View Full Version : Request: Coaster Trains
snowspeeder_89
08-27-2007, 11:28 PM
I was wondering if any scenery maker would be willing to take on the project of making a few coaster cars (Giga Lead, Giga Regular, Stormrunner Lead, Stormrunner regular, and B&M hyper twister and B&M invert.
I was hoping to use these as part of a "Transfer Track" for some coasters.
(A few pieces of scenery track would also be appreciated.
Thankyou!
LightGrenades
08-27-2007, 11:29 PM
Nope, and it cannot be done anyway.
Maverickfan
08-27-2007, 11:50 PM
No hes not saying as running hes saying as in static model.
StarRngr4.0
08-28-2007, 03:13 AM
Still cant really be done. We have no way of extracting mesh data from the game ovl's... and there's still the copyright issues even if we could. The copyright issues also make it very iffy even if we built them from scratch.
rctmaniac
08-28-2007, 05:07 AM
*sigh*
It can't be done. We need a thread of commonly asked questions so then maybe people won't ask them.
Or they'll ask 'where is the thread of commonly asked questions?'
meme5053
08-28-2007, 05:36 AM
ok ok ok i saw somone who made a b&m invert train and it was amazing so if we could find him we could ask him
It could be done as static, but the poly count on it would be through the roof.
surfingoz
08-28-2007, 07:13 AM
You do not need to make static track pieces as you can simply add pieces like that when building a coaster, just detach them from the rest of the ride.
As for the trains, they could be made and the textures could be grabbed from the game but they would still need to be modeled to a fair amount of detail.
The_Cook
08-29-2007, 04:17 AM
Still cant really be done. We have no way of extracting mesh data from the game ovl's...
rct3tool.exe can be made to dump out the mesh, although you might have to recompile it with the relevant code enabled. You can then craft a PERL script to change the data produced into an .ase file that can be loaded by the importer. The feature is deliberately obscure to prevent unscrupulous people ripping all of the models with a single click, however it can be done, I used the technique described to get the mesh information from various walls and doorways so that I could bend those walls and doorways into the curved walls and doorways that you see in my Gothic and Atlantis packs.
and there's still the copyright issues even if we could. The copyright issues also make it very iffy even if we built them from scratch.
Less iffy from scratch, but definitely an issue if you're just ripping the meshes.
I had a shot at this before I stopped cso dev, sorta worked other than the problem of collision detection, on or off the track they stayed red so there was no way to place them, oh and the wheels didn't load. So in conclusion, not possible.
meme5053
08-29-2007, 11:54 AM
make a hover car!!!!
StarRngr4.0
08-29-2007, 08:45 PM
rct3tool.exe can be made to dump out the mesh, although you might have to recompile it with the relevant code enabled. You can then craft a PERL script to change the data produced into an .ase file that can be loaded by the importer.
Given that I think of Perl as something that comes from an Oyster? I'd say the chances are pretty darn near zero of that ever happening Cook.
Besides, like you right now most of my modeling mojo has been given over to Sebar and Co.
-NGS-
08-29-2007, 09:35 PM
All you have to do is build a station and change the car count to get the trains to appear, don't see why you'd need custom scenery for something you can do in-game.
LightGrenades
08-29-2007, 10:07 PM
Or have it get sent out of the station into breaks and block breaks so that it comes to a complete stop.
track-track-break-break-break-block-track
if breaks and blocks are set to the lowest speed the train should stop before it hits the end of the last normal piece of track.
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