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I'm back! And it's time for something new! [ELUCIDATOR]

The Hard Hat Area is the place to post construction news about your ride, so this is the place to hype your future upload!

Goku1910 User avatar
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It's been a long time since I visited these forums.....but then again I've been on a very long No Limits hiatus. But that long story aside, I do have a 2015 project in the works and I want you guys to help me by testing out my layout. Here's what I want you to look for:

G-Spikes, Roll values (too much, too little), E-Stop tests/Block tests including the transfer switches, Brake Setups, etc.
The ride does have a name that I do not want to reveal just yet so if you peek through the package and extract it, please DO NOT post any of it. Thanks!

Here's a brief description of the ride...."GBP 2015" is a new launched coaster set to release in Q1 of this year and is to become one of my biggest projects of all time even rivaling Firefly and it's heavily modded No Limits 2 Edition. Type is a mack launched coaster, and just like firefly, it breaks all the rules, even stepping outside the typical design style of a real-life mack. The layout also contains an element I've never before attempted to make and it's hand-built. Only my second hand-built coaster in NL2 since making the switch from Newton. One of the element is custom....It started out as a standard element until No Limits went nuts with a roll node that gave me an idea.

Here's the catch, I will only allow 5 TESTERS and I will update this OP to show the remaining spots available.
TESTERS NEEDED: 0
    RCT3rox
    cool5
    TTD03
    mama123452
    mrcrolly

Here's the notes so far:
Version 1.0
    *Launch extended and acceleration G's increased. Extension should help with E-stop situations
    *Some support structures added for clearance tests
    *Station timers edited and all brakes at end of track have had transports adjusted.

V1.1 | 1/16/15
    *Block 1 had it's speed limit lowered.
    *Twist after block one has been raised and straightened in the beginning....reduces it's roll value.
    *Entire turn after 1st element changed.
    *2nd launch and final brake run have had roll timing adjusted.
    *Edited final turn to be similar to the 1st twist, rotated the track slightly reducing the intensity of the roll.
    *Station timing made longer by one second to accommodate Block1's lower Speed Limit.
Last edited by Goku1910 on March 6th, 2015, 12:45 pm, edited 3 times in total.


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I won't be able to test tonight or tomorrow, but I can help out! Glad to have you back as well, how's inFAMOUS: The Duel coming along? :)



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if you need a still someone to test, i am willing to test it for you

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Goku1910 User avatar
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RCT3rox wrote:
I won't be able to test tonight or tomorrow, but I can help out! Glad to have you back as well, how's inFAMOUS: The Duel coming along? :)


Done actually. It's on No Limits' Weekly Roundup :)

*OP EDITED*


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Oh, I didn't even notice! I haven't been keeping up with the round ups that much :lol:

-Update-
Just as awesome as I expected! Awesome job!

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The Time Lapse video series has begun once again! This model is looking to be as large as Firefly No Limits 2 Edition. I don't plan to add as many lights this time to reduces it's load times. It will include everything from perimeter fencing to rails and midways. The midways won't be as curved as Firefly's because the rails will be in rotated straight sections to make the modeling quicker.

Time Lapse five is currently rendering and I will be impressed if any of you make it all the way through the 19 minute grind!

https://www.youtube.com/playlist?list=P ... FNyaizOY8Y

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Life has too many distractions. But yes, the project is very much alive and the video is done. The package still needs finishing touches though.

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Little late for that man. I beta tested it before the layout was finalized.


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Can't wait for the release! One short message to Goku - Your Newton data gave me the power to keep trying to brush up my track shaping skills. :D
-- I was happy to be with NL1 - [:')] --

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Hey everyone! Just here to post one last time because the Youtube video is now up!


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Yeah it absolutely wrecks my CPU when I look at the 3ds. I deleted the buildings to avoid the FPS plummets. You'll get a rate later.
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It??s unfortunatly the station which is dropping the fps. Some objects are double sided (both faces are painted instead of one, the outside face). The fence isn??t smoothed and have instead of smoothing too many sides to make it look round.
I like the look of this project but the scenery objects aren??t made for a "simulator/game" ;)

Here are some examples:
Fence1.jpg

This is the heavey part. The round-corner is having many faces to make it round. If you look at the length of your fence and all the round shapes, you can imagine how much faces must be rendered. One single square is having 2 faces/triangles.

Fence2.jpg

Too much faces.

Lamp1.jpg

The lamps (and there are much in this park) having too much faces for a simple detail-object like this one.

Path1.jpg

The Path having some un-needed double faces. All other scenery is almost fine with only one side.

Path2.jpg

Underneath the path, there are some more unseen faces.

NL2 can handle A LOT of faces and polygons. But the common user pc can??t. So it is everytime a good idea to optimize the scenery and just as many faces as necessary. Even without the clipping and LOD options, you can save a lot of potential fps and speed by thinking how a scenery can be done.

The next matter of lag are the lights in the station. You??ve used a Range of 12,192 meter. This range is affecting a lot of space and there are many lights in there. A range of 2-3 meter would be better and instead of a higher range, you can set the intensity at a higher level. Also, you??ve set a Halo effect and a vloume effect. One of both would be better, since there are a lot of those lights inside a tiny space.

Another point: DAE is much easier to handle as .3ds. Especially if you working with sketchup. I think you??ve exorted the scenery as .3ds and to keep the texture coordinates, you splitted the round corners in much single steps. I know the you can either smooth or keep the texture coordinates with sketchup and a .3ds. Even with the free version of sketchup, you can export the model as .dae and .dae can keep the texture coordinates AND the smoothing. With a few tweaks you can save 80% of the faces =)

This is why it lags.. there are 1.) too much polygons and 2.) too much heavy lights in a small space.
Don??t get me wrong, i just want to help not to criticize you work! :D

Which modelling programm do you using? Maybe i can help out with a few tips for the next project =)

Anyways i like the design of the station, the sourrounding and the layout very much! It??s really nice!

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Fantastic advice Magu - I'm certainly going to take that on board going forward with my modelling! So thanks for that from me! :)
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