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[NL2] Six Flags Great Adventure: A Collaborative Recreation

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


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Mkj332 wrote:
Sorry for the double post but does anybody have good experience with using overlays? It looks like my coaster matches fairly well, and so does the length. However it is apparent that my airtime hills are too spread out so I want to figure out how to fix it.


The pictures used for overlays are practically never taken from directly above the coaster, so track that's higher will appear more out of position than track that's lower to the ground. You can pretty much only completely rely on them for footer placement, that should be pretty accurate if the scale is correct.

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Anyone making Chang O-Lantern for this park? I'm curious to see how it comes out due to my bias towards its more compact now transvestite cousin.
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^It says in the first post that Dapalm is doing it (so you know it's gonna be good)
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I remember making a recreation of Green Lantern the year it came out. It was quite poorly done though. Looking forward to seeing it done though since I actually do enjoy the ride. Many people hate it but I never understood the complaints.

After looking at pictures and the google maps view of the park, I realized the very small airtime hop before the "Extreme Ejector Hill" was way too big so I re sized it. Along with the tweaking of various other elements, I have been mainly trying to re position the two airtime hills so that they are closer to their correct spots. The shaping seems to be entirely off and that's where ill have to do more work.

Image

Image


Update: I've posted a video showing the current progress of the coaster.

https://www.youtube.com/watch?v=6cY4INYo7uw&feature=youtu.be
Last edited by Mkj332 on July 15th, 2015, 12:09 pm, edited 1 time in total.


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Whoa, these renderings have just caught my eyes! :shock: + :)
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Mkj332 wrote:
Update: I've posted a video showing the current progress of the coaster.

https://www.youtube.com/watch?v=6cY4INYo7uw&feature=youtu.be


There are a few issues I noticed. It looks like the lift slows down too late (in its second season they had problems with the catchcar going over the top at full speed so they slowed it down) so it should slow down before the second car (where the catchcar attaches to the train) goes over the top. The part between the main turnaround and speed hill seems too long and drawn out, it seems to go over the crossover hill too slowly, and the brakes at the end should be magnetic (El Toro actually has no friction brakes) and should not have Complete Stop enabled. The train shouldn't stop until right before the station. Aside from a few minor pumps that can easily be ironed out, those are the ONLY issues I noticed! It's looking really good! The rest of PDC looks amazing as well!

And I was wondering, when you're done with everything, did you want to add everything to the master park file yourself and send the updated park package back to me, or send me the park you've been working on and let me add eveything to the main park? Either way's fine, it's up to you.


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I suppose it would be easier for me to reassemble as I know the scale and locations needed. My only issue is that I have to figure out a way to better optimize the nl object files/ 3ds. It slows down my computer quite a bit. As long as I know where to put all the files though I can eventually add it to the park, granted it will take a bit of time due to all the fences/ trees that I am trying to place precisely.

Also like I said a while back, I main have to look into train design as the nl2 stock ones don't look to good on the recreation.

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El Toro area looks great!
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Just figured I'd let you guys know that i will most likely transfer the files over into the main park at some point this week as I am starting to reach a point where I am content. I know the supports aren't great but I am not very experienced with them. Overall their location in relation to the real ride is mostly correct.

Image

And here's an updated video until we get the park going.

[url]El Toro NoLimits 2: https://youtu.be/WOnSu87RuRA[/url]
Last edited by Mkj332 on July 18th, 2015, 9:20 am, edited 1 time in total.

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I believe there are currently construction walls around the restaurant.
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Mkj332 wrote:
Just figured I'd let you guys know that i will most likely transfer the files over into the main park at some point this week as I am starting to reach a point where I am content. I know the supports aren't great but I am not very experienced with them. Overall their location in relation to the real ride is mostly correct.

Image

And here's an updated video until we get the park going.

[url]El Toro NoLimits 2: https://youtu.be/WOnSu87RuRA[/url]


Very nice. Looks just about ready to me. When you feel it's done, I'd definitely encourage uploading it to the exchange yourself in addition to adding it to the main park!


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^^I've heard it's open as of very recently (today) from some people. You're talking about the one called "Macho Nacho" right?
It's been a long time
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Coaster Hero wrote:
^^I've heard it's open as of very recently (today) from some people. You're talking about the one called "Macho Nacho" right?

Yea when I was there it was under construction.

Also Mkj, the turnaround shaping is still very off and the speed hill is too sharp.
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gouldy wrote:
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Here's my progress on Nitro... Please keep in mind that I am not by any means presenting this as 100% accurate, down to the exact degree and millimeter recreation BUT, I will say that this is basically as close as it's going to get and the most accurate recreation of this ride that I've seen in NL (not to toot my own horn ;))

screenshot-2015-07-20-15-18-05.png

screenshot-2015-07-20-15-18-20.png

screenshot-2015-07-20-15-18-58.png


So as you can see, I've began working on the supports... Once that is finished, the ride itself will be done (minus minor tweaking as construction continues). Now, I'm not sure if I've disclosed this yet BUT, I'm not too skilled with 3ds... so if you guys want, I can attempt make as much scenery as I can out of supports?

EDIT: After looking at the screens I posted and comparing them to real life pics, I've realized that the supports on the first turn a bit too wide/far out so I will be correcting that with new screens! Sorry :oops:
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Nitro has weird supports
Coasterkidmwm wrote:
gouldy wrote:
Just don't employ stupid people and you're golden.

That's like finding a Waffle House with no white trash in it.


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^^I was about to say that those supports are way too wide but I saw your edit. Other than that everything looks accurate.

^Yes, Nitro does have some wierd supports
It's been a long time
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I'd gladly make you a 3ds station if you'd like. Since it's coming along so nicely.

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Paradox wrote:
Nitro has weird supports


Yeah I never figured out what they're dodging.
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Coasterkidmwm wrote:
Paradox wrote:
Nitro has weird supports


Yeah I never figured out what they're dodging.

The area is very swampy, so I think they were just making sure they were on dry land.
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^ Ah, that's why some of Nitro's supports are wide "A" shaped. :)
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Check your bunny hop heights on that Nitro recreation. The drop sequence after the midcourse should go as follows: large, small, small, large. What you're showing is large, small, large, large. The final drop should be significantly taller than the previous one.


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@Mkj332 - Most definitely, let's set that up... that'd be GREAT!

@dcs221 - Okay, I'll take a look

Nitro definitely isn't as easy as it may appear... the supports aren't what you'd normally find on a B&M hyper coaster and the track work has a few weird transitions that were hard and nearly impossible to nail spot-on without spending months working on it.
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Thoughts?

Image

Image

Image

Stairs were a pain and caused a lot of extra triangles to be drawn though. Due to this, I made the off ramp less detailed. I figured that side didn't matter as much anyways.


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Looks pretty solid. Maybe try to find a rust texture instead of drawing it manually? It's ok as is but would look better that way. Should be very easy to find on CGTextures.

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