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View Full Version : Atlantis Vaulting **1.1 Update (17/03/2007)**


The_Cook
11-13-2006, 04:16 PM
Download details can be found in Post #72 (http://www.ataricommunity.com/forums/showpost.php?p=8763703&postcount=72).

______________________________________


Original Posting

http://img67.imageshack.us/img67/5595/atlantis0001mt2.jpg

Coming soon...

Crowheart
11-13-2006, 04:20 PM
You have just earned my undying love..
Thank you!

swimfreak430
11-13-2006, 04:51 PM
yeah that will make a great addition to your park Crowheart

i have an idea cook what if you made vaulting with recolorable tectures or
ok this might be way out there billbords
i would love paintings on the curved ceilings.

Fisherman
11-13-2006, 05:07 PM
Sistine Chapel!!! Now there's an idea! Also...I wonder if those keen animated doors you made could be made as billboards? Now that would be cool too. Anyway, this Atlantis set looks great, Mr. Cook!!!! Will it have all the same basic pieces as the adventure vaulting?

-Derek

coinich
11-13-2006, 05:07 PM
Ho Ho Ho! Sounds like my birthday again; I keep seeing these great sets come out!

jessknight1
11-13-2006, 05:43 PM
The will probably look good in my park, atleast the columns:D

Thank you so much Cook!!

VIPERHAWK2K4
11-13-2006, 07:32 PM
are you thinking of doing some angled walls to go with those that would be great...

Master_Player09
11-13-2006, 07:37 PM
It looks pretty.:up:

CoasterSim.Fan
11-13-2006, 08:29 PM
Nice i am so happy to see you do this. This is going to give us so many new theming options.

swimfreak430
11-13-2006, 08:31 PM
Sistine Chapel!!! Now there's an idea!

-Derek

thats what i was thinking
i would love it
and it would be realy usefull

-NGS-
11-13-2006, 08:37 PM
OhmygodIloveyou!

infiniteblue
11-13-2006, 08:38 PM
I really like how this set looks! Just like the Vaulting but with different textures! I always felt that the Atlantis wall set was lacking something like this.

Albert Caine
11-13-2006, 08:42 PM
WOW that looks great! is this going to have the same pieces as the original Vaulting set but Atlantis themed?

Cancerbat
11-13-2006, 10:26 PM
All you need now is Sultan's Vaulting:D
Then Bamboo Vaulting:D
Then Slate Vaulting:D
Then Office Vaulting:D

The first one was real though, please consider it, I could use the, and I am sure that they would be nice.

Maybe even some brick vaulting, but not red brick, grey brick.

Albert Caine
11-13-2006, 11:07 PM
^ I hope someday!

Fisherman
11-13-2006, 11:30 PM
Office Vaulting?!?!?! HA HA HA HA!!!! :D

The_Cook
11-14-2006, 04:41 AM
i have an idea cook what if you made vaulting with recolorable tectures or ok this might be way out there billbords i would love paintings on the curved ceilings.

Billboards aren't possible because of the way that the texture is actually mapped onto the curve several times over.

Recolourable textures are a possibility but it took me 12hours of solid graft to get the Atlantis pieces correct, recreate the text and icons etc... I'm not sure I can face going through all of that again in the immediate future just for recolourable textures.

are you thinking of doing some angled walls to go with those that would be great...

Not in the Atlantis style. Angled walls per-se are quite easy to do, but the permutations and math behind all of the different roof sections that you need to then create to fill in the gaps are a nightmare. Any developments of angled rooves will be announced in the Ecclesiastical (http://www.ataricommunity.com/forums/showthread.php?t=519688) thread.

WOW that looks great! is this going to have the same pieces as the original Vaulting set but Atlantis themed?

At the moment it doesn't have quite the full set of pieces from the original Vaulting pack. I've not done the Buttresses, nor the Bosses. Keystones are also different, see image below. There are however the full set of large, medium and small arches, vaults and accompanying wall sections.

From left to right, a Keystone, Column Cap, Full Height Column, Half-Tile Horizontal Column, Full-Tile Horizontal Column.
http://img84.imageshack.us/img84/243/atlantis0002fe6.jpg

From left to right, a Large Lower arch segment showing it's square profile. A digaonal Large Lower arch segmenet. Large vaulting sections under daylight conditions.
http://img155.imageshack.us/img155/7296/atlantis0003wf6.jpg

The_Cook
11-15-2006, 04:01 AM
A double post, but there's new stuff to share...

http://img179.imageshack.us/img179/8640/atlantis0004sa5.jpg
http://img293.imageshack.us/img293/6273/atlantis0005vb7.jpg

So, yesterday I was thinking about Atlantis pieces and it occured to me that for a sunken city what would be good is porthole style window that could look out into the seas beyond. So I got to developing a round apperture that could fit into roof, some metal bars to go across it and some circular shafts to make wells and things.

http://img150.imageshack.us/img150/5874/atlantis0006lm7.jpg

Across the back from left to right: a full height tube, a full height tube with internal reflections, an apperture in a wall (4u tall), metal bars, half square long horizontal tube.

Across the front from left to right: an apperture in the ceiling, metal bars, 1/3rd height tube, 1/3rd height tube with internal reflections.

I still need to investigate glass and transparencies to see if I can make a suitable porthole to go in the gaps without the x-ray effect occuring.

I'll also retexture these pieces with the grey stone so they'll appear in the next version of the Gothic Walls set.

Startours_3000
11-15-2006, 04:11 AM
=0 looks awesome dude! Cant wait for final release! WOoOt

coinich
11-15-2006, 07:10 AM
Heh, I think Maxamillion will be thrilled. :D

I love the idea of the reflections inside the tubes. It gives it the uber-realistic feel.

mikeyca
11-15-2006, 10:12 AM
These look GREAT! Definitely useful stuff for a variety of ideas!

I still need to investigate glass and transparencies to see if I can make a suitable porthole to go in the gaps without the x-ray effect occuring.

Vodhin as well as a few others have done a lot of work and research in this area. I *think* (and hopefully they'll correct me if I'm wrong) that getting the glass effect WITHOUT the x-ray effect involves using the SIAlpha texture and using a mask texture consisting of a darker gray shade instead of pure black. SIAlpha (as opposed to SIAlphaMask) seems to allow variations of transparency depending on the "amount" of black in the mask texture. I don't think this is the approach Vodhin took for his Cafe Kit set, though, so I'm sure he can give you MUCH more advice.

EDIT: Wait a sec...your stained glass windows from the vaulting set don't have the x-ray effect...didn't you make those?

Belgabor
11-15-2006, 11:05 AM
Vodhin uses SIAlphaMaskLow iirc. The exact difference to SIAlphaMask is in the latter only pure white (in the alpha texture/channel) is opaque, all other gray shades are fully transparent. For SIAlphaMaskLow, the cutoff is a shade of gray inbetween, ie everything lighter than this shade is opaque, everything darker is transparent.
Now I think abount this I believe I know where the x-ray may come from. I guess the engine does some calculations on the alpha channels and somehow the alpha channel of the x-rayed texture get's grayed and the SI texture style gets transferred to it, so it suddenly transparent. For SIAlphaMaskLow, this doesn't happen as soon (it has to be grayed much farther), so it has less x-ray.
I don't want to promise too much, but I may have an idea how to get rid of x-ray.

Fisherman
11-15-2006, 11:47 AM
WOW!!! Cook...I was just needing a wall to plug the gap around a tube where it meets a wall! These new pieces will be perfect!!! I love this...I can see these being used in sewer-themed rides!!! Very versatile!

-Derek

The_Cook
11-15-2006, 12:15 PM
EDIT: Wait a sec...your stained glass windows from the vaulting set don't have the x-ray effect...didn't you make those?


Actually some of the pieces do, but I don't know why some of them have the problem and others don't...

Vodhin uses SIAlphaMaskLow iirc. The exact difference to SIAlphaMask is in the latter only pure white (in the alpha texture/channel) is opaque, all other gray shades are fully transparent. For SIAlphaMaskLow, the cutoff is a shade of gray inbetween, ie everything lighter than this shade is opaque, everything darker is transparent.
Now I think abount this I believe I know where the x-ray may come from. I guess the engine does some calculations on the alpha channels and somehow the alpha channel of the x-rayed texture get's grayed and the SI texture style gets transferred to it, so it suddenly transparent. For SIAlphaMaskLow, this doesn't happen as soon (it has to be grayed much farther), so it has less x-ray.
I don't want to promise too much, but I may have an idea how to get rid of x-ray.


I used the SIGlass texture setting on the glass pieces in the GothicWalls pack.

I couldn't get an X-ray version with the existing texture map that I was using, so I decided to reference the glass texture from the vanilla glass walls. So far it's looking good, but I've not worked out what's special about it. I'm tweaking rct3tex.cpp to try and give me some more information about the specifics of the wall pieces.

A glass porthole in the roof. The grey squares effect is bad UV mapping, I might fix it, I might leave it... The porthole is domed, but it's difficult to see from this angle.
http://img89.imageshack.us/img89/8941/atlantis0007qg2.jpg

AvA
11-15-2006, 12:21 PM
Beatiful!:eek:

Cyberleader
11-15-2006, 12:48 PM
The uses are flying into my head! Another amazingly useful set dude! :up:

Halo3player
11-15-2006, 12:56 PM
this custom scenery looks very interesant!

Belgabor
11-15-2006, 01:59 PM
The_Cook,

obviously I hadn't read your latest post before pming you on Vodhin :p
What I can say so far from my experiments is:
- My first idea doesn't work
- I only get an x-ray effect for SIGlass, I never got it for a SIAlphaWhatever
- I believe fixing it is related to the texture placing flag "unknown", but I currently believe it may only work with a plane, not on a "full 3d" object. At least that's what I suspect form the dumps I did.

I hope you can find out more checking the glass walls with an improved dumper :D

The_Cook
11-15-2006, 02:41 PM
The_Cook,
- I believe fixing it is related to the texture placing flag "unknown", but I currently believe it may only work with a plane, not on a "full 3d" object. At least that's what I suspect form the dumps I did.


I did two things which seem to have removed the x-ray effect, although I will fully admit that my testing has only been cursory.

Firstly I set unk4 to 1, which in importer parlance is the unkown in the texture menu set to unkown1.

Secondly I made sure that the water mesh was the last mesh in my list. This makes sense if they use a certain method of rendering for handling the transparencies, I'll gather my thoughts on this and write it up tomorrow.

RCT-Spanky
11-15-2006, 03:34 PM
Wow, the new pieces are really awesome. Could I request, that you maybe made the piece with the whole also as a "curved" object (especially the flat an apperture in the ceiling). That means, that 4 pieces together build the big hole. I would like to use this for a prison-scene, that I've got in my mind (hint: anyone seen Shrek2 with Pinochio's "Mission Impossible" ;))

coinich
11-15-2006, 03:40 PM
Still workin on that park, huh?

RCT-Spanky
11-15-2006, 04:06 PM
Still workin on that park, huh?

Never have stopped to work on this ;)

sputnik1991
11-15-2006, 04:51 PM
wow!

looks great. 5 STARS!!!! i love the tunnle/stormdrain/roundthings. you should make some corner pieces. and junctuins so we can make like a ....... um sewer. i wouls love that

CoasterSim.Fan
11-15-2006, 06:05 PM
Awesome this set is really looking good. The sewer / widow is an awesome idea. I can think of so many uses for this set.

Vodhin
11-16-2006, 03:23 AM
About X-Ray effect and SIGlass. The issue arrises from colored surfaces when either the glass is colorable or objects beyond it are colorable. Your testing so far appears to be with non-colorable scenery. True Alphas (where an image or texture is superimposed on a completely clear plane) I'm pretty sure I've got down pat. My experiments with SIGlass are still vexing me. I had used a simple grayscale texture, mapped to the first eight color indexes and found that index 0 though 5 seemed to work nicely: no X-ray effect. When I reopened the saved park, though the X-Ray was in full swing- with nothing done to any OVLs in between. Changing colors on the glass and on the scenery beyond caused different X-Ray effects.

The unknown 1 setting sounds promissing, though I'm beginning to think that the mesh needs to have shading turned off or something-

The_Cook
11-16-2006, 06:01 AM
Wow, the new pieces are really awesome. Could I request, that you maybe made the piece with the whole also as a "curved" object (especially the flat an apperture in the ceiling). That means, that 4 pieces together build the big hole.

The bad news is that this iteration of the pack is now closed with regards to new pieces. I'm already in the process of uploading it to the various mirrors. A proper announcement post will occur once I get through to sebar.com to update my page, or when Vodhin PM's me to tell me that he's authorised it for his site.

However, in case I decide to add further pieces could you clarify what you're after since I'm not quite sure that I follow you. Are you after an apperture that is the same size as the existing pieces mapped onto a curved wall, or are you after an apperture that's twice as big?


looks great. 5 STARS!!!! i love the tunnle/stormdrain/roundthings. you should make some corner pieces. and junctuins so we can make like a ....... um sewer. i wouls love that

Not in this iteration of the pack, but possibly in the next version. Any work to create corners and junctions quickly gets out of hand because of all the available possibilites and then people start wanting them to fit sections of track, and then on the diagonal... It's a lot of work.

About X-Ray effect and SIGlass. The issue arrises from colored surfaces when either the glass is colorable or objects beyond it are colorable. Your testing so far appears to be with non-colorable scenery. True Alphas (where an image or texture is superimposed on a completely clear plane) I'm pretty sure I've got down pat. My experiments with SIGlass are still vexing me. I had used a simple grayscale texture, mapped to the first eight color indexes and found that index 0 though 5 seemed to work nicely: no X-ray effect. When I reopened the saved park, though the X-Ray was in full swing- with nothing done to any OVLs in between. Changing colors on the glass and on the scenery beyond caused different X-Ray effects.

The unknown 1 setting sounds promissing, though I'm beginning to think that the mesh needs to have shading turned off or something


I was pondering the problem last night from a game engine developers point of view. A possible explanation follows,

Usual practice in game engines is to use something called a z-buffer, as you write the pixels for a polygon to the screen you also write the depth of those pixel into the scene into the z-buffer. When writing subsequent polygons you check to see whether your pixels are nearer than the pixels already drawn onscreen, by checking the depth values stored in the z-buffer. Only nearer pixels need be drawn.

Glass effects have to be handled as a special case, all of the opaque polygons need to be drawn first, only then can the glass polygons be drawn. The z-buffer check is done as usual, and z-values written into the buffer, but the pixel data written to the screen is a modification of the data that's already onscreen rather than coming purely form the image map.

If the glass were drawn as part of the normal opaque polygon processing then any polygons that are behind the glass wouldn't be drawn because the code thinks they are behind the glass and therefore don't need drawing. This is what gives us the x-ray effect. Things like the landscape, paths and peeps are drawn as separate passes prior to drawing scenery pieces, therefore they show up because they have already been written to the screen buffer.

Therefore, I think we should be looking for some form of flag that signifies that the glass, water and alpha effects need slightly special handling so that they get drawn last. This could well be something like the unknown flag being set to 1.

Mesh ordering also has possibilites, especially for something which is self occluding like a barrel of water, ie. the view through the water is entirely filled by other meshes in the same model, rather than say a glass window where the view is filled with other models in the park. By ensuring that the glass mesh is the last mesh in the piece you should be guaranteeing that the rest of the model has been written to the screen buffer prior to the glass mesh being drawn.


Hmm, probably should have posted the above over on 'Modding Developments' at your place, here we'll just get lots of kids chipping in with 1 line responses that they don't understand.

GBM
11-16-2006, 06:37 AM
Wow, I could really use those new pieces. When do you think you could release Atlantis Vaulting?

Master_Player09
11-16-2006, 11:12 AM
http://smileys.smileycentral.com/cat/36/36_11_1.gif (http://www.smileycentral.com/?partner=ZSzeb001_ZNxmk146YYUS)<<<<<I just did that.

-Nuclear Fish-
11-16-2006, 11:19 AM
The bad news is that this iteration of the pack is now closed with regards to new pieces. I'm already in the process of uploading it to the various mirrors.

Wow, I could really use those new pieces. When do you think you could release Atlantis Vaulting?

If only some peoplke would read threads properly... :haha:

RCT-Spanky
11-16-2006, 02:12 PM
However, in case I decide to add further pieces could you clarify what you're after since I'm not quite sure that I follow you. Are you after an apperture that is the same size as the existing pieces mapped onto a curved wall, or are you after an apperture that's twice as big?

Sorry that I did not express myself clearly enough. I mean naturally that the parts to become twice as large to be supposed.

I have made a sketch of what I mean and have found as I sketched them, that this would also work as a kind of a portcullis-door, when you make them vertical too.

Left: The current one in your set Right: The one that I would like to see in an later updated set
http://www.rct-theme-world.de/euro/hole.jpg

Obi_Wan_Cannoli
11-16-2006, 02:22 PM
^^^ ah hah! That sounds like a mighty fine idea~

The_Cook
11-16-2006, 02:55 PM
Sorry that I did not express myself clearly enough. I mean naturally that the parts to become twice as large to be supposed.

I have made a sketch of what I mean and have found as I sketched them, that this would also work as a kind of a portcullis-door, when you make them vertical too.

Left: The current one in your set Right: The one that I would like to see in an later updated set


Floors should be easy since 1 part can covers all permutations by rotating it ingame. Standard curved walls can be used to create tubes for a piece that size, although I'd have to create said curved walls for the Atlantis theme, thankfully I've already got a curved wall in the Gothic Walls pack that can be retextured.

Walls are harder since each part needs creating individually, ie. 4 parts to create a complete hole. For the tubing completely new pieces with a diameter of 2 squares would need developing, which should be just a case of changing some of the parameters on my generation code.

Then there's the whole can of worms that opens when people start asking for corners in the new curved wall sizes...

Crowheart
11-16-2006, 03:28 PM
Wow, love the looks of those grates, I can already see them in my park!
Thanks so much for doing this project! :)

The_Cook
11-16-2006, 05:46 PM
Download

Vodhin's Community Pages (http://www.vodhin.net/RCT3Community/download.php?view.454)


Installation

Download atlantisvaults11.zip from one of the above mirrors. (370,876 bytes)
Remove any existing "AtlantisVaults" folder in the "Style/Themed" directory within your Roller Coaster Tycoon installation.
Open the zip file and drag the "AtlantisVaults" folder into the "Style/Themed" directory within your Roller Coaster Tycoon 3 installation.
If you're using some fancy unzip program make sure that the option to preserve the directory heirarchy is enabled.
Do not try to rename the directories

Usage

The set is designed to blend with the Atlantis scenery available in Soaked.
The large arches have a diameter of 6 squares and are made up of lower, mid and upper pieces.
The medium arches have a diameter of 3 squares and are made up of lower and upper pieces.
The small arches have a diameter of 1.5 squares and are made up of lower and upper pieces positionable on a 1/4tile basis.
The raisable pieces are intended to overcome an issue where the standard pieces were stopping water based rides (eg. Jetskis) from passing under the arch.
There is a known issue with the RCT3 game engine where glass and water sometimes obscures object that behind them.


Revision History

1.0
Initial release incorporating large, medium and small arches, square buttresses, square columns, floor and roof appertures and sunburst fountain.

coinich
11-16-2006, 05:48 PM
Ah! I thought I saw this uploaded earlier! :p

Do you script your posts in C too? They seem so similar... ;)

The_Cook
11-16-2006, 05:53 PM
Do you script your posts in C too? They seem so similar... ;)

There is nothing wrong with a bit of standardisation and consistency. It's sadly lacking elsewhere around here ;)

-Nuclear Fish-
11-16-2006, 05:58 PM
Yay!

coinich
11-16-2006, 05:59 PM
:haha:

Master_Player09
11-16-2006, 08:37 PM
That was fast.

snowjones
11-16-2006, 09:16 PM
Nice job Cook , I can use these right away ! They are exactly what I was wishing for.

Snow

rt3dude
11-16-2006, 09:52 PM
This set rocks! So many possibilities!

Mayhem101
11-16-2006, 09:53 PM
You have made a difference in everyone's parks! Congratulations.

Coaster Freak
11-16-2006, 10:26 PM
HAY HOOOOO HAYYYYYY! LOVE IT! JUST AS MUCH AS CHICKENS!

k_peek_2000
11-17-2006, 03:11 AM
THESE ARE VERY NICE! I LIKE!

DarkMeasures
11-17-2006, 03:40 AM
Great use of Wet For Dry Effects. I would love to see you develop this further.

CoasterSim.Fan
11-17-2006, 04:39 PM
Nice job. looking good on my end so far. I cant believe yo did this set so quickly.

sputnik1991
11-17-2006, 05:19 PM
YAY!!!!!!!!! I LOVE YOU COOK!!!!!!!!! :heart:

Magnum
11-18-2006, 12:45 PM
Amazing work as always, Mr. Cook! I actually played the game for a couple of hours today... And it has been a long time since I did that...

So thanks! Your stuff is so useful and creative... Even if I hate math...

errt
11-19-2006, 06:17 AM
I have got a problem with the "small wall, upper left"-piece. It's green!

The_Cook
11-19-2006, 06:32 AM
I have got a problem with the "small wall, upper left"-piece. It's green!

The green indicates that the piece has been built without a reference to the shared texture that the pack uses.

There's not much that can be done until I update the pack, but this probably won't be for another few weeks.

J-Playa
11-19-2006, 11:34 AM
wow i like this set:D :up: this will come in handy with the NF Particle Effects for underwater rides aswell:up:

swimfreak430
11-19-2006, 05:20 PM
Cook just a thought maby you could make a set like this with recolorable textures maby stucco so that people could put them everywhere. or amke it so it can interact with shyguys mainstreet pack or another set like that.

-NGS-
01-04-2007, 10:41 PM
Bleh, I just installed the set (long overdue, I know) and I've run into a problem. When using some of the pieces (so far I've noticed a roof, and one of the wall pieces--a green one (small upper I think)--I get the no :svd for :sid error. I'm not sure why because I don't get it with all of the other pieces, but it's making the set unusable.

Any help?

The_Cook
01-05-2007, 04:38 AM
I'm not sure why you're getting the no :svd for :sid error, did it unpack correctly? The no svd error means that the file the specifies what's in the pack (the Scenery Visual Descriptions) can't find the actual data about the piece (the SID), usually because it's either badly specified or the file is missing. Could you let me know the full names of the pieces that cause the problem and I can then deduce what files you might have missing and where to look for them.

If it's the green piece that is giving you problems then it could be related to the fact that the reference to the shared textures wasn't added so it reverts to the default green texture.

I'm due to release an update in the next week or so which might fix things, until then I can only suggest that you check you installed it correctly.

Eagle001
01-05-2007, 10:48 AM
Actually some of the pieces do, but I don't know why some of them have the problem and others don't...



I used the SIGlass texture setting on the glass pieces in the GothicWalls pack.

I couldn't get an X-ray version with the existing texture map that I was using, so I decided to reference the glass texture from the vanilla glass walls. So far it's looking good, but I've not worked out what's special about it. I'm tweaking rct3tex.cpp to try and give me some more information about the specifics of the wall pieces.

A glass porthole in the roof. The grey squares effect is bad UV mapping, I might fix it, I might leave it... The porthole is domed, but it's difficult to see from this angle.
http://img89.imageshack.us/img89/8941/atlantis0007qg2.jpg

I think it looks great just as is; because it has an ancient-style look. I would not change anything.:up:

-NGS-
01-05-2007, 05:45 PM
I'm not sure why you're getting the no :svd for :sid error, did it unpack correctly? The no svd error means that the file the specifies what's in the pack (the Scenery Visual Descriptions) can't find the actual data about the piece (the SID), usually because it's either badly specified or the file is missing. Could you let me know the full names of the pieces that cause the problem and I can then deduce what files you might have missing and where to look for them.

If it's the green piece that is giving you problems then it could be related to the fact that the reference to the shared textures wasn't added so it reverts to the default green texture.

I'm due to release an update in the next week or so which might fix things, until then I can only suggest that you check you installed it correctly.

Ok, I'll try reinstalling the pack, and hopefully that will work. If not, I'll definetly tell you which pieces are causing problems.

Moby
01-05-2007, 08:19 PM
This set looks really great, well done once again.

But i'm actually more interested in your progress with SIGlass. Have any conclusions been made about the correct way to use SIGlass? Basically, the glass wallset i made (all 2-sided planes, 4 faces) had the x-ray problem, then unknown1 (renamed to double-sided in V17) seemed to fix it. But these pieces are now disappearing in the game when viewed at from certain angles, and sometimes causes a crash when i zoom in. I'd love to be able to make glass properly, please let me know your findings. I've experimented with using SIAlphaMaskReflection and other alpha styles as a glass substitute, but they just don't look as good.

Many thanks.

Belgabor
01-05-2007, 09:41 PM
4 faces are too much for simple (rectangular) SIGlass planes, they should only have one layer (2 faces).

-NGS-
01-05-2007, 10:29 PM
Bleh, I wasn't able to figure out which piece it was (and yes, I got the error after reinstalling), but I know that it was either a roof piece or a wall right above the rooves.

Edit: Tried again and found a new piece. Small Wall, Lower Right.

Edit 2: Medium Wall, Upper Left was the 1st one that I couldn't figure out. It seems those to pieces are the only ones causing me trouble.

The_Cook
01-06-2007, 06:12 AM
Could you check whether the following files exist:

Themed\AtlantisVaults\SmallArch\sawlr.common.ovl
Themed\AtlantisVaults\SmallArch\sawlr.unique.ovl
Themed\AtlantisVaults\MediumArch\mawul.common.ovl
Themed\AtlantisVaults\MediumArch\mawul.unique.ovl

-NGS-
01-06-2007, 01:43 PM
All of them exist.

The_Cook
03-17-2007, 03:03 PM
Download

Vodhin's Community Pages (http://www.vodhin.net/RCT3Community/download.php?view.454")


Installation

Download atlantisvaults11.zip from one of the above mirrors. (1,385,650 bytes)
Remove any existing "AtlantisVaults" folder in the "Style/Themed" directory within your Roller Coaster Tycoon installation.
Open the zip file and drag the "AtlantisVaults" folder into the "Style/Themed" directory within your Roller Coaster Tycoon 3 installation.
If you're using some fancy unzip program make sure that the option to preserve the directory heirarchy is enabled.
Do not try to rename the directories

Usage

The set is designed to blend with the Atlantis scenery available in Soaked.
The large arches have a diameter of 6 squares and are made up of lower, mid and upper pieces.
The medium arches have a diameter of 3 squares and are made up of lower and upper pieces.
The small arches have a diameter of 1.5 squares and are made up of lower and upper pieces positionable on a 1/4tile basis.
The raisable pieces are intended to overcome an issue where the standard pieces were stopping water based rides (eg. Jetskis) from passing under the arch.
There is a known issue with the RCT3 game engine where glass and water sometimes obscures object that behind them.


Revision History

1.0
Initial release incorporating large, medium and small arches, square buttresses, square columns, floor and roof appertures and sunburst fountain.
1.1
Thin columns, painted ceilings, animatronics, archways, curved walls and doors, elliptical bits and other stuff.

Jonnyears
03-17-2007, 03:10 PM
ooh! I'll download it again as soon as I get to my own computer!

wabigbear
03-17-2007, 03:21 PM
Cool! Thank you for the update! I love this set, and it's always exciting whenever you 'tweak' it to make it even better...thanks again!

errt
03-17-2007, 04:58 PM
Great, but: Are you sure you updated the downloads? Doesn't look so.

LuckyGirl
03-17-2007, 08:06 PM
Cook, I just love your scenery! :heart:

The_Cook
03-17-2007, 10:04 PM
Great, but: Are you sure you updated the downloads? Doesn't look so.

It's only on Vodhins site at the moment, follow the link in Post 72.

I'm having trouble getting stuff uploaded to my page at Sebar's, the ftp server there keeps cutting me off.

Fisherman
03-18-2007, 12:57 AM
Hmmm...I installed the new set but when I open the set in the game nothing seems to have changed...maybe I did it wrong...

I figured it out...the link in post 72 goes to Atlantis Vauting version 1.0...not 1.1...I found it on the site though.

EDIT!!! HOLY COW!!!!!! COOK!!! That animated stuff is the most AMAZING thing I've seen!!!!! How??? WOW!!! Question...is the sinking ship supposed to be animated sorta like the rocking ship? It appears static in the game... Those rolling waves are soooooo cool! My mind is reeling with ideas now! Thanks!!! And all those new atlantis walls and brick and stucco walls in the other sets are just beautiful!!! That stucco set is incredible because now we practically have every possible shape of wall now. THANK YOU!!!

-Derek

Teirmose
03-18-2007, 03:55 AM
http://www.clanforen.de/clanforen/images/smilies/smilies031205/worship.gif
http://forums.randi.org/images/smilies/clapping.gif
http://bestsmileys.com/wow/2.gif

I am amazed!
Thank you!!!

shyguy
03-18-2007, 03:58 AM
An excellent addition to an already excellent set!

The_Cook
03-18-2007, 05:49 AM
Links in post 72 fixed, apologies for any confusion caused.

The sinking ship is a ride-event, try attaching it to a piece of track.

The bricks walls pack that Fisherman alludes to is on Vodhin site if anyone wants it. I'm not going to announce it because it's half finished and I don't have the time to finish it at the moment, principallly it needs icons.

errt
03-18-2007, 07:44 AM
There are some strange things:
The 'wall aperture top'-pieces dont match the -bottom ones
The 'large wall skewed lower left' and 'small wall upper left' have strange green textures
Some icons seem to be incorrect

-NGS-
03-18-2007, 01:25 PM
Whoa! I was going to request curved walls for this set yesterday, but didn't want to double-post. This is a miracle! Can't wait to play around with it in game.

Crowheart
03-18-2007, 01:35 PM
Awesome!

I've been waiting eagerly for this since you mentioned it in your park thread....can't wait to check it out!..:D

rt3dude
03-18-2007, 01:41 PM
Awesome, but the sinking ship doesn't sink.

-NGS-
03-18-2007, 02:09 PM
It's a ride event, you need to "attach" it to a track piece.

rt3dude
03-18-2007, 07:08 PM
Ok, I'll try that.

CoasterSim.Fan
03-19-2007, 01:30 AM
Nice, I was wondering what you have been up to. Cant wait to I have some time to cheek this out.

If you want another host take a look at the link in my sig, and you will get a page like mine (http://www.coaster-net.com/downloadextras.php?action=memberprofile&memberid=852) with all your sets on it.

lego3366
04-04-2007, 07:05 PM
for some reason, some balstrades dont work for me. all it shows in the list is a blank box with a red line on the left and top of the square. also, every time I click on one, the game freezes and a box says: no :svd for :sid. also, when I open atlantis vaulting file (in game) the game says the same thing. help?!?!

EDIT: nevermind I got it.

QsUpIiCcHyE
04-06-2007, 11:00 PM
This set is beautiful and "OH, SO NECESSARY!" Thank you so much for your hard work on these Custom Scenery Objects! They will make for an enchanting setting in any use! Thank you! :D

sandalfon
12-15-2007, 10:05 AM
Thanks, will use these on my next park. :)

smiegel19
10-09-2009, 02:26 PM
Download

Vodhin's Community Pages (http://www.vodhin.net/RCT3Community/download.php?view.454")


Installation

Download atlantisvaults11.zip from one of the above mirrors. (1,385,650 bytes)
Remove any existing "AtlantisVaults" folder in the "Style/Themed" directory within your Roller Coaster Tycoon installation.
Open the zip file and drag the "AtlantisVaults" folder into the "Style/Themed" directory within your Roller Coaster Tycoon 3 installation.
If you're using some fancy unzip program make sure that the option to preserve the directory heirarchy is enabled.
Do not try to rename the directories
Usage

The set is designed to blend with the Atlantis scenery available in Soaked.
The large arches have a diameter of 6 squares and are made up of lower, mid and upper pieces.
The medium arches have a diameter of 3 squares and are made up of lower and upper pieces.
The small arches have a diameter of 1.5 squares and are made up of lower and upper pieces positionable on a 1/4tile basis.
The raisable pieces are intended to overcome an issue where the standard pieces were stopping water based rides (eg. Jetskis) from passing under the arch.
There is a known issue with the RCT3 game engine where glass and water sometimes obscures object that behind them.

Revision History

1.0
Initial release incorporating large, medium and small arches, square buttresses, square columns, floor and roof appertures and sunburst fountain.
1.1
Thin columns, painted ceilings, animatronics, archways, curved walls and doors, elliptical bits and other stuff.

hey i like the post ..... but the link isnt working anymore because vodhin. org is now vodin.net if im right .... and i also cant find it anymoe on vodin.net ... could u maybe upload it again thankz.

TheChicosAStar
10-09-2009, 02:31 PM
Here you go
http://vodhin.org/e107/download.php?view.367

smiegel19
10-09-2009, 02:43 PM
yeh but i search 1.1 that is 1.0

srry

smiegel19
10-11-2009, 08:35 AM
can anyone plz update version 1.1 somewhere plz and set the link in this topic .... thx:bulb: