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View Full Version : First cs [Test Track] need your help


pepsie
06-12-2007, 08:27 AM
Hi, this is my first attempt to cs.

It'll be rollercoaster scenes that i'll use for a darkride.

http://i184.photobucket.com/albums/x21/pepsie_/firstcs.jpg

This is my first scene.. Guess witch movie it's from :D

RCT3LovaDude117
06-12-2007, 08:46 AM
Whoa! Looks nice! How many polys?

surfingoz
06-12-2007, 08:49 AM
Looks good, the polycount appears high. also the texture on the billboard needs to be adjusted.

pepsie
06-12-2007, 08:49 AM
Whoa! Looks nice! How many polys?

i don't know yet :D

And i'm adjusting the billboard now as we speak, and i'll export it so you can see the poly count..

coaster-inc
06-12-2007, 08:51 AM
thats great work... would it be possable for the platform line to line up with a coaster track, and the door is actually where peeps going... that would be cool...

pepsie
06-12-2007, 09:00 AM
thats great work... would it be possable for the platform line to line up with a coaster track, and the door is actually where peeps going... that would be cool...

I'll do it if it's not too many polys..

surfingoz
06-12-2007, 09:42 AM
If you try to align this with the coaster you will need to move the object along the green axes in the direction of the dotted green line, you will need to do this until the edge of the station is in line with the placement boundary edge. Remember a station is the same size and alignment as that boundary on the axes. Also just so you know, rides lock into set increments when you try to raise them, they go up in 1m intervals(I think).

pepsie
06-12-2007, 09:52 AM
If you try to align this with the coaster you will need to move the object along the green axes in the direction of the dotted green line, you will need to do this until the edge of the station is in line with the placement boundary edge. Remember a station is the same size and alignment as that boundary on the axes. Also just so you know, rides lock into set increments when you try to raise them, they go up in 1m intervals(I think).

I know, i've tried to figure out that and how to inport this thing??

And i don't know how many polys's max..

http://i184.photobucket.com/albums/x21/pepsie_/Skrmklipp.jpg

coasterfreak
06-12-2007, 10:12 AM
Hello Pepsie, and nice set so far! For one i think it would help you, if you was to download Surfingozs' "components" plun-in for SketchUp. This would really help you with your alignment of the coaster-track and your scenery platform. and 2: it looks as if you have 816 polys (just add all the faces together)
Keep up the good work!

pepsie
06-12-2007, 10:24 AM
Hello Pepsie, and nice set so far! For one i think it would help you, if you was to download Surfingozs' "components" plun-in for SketchUp. This would really help you with your alignment of the coaster-track and your scenery platform. and 2: it looks as if you have 816 polys (just add all the faces together)
Keep up the good work!

Thanks, and what happens if a scenery with 1000+ polygons is used in the game?

coasterfreak
06-12-2007, 10:55 AM
1: alot of lag, and 2: your game may crash.

pepsie
06-12-2007, 11:47 AM
1: alot of lag, and 2: your game may crash.

ok :confused:.

I'm trying to import right now so expect some ingame pics :D
______________________________________________________________

Update, i can't import the first object because it can't find the textures (i'll fix that later)

but i got an update for TT fans :D

http://i184.photobucket.com/albums/x21/pepsie_/Skrmklipp-1.jpg

sr3d
06-12-2007, 02:35 PM
1: alot of lag, and 2: your game may crash.

I imported 1 object with over 1k of polys, NO lag at all :downcast: 500 faces is a bit low anyway, still nice work only 518 won't lag much if any (If i can get away with 1k, 518 won't lag) :) looking forward to the import screens.

pepsie
06-12-2007, 02:59 PM
hmm.. i started with cs today and made something over 500 polys.. :haha:

What should i do next? i could make TT things but then i need a picture of it..

Belgabor
06-12-2007, 03:42 PM
I imported 1 object with over 1k of polys, NO lag at all :downcast: 500 faces is a bit low anyway, still nice work only 518 won't lag much if any (If i can get away with 1k, 518 won't lag) :) looking forward to the import screens.

Sorry, but please don't talk before thinking. One 1k model will not cause lag, but 200 in a complex running park will. More and more people start making CS and people like to stuff their parks with it. Therefore every CS maker has the obligation to make his CS in a way that it doesn't add more strain on those parks than absolutely necessary!
Of course this item is likely to be placed only a few times, still I guess it's possible to reduce the poly count to about 300 without any noticable difference.

sr3d
06-12-2007, 04:00 PM
Sorry, but please don't talk before thinking. One 1k model will not cause lag, but 200 in a complex running park will. More and more people start making CS and people like to stuff their parks with it. Therefore every CS maker has the obligation to make his CS in a way that it doesn't add more strain on those parks than absolutely necessary!
Of course this item is likely to be placed only a few times, still I guess it's possible to reduce the poly count to about 300 without any noticable difference.

I guess, not like your gonna use a ride logo for 1 ride 20 or 30 times though :/ but I do see where your coming from.:up:

Belgabor
06-12-2007, 04:23 PM
The point is to make models the best possible compromise between looking as good as possible and low poly count. Even if you think whatever you create will be only used once, some people might get creative with it and need it lots of times (just have a look what people did with shyguys stuff). Of course that's highly unlikely for a special ride sign, but I still think it's worth spending a few minutes to think about what can be improved to lower it's poly count.
There is always a limit to how much quality you want to sacrifice, just squeeze it as low as possible ;)
Also you can make multiple LODs to keep things civil at distances where small details aren't visible anyways.
Finally there is the option of warning the users, like I did for the asian junk. If they know that a certain piece can cause lag if placed too often, they bring it onto themselves :p

pepsie
06-12-2007, 06:31 PM
thanks .. the first object was meant for a ride that's only many scenes.. but the polys way too high.. but now i'll try to make TT things..

Adnecles
06-12-2007, 06:49 PM
Just wondering...have you reduced the faces not seen... that is seen inside model? if not then delete a straight line and see if there is a face inside that can be erased without affecting overall model.

pepsie
06-13-2007, 08:23 AM
??^^ no the faces's from the billboard supports..

kylr23
06-13-2007, 09:30 AM
befpr imporing it ge rid of the man because he'll be imported to:haha: nice job

pepsie
06-13-2007, 11:46 AM
^^really?? cool:cool: jk i'll get rid of him..

rideslover
06-13-2007, 05:20 PM
look like at the harbor by railroad?

kh2kid
06-13-2007, 05:28 PM
looks great and what movie is theat first pic from?

You told us to guess and I can't tell

pepsie
06-14-2007, 02:36 AM
look like at the harbor by railroad?

Yes it does.. :D

looks great and what movie is theat first pic from?

You told us to guess and I can't tell

Lethal weapon, you now by the crane.. ;)
______________________________________________
Update 2

How do you put lights on a wall.. because i need lights in the red circles.

http://i184.photobucket.com/albums/x21/pepsie_/Skrmklipp-2.jpg

GiKo
06-14-2007, 10:20 AM
Take the text tool, click where you want your lights, name them lights1,2,etc.

Export with construction points, and in the importer, select your mesh, where it says effect points press the A button, and for each one of your lights select it, hit the E button, and a new window will pop up. Click on the star, and select light. Then click ok, fix your objects orientation and continue like normal.

~LoveTulie
06-14-2007, 02:27 PM
Looks good!

pepsie
06-14-2007, 02:48 PM
Take the text tool, click where you want your lights, name them lights1,2,etc.

Export with construction points, and in the importer, select your mesh, where it says effect points press the A button, and for each one of your lights select it, hit the E button, and a new window will pop up. Click on the star, and select light. Then click ok, fix your objects orientation and continue like normal.

?? :weird:, i'll try that now..

Looks good!

Thanks.. :)

SpaceDuck
06-16-2007, 04:58 PM
Hmm...I still don't understand SketchUp. I just got like 2 days ago and it's way cornfusing.

pepsie
06-16-2007, 05:40 PM
i got sketchup the day i started this thread. :D ^^
____________________________

I've been busy with Western Experience and a mystery project ;)

But i've seen some pov of TT but i can't really finds something there that's not in the game or in any cs set..

So i need help, post soome pics please of things from TT that i should make.

Thank you :heart:

Old-Spice
06-16-2007, 05:50 PM
Hmm...I still don't understand SketchUp. I just got like 2 days ago and it's way cornfusing.
Oh realy? Well give blender or milkshape a go, they have 10 time more buttons...... SU is much easier

surfingoz
06-16-2007, 07:42 PM
@ Kablary: If you want to learn sketchup go here: http://sketchup.google.com/tutorials.html But trust me, if you can not learn to model in Sketchup then you probably wont be able to use any other modeler. Sketchup is a very powerful yet basic tool, its ability at texturing and placement for RCT3 are superb. You can create a model and get it into the game so much quicker than any other modeling program.

@Pepsie: As belgabor said you should be able to reduce the poly count on your objects. For one you could edit the curve options on your roof and then just do a check for any unnecessary detail. With this object the poly count is not a huge deal as, I do not think it is like most CS where you place it maybe hundreds of time in one park. You still need to remember that overall when you add other CS that it will still effect the game even though you only placed one.

kylr23
06-16-2007, 07:59 PM
@ Kablary: If you want to learn sketchup go here: ******* But trust me, if you can not learn to model in Sketchup then you probably wont be able to use any other modeler. Sketchup is a very powerful yet basic tool, its ability at texturing and placement for RCT3 are superb. You can create a model and get it into the game so much quicker than any other modeling program.


thats advertising surfingoz you could of directed him to your sigi:sour:

surfingoz
06-16-2007, 08:04 PM
thats advertising surfingoz you could of directed him to your sigi:sour:
You are mistaken, I pointed him to the official Sketchup tutorials. The link in my sig is different. If he wants to learn how to use sketchup their is no point going directly to my thread, so check your facts.

Back on track now, I am looking forward to seeing some of your pieces in the game.:up:

pepsie
06-17-2007, 10:28 AM
i'll try to reduce the poly count but now i really need help..

http://i184.photobucket.com/albums/x21/pepsie_/Skrmklipp-6.jpg

That happens to me when i try to import something.

Belgabor
06-17-2007, 11:25 AM
Well, the error says it. All texture files for RCT3 have to be square and a power of 2 size. Just resize your texture to 256x256 or 512x512.

adamb241
06-22-2007, 06:58 PM
good idea i will try it when it comes out!