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What are YOU doing in NL2 Right now?

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Post February 1st, 2016, 10:43 am

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^^ I personally want to see another "Smiler" run in the pitch dark! That can be neat! :D
Last edited by lol240 on February 2nd, 2016, 10:37 am, edited 1 time in total.
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Post February 1st, 2016, 12:29 pm
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F??????chschen wrote:
http://www.flash-fox.de/s/eye1.jpg

http://www.flash-fox.de/s/Rayman.jpg

Looking awesome so far!
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Post February 2nd, 2016, 10:08 am

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^ I've got the same view as well! :D
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Post February 2nd, 2016, 12:38 pm

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First animation tests:
Ramdomly choosen stand emotes.

Some minor clipping bugs, but nothing that can be fixed.
And a small POV of the kids-coaster in the background.

Last edited by F??????chschen on February 4th, 2016, 7:46 pm, edited 2 times in total.

Post February 2nd, 2016, 3:32 pm
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Interesting people you've made there. What's with the horror movie soundtrack lol
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Post February 2nd, 2016, 4:48 pm

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I like how the ride still has some retro feel to it:P

Post February 2nd, 2016, 5:32 pm

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Coasterkidmwm wrote:
Interesting people you've made there. What's with the horror movie soundtrack lol

Maybe a hint for future projects ;)

...

Ok the truth is: i just clicked on the first soundtrack, that was 2:40min long.
Maybe next time, i should listen to that song befor using it... :roll:

Post February 3rd, 2016, 4:20 am
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The humans look great! But the behavior from the tail from both foxies are quite weird. They have quite an erect tail, but it's not hanging down nor stand up. :lol:
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Post February 3rd, 2016, 7:36 am

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^
I think it was because of the build in video capture programm of NL2.
Look at the coaster control panel: how fast the light was blinking.

I guess NL2 skips frames when a video is rendered or the frames get captured faster as normal :/
The real speed in 3DsMax was only 1/3 of the speed in the simulator.

BTW:
I have found the Realworld-Counterpart of the entertainer:
http://www.jesperhus.dk/aktiviteter/sho ... yret-hugo/

Now i can call it a "reconstruction". At least to a certain degree...

Post February 3rd, 2016, 12:16 pm
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F??????chschen wrote:
BTW:
I have found the Realworld-Counterpart of the entertainer:
http://www.jesperhus.dk/aktiviteter/sho ... yret-hugo/

Plenty of fox mascot/entertainer costumes out there :lol:
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Post February 3rd, 2016, 5:32 pm

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Post February 4th, 2016, 4:46 am

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^ Thanks for these 4 rides! I've got pretty much time to feel these actions! :)
-- I was happy to be with NL1 - [:')] --

Post February 4th, 2016, 9:16 am

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^^

It seem like that loop you see on the NoLimits 2 Home Screen comes a lot sooner than Ladon, but you've outdone yourself.

Post February 4th, 2016, 9:35 am
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Timmmv that SLC has more air than some B&M hypers lol
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Post February 4th, 2016, 1:35 pm

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This is my ColoRacer.
I will share as soon as i finish.
Need to add trees and i'm working on some structures in SketchUp.
Also, if you know if it is possible to add lights near the end of the ride and make them illuminate the color of the winning ride - please let me know how to do it.
I have another wooden project and i will share it soon.
Have a nice day.
Attachments
2016-02-04_00001.jpg
2016-02-04_00002.jpg
2016-02-04_00009.jpg

Post February 4th, 2016, 2:03 pm

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Post February 4th, 2016, 3:33 pm

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rating still disabled.



right now, the visitors will automaticly detect any coaster in close proximity and use another
set of animations.
Im starting to get trouble, exporting them.

I need around 5 secounds of animation for each coaster style.
And after that, some basic animations (running around, sitting on a bench, ...)

Big problem right now:
SCOs dont comunicate with each other. And therefor its difficult to detect unused seats.
(thats why i only tested it with one visitor).
I need to find out a way to bypass this problem (or you need to write the seat-position in the SCO-Name).
But because im lazy as hell, i'd like to let it detect the position automaticly, if possible...

After all animations are done, ill create a plugin for custom visitors.

Post February 4th, 2016, 7:02 pm

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^ So cool!!!!
I miss the flying tail at high speeds tho..

Post February 4th, 2016, 7:42 pm

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^
like i wrote in the title: "basic animation". :D
There will be a lot of stuff added to this, when all basic systems are running.

Im even thinking of "splatter" effects and deadly injuries, when the g-forces are too high.
But this would only work with NL2-Terrain as a ground. If there is a 3D model as a ground, it would fly straight through it.

I had to give you the opportunity to at least kill some foxes, after all of my videos.
I feel like i owe you at least this much.

At least i will try to implement something like this.

Post February 4th, 2016, 8:11 pm

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If you ever release that, I might want to use that for a death coaster that pulls over 2,000 G's, just to add a dimension of creativity.

Post February 5th, 2016, 11:59 am
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Bonbon1948 wrote:
Also, if you know if it is possible to add lights near the end of the ride and make them illuminate the color of the winning ride - please let me know how to do it.

If you want to do this, you'll need to script it. The easiest way would probably be by adding tracktriggers on the finish line for each track and adding a tracktrigger on a track just behind the lift (or the last mid-course brake run).

The script then should do the following things:
If the tracktrigger on the end of the lift sees a train, turn off the finish light.
If one of the finish tracktriggers sees a train, check if the finish light is off (no other train has tried to turn on the finish light). In the case that the finish light is still off, set the light to the track color and turn it on.

Post February 5th, 2016, 12:40 pm

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herman116 wrote:
Bonbon1948 wrote:
Also, if you know if it is possible to add lights near the end of the ride and make them illuminate the color of the winning ride - please let me know how to do it.

If you want to do this, you'll need to script it. The easiest way would probably be by adding tracktriggers on the finish line for each track and adding a tracktrigger on a track just behind the lift (or the last mid-course brake run).

The script then should do the following things:
If the tracktrigger on the end of the lift sees a train, turn off the finish light.
If one of the finish tracktriggers sees a train, check if the finish light is off (no other train has tried to turn on the finish light). In the case that the finish light is still off, set the light to the track color and turn it on.


Ty Herman.
I just strarted to work with scripts. I successfuly added lights to the trains and did some work on train textures.
I will try to add triggers and i'll come back when nothing will work :D
Attachments
2016-02-05_00002.jpg
2016-02-05_00003.jpg

Post February 5th, 2016, 2:43 pm
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F??????chschen wrote:
https://www.youtube.com/watch?v=I1nQ4vZ2y2c

Wow, this looks fantastic already! Love it how the tail is also a little sideways to clear the backrest! <3 <3
Too bad the bottom part of the restraint goes through the body. But that's not really solvable unless you make them unrealistically thin.
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Post February 5th, 2016, 4:54 pm

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Trying my hand at an Entrance/Exit plaza
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plaza.jpg
What are these for?

Post February 5th, 2016, 6:28 pm

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Quick little project this evening, Viper at Six Flags Great Adventure.


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