:03 am
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^ damn good editing kyle, MAJOR props
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Post November 26th, 2013, 4:06 am

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i has a question or two, can we run the rides backwards with the cars backwards and how complex is the auto supports of the woodies, can it support inversion now or not.?

Post November 26th, 2013, 6:53 am

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Why not about Dark ride like coaster for The Mummy and other kind of coaster for Dark Ride???

Post November 26th, 2013, 8:07 am

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Originally posted by Phyter

They're not lit and not very detailed, but yes, you can ride them. :)

I hope at least one of them is one of those Star Flyer-rides (the ones I call mini-Windseeker). I have a compact hyper I started that I wanted to be built surrounding one of those. I also think it would be cool to ride one of these with a coaster buzzing around you (or vice versa):
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Or any vertical ride, really.
Another awesome idea I thought of (and it's sorta based on the final NL1 project I'm working on now): Polercoaster entwined with a strata-coaster. Make a Kingda Ka recreation, and then put a polercoaster on it. IMO would look much better than an attached drop tower.

Post November 26th, 2013, 8:49 am

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Originally posted by Metazoanhaddock

^ damn good editing kyle, MAJOR props


But that's the thing, all I did was make the highlights brighter, the shadows darker, and lower the saturation. I feel like that should be able to be done in the game engine quite easily especially if it has editable environments like nl1.

Post November 26th, 2013, 12:57 pm

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Anyone else notice that even tho No Limits 2 is almost done, the FAQ section still says "around 85% done"?

Post November 26th, 2013, 1:04 pm
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I'll probably be getting the pro version. It's nice when you're a single adult making more money than with which you know what to do. Phyter, can you explain the practical application behind having password protection for tracks? Is it to prevent people from stealing your designs?

Post November 26th, 2013, 1:42 pm

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Pro: 1080p video without the watermark. Donno if it's worth the extra 70 but I do Job therefore I'm allowed to waste money. :D

Post November 26th, 2013, 3:07 pm
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Originally posted by Kyle Sloane

Originally posted by Metazoanhaddock

^ damn good editing kyle, MAJOR props


But that's the thing, all I did was make the highlights brighter, the shadows darker, and lower the saturation. I feel like that should be able to be done in the game engine quite easily especially if it has editable environments like nl1.


im sure there will be editable environments, or someone will make a program for them if we cant do it in game and environmental no longer works for NL2
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Post November 26th, 2013, 3:57 pm
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I have a 2 year old macbook pro with windows bootcamp. Will NL2 work?

Post November 26th, 2013, 4:17 pm

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Originally posted by doc28if

I have a 2 year old macbook pro with windows bootcamp. Will NL2 work?


2 years old! That is ancient! Sheesh get with the times.


/sarcasm

I don't think they're testing aything on wine or bootcamp but I think it might run. Rather wait for the mac version.

Post November 26th, 2013, 4:42 pm
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Provided it's windows XP or later and you have 2GB of RAM you will be fine.
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Post November 26th, 2013, 5:19 pm

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@kyle: Nice Photoshop work, although the clouds detail kind of got killed a bit. (With some extra time I don't think it'd be a problem at all.) In any case, I do hope for some way to edit the overall look and use filters. It should be do-able if the scripting API provides a mechanism for it. The color and shading of the unedited screenshot looks quite sterile in comparison to your edits. That said, I've seen a few projects go almost overboard with the HDR effects these days.

Post November 26th, 2013, 11:24 pm
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Why didn't NL2 have the ability to build in full rendered mode? The wireframe in NL1, was criticized as being to difficult to use. A sample of this is figuring out what wire is what wire or what node is what node. just asking.

Post November 26th, 2013, 11:42 pm
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Post November 27th, 2013, 12:04 am

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Can NL 2 support Maya 3D Animation or some sort of 3d animation program? Someone could help me make a huge animated and rideable Japanese Ferris wheel for a possible Japanese NL2 park.

http://www.autodesk.com/products/autodesk-maya/overview

Post November 27th, 2013, 12:05 am

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Insurance bill paid, gas in my car and I still have a ton of spending money. Money is easy when you're 17.
I'm definitely going Pro with NL2.

Post November 27th, 2013, 12:50 am

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Originally posted by TRS

Why didn't NL2 have the ability to build in full rendered mode? The wireframe in NL1, was criticized as being to difficult to use. A sample of this is figuring out what wire is what wire or what node is what node. just asking.


I think there was something like this in the middle of this thread. (The search function on this forum is absolutely atrocious so I actually found it from a quote on NLE forums.)

Originally posted by PhyterThe greatest feature of course is that we've gotten mostly away from wireframe editing. Tracks are still edited in wireframe for performance reasons, but the scene is edited in WYSIWYG fashion. It's going to be much easier for you to visualize changes, make adjustments, and compose more beautiful, more complex scenes for your parks.


Given the complexity of rendering the full track, I can see this being a legitimate reason for sticking to wireframe. A better compromise would be simple geometry IMO (i.e. get rid of all textures and details, leaving just the rails and crossties), but it looks like wireframes simply draw faster than any geometry when editing. For a single track segment, the performance difference should be trivial, but when moving large numbers of nodes at a time, or when using FVD, wireframe should give a noticeable boost.

Best option is user choice IMO, but what we have now already looks to be a huge improvement in usability compared to in NL1. Hopefully there will be proper 3D editing tools this time (i.e. transform gizmos as seen in most 3D modeling software) instead of being forced to use 2D views to position objects, although with that said, I'm also hoping the 2D views aren't forcibly limited to top/side views as they were in NL1, but instead allow the user to rotate manually for oblique-angle side views (i.e. handbuilding a coaster that does a series of hills on a diagonal; only FVD based tools can seem to handle this properly right now), isometric views, etc.

Of course, NL2 is due for release very soon, so not really sure what's going to happen. I recall seeing posts mentioning that the 2D views could be re-angled but I can't remember for sure. We'll just have to wait and see I guess.

Post November 27th, 2013, 1:16 am

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When you are in walk mode can you slide down ramps or down a playground slide? Do you speed up and then reach a terminal speed when you are sliding down a slide or ramp like in real life?

If you walk off a very high bridge like Trackwalker's gorge bridge, do you speed up and reach a very fast terminal speed before you hit the ground or water?

Post November 27th, 2013, 7:57 am

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Kyle, I hope the team takes a look on your picture, because you really made it photorealistic, while, despite how good NL2 is, you still see it's 3D.

Originally posted by coasteragent99[/i]
I recall seeing posts mentioning that the 2D views could be re-angled but I can't remember for sure. We'll just have to wait and see I guess.


That's one of my main expectation toward NL2. [:)]

Post November 27th, 2013, 12:07 pm

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Maybe phyter could chime in here if its possible to modify the graphics. That or present the idea of modifying the graphics slightly to the rest of the team...

Post November 27th, 2013, 12:24 pm
TRS

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Originally posted by coasteragent99

Originally posted by TRS

Why didn't NL2 have the ability to build in full rendered mode? The wireframe in NL1, was criticized as being to difficult to use. A sample of this is figuring out what wire is what wire or what node is what node. just asking.


I think there was something like this in the middle of this thread. (The search function on this forum is absolutely atrocious so I actually found it from a quote on NLE forums.)

Originally posted by PhyterThe greatest feature of course is that we've gotten mostly away from wireframe editing. Tracks are still edited in wireframe for performance reasons, but the scene is edited in WYSIWYG fashion. It's going to be much easier for you to visualize changes, make adjustments, and compose more beautiful, more complex scenes for your parks.


Given the complexity of rendering the full track, I can see this being a legitimate reason for sticking to wireframe. A better compromise would be simple geometry IMO (i.e. get rid of all textures and details, leaving just the rails and crossties), but it looks like wireframes simply draw faster than any geometry when editing. For a single track segment, the performance difference should be trivial, but when moving large numbers of nodes at a time, or when using FVD, wireframe should give a noticeable boost.

Best option is user choice IMO, but what we have now already looks to be a huge improvement in usability compared to in NL1. Hopefully there will be proper 3D editing tools this time (i.e. transform gizmos as seen in most 3D modeling software) instead of being forced to use 2D views to position objects, although with that said, I'm also hoping the 2D views aren't forcibly limited to top/side views as they were in NL1, but instead allow the user to rotate manually for oblique-angle side views (i.e. handbuilding a coaster that does a series of hills on a diagonal; only FVD based tools can seem to handle this properly right now), isometric views, etc.

Of course, NL2 is due for release very soon, so not really sure what's going to happen. I recall seeing posts mentioning that the 2D views could be re-angled but I can't remember for sure. We'll just have to wait and see I guess.


Was wanting a official explanation for this. But from the quote from Phyter, its a performance issue. I call that boloney!

Post November 27th, 2013, 12:43 pm
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Phyter, will it be sold through Mad Data as NL1 is sold now? Thanks!
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Post November 27th, 2013, 1:40 pm

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Can there be a feature that if you are riding on a coaster with a ejector airtime hill and the lapbars are up, you go flying out of the car and crash to the ground somewhere near the ride or splash into a lake after being ejected. That would be really fun. I think you should die after hitting the ground after being ejected.

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