Board index Roller Coaster Games No Limits Coaster Designing from other views than standard.

Designing from other views than standard.

Discuss anything involving No Limits Coaster Simulation.

Brtnboarder495 Premium Member
Premium Member

Posts: 2511
Points on hand: 5,367.00 Points
How the hell do you build at an angle and not on an axis, and yet keep the track straight. Or howabout even editing a vertice that is at a 45 degree angle (from the top) on the Z plane? I cannot do this at all, although I have seen many great coasters uploaded having smooth or straight sections off of the top, right, left, front, back and 3d view. Please help.

Post May 12th, 2005, 8:38 pm

Posts: 4138
Points on hand: 3,307.00 Points
Location: Tonawanda, NY, USA

All you have to do is save your track as an element, delete it, rotate the first vertex, reinsert the element, and then you can build while the track is on a gridline.

Post May 12th, 2005, 8:43 pm
coolbeans326 User avatar
Premium Member
Premium Member

Posts: 5229
Points on hand: 6,184.00 Points
Location: Portland, OR, USA

or you use all views of the editor, I mostly use 3d view for some tweaking, and smoothing.

Post May 12th, 2005, 8:48 pm

Posts: 4138
Points on hand: 3,307.00 Points
Location: Tonawanda, NY, USA

Using all views only allows you to build turns with 90 degree intervals. Using the 3d view for straight track is a very poor method of building.

Post May 12th, 2005, 8:49 pm

Posts: 5286
Points on hand: 3,059.00 Points
Location: USA
I build all elements seperatly like IF described so they can be inserted at the same angle with the same radius etc (actually same radius is another story all together)

Post May 13th, 2005, 4:02 am
hyyyper User avatar
True Addicts
True Addicts

Posts: 8705
Points on hand: 9,207.00 Points
Location: The Netherlands

Post May 13th, 2005, 4:17 am

Posts: 286
Points on hand: 3,503.00 Points
Two methods I used before I went away from handbuilding:
1) make a long straight segment. Now split it into smaller parts and design your hills with those.

2) build a support along the section and match the track to that support in top view. This is really easy.

Oh... and don't forget to switch snap off.

Buster.

Post May 13th, 2005, 5:54 am
hyyyper User avatar
True Addicts
True Addicts

Posts: 8705
Points on hand: 9,207.00 Points
Location: The Netherlands

Post May 13th, 2005, 2:34 pm

Posts: 1275
Points on hand: 3,816.00 Points
Location: Bay Area, CA

Snap causes the nodes to stick to certain points on the gridline. Think of placing a dot on graph paper, Snap will place the dot right on the lines wheras snap turned off allows you to move it anywhere

Post May 13th, 2005, 2:55 pm
gouldy User avatar
Premium Member
Premium Member

Posts: 7827
Points on hand: 3,639.00 Points
Bank: 25,088.00 Points
Location: WOLVERHAMPTON, England.

I like busters support technique, I'd never tried that before, I just tweaked using 3d view and top view making, using the pixels on the node handles as a guide to how straight the track was. I find that the easiest way and it takes just as long to do that for me as it takes to do any other section of track, whether it be on a gridline or not, that doesn't mean that anyone else would find this method easy .... IF certainly doesn't [lol]

Post May 13th, 2005, 5:10 pm

Posts: 3000
Points on hand: 3,283.00 Points
Location: Lincoln, United Kingdom

I use the same method as Gouldy, aftre doing it lots of times it becomes quite easy, just keep checking if its straight in top view and you should be okay.

Post May 14th, 2005, 10:23 am

Posts: 2260
Points on hand: 87.00 Points
Bank: 12,611.00 Points
Location: MI, USA
One way I straighten track at an odd angle is in the 3d view using the ride on track function. Then I move the verticies so it looks straight.

Post May 14th, 2005, 10:56 am
hyyyper User avatar
True Addicts
True Addicts

Posts: 8705
Points on hand: 9,207.00 Points
Location: The Netherlands
Originally posted by Angry_Gumball

Snap causes the nodes to stick to certain points on the gridline. Think of placing a dot on graph paper, Snap will place the dot right on the lines wheras snap turned off allows you to move it anywhere


but why do you need to turn it off then?

Post May 14th, 2005, 2:38 pm

Posts: 4138
Points on hand: 3,307.00 Points
Location: Tonawanda, NY, USA

Because when you turn it off you can move the control points or vertex in MUCH smaller increments, and when building in a straight line on an angle, you'll definetely need that.


Return to No Limits Coaster

 


  • Related topics
    Replies
    Views
    Last post