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View Full Version : [HLP]CFR-Splines, wrong number? Fixed!


tycoon4life
09-13-2008, 04:54 PM
Fixed!

Belgabor
09-13-2008, 05:08 PM
Do not use a quote tag, use a code tag, that preserves the indents.
The error is that your modxml file cannot be found in the validation process, is it in the same directory as your ovlmake xml file?
Do you really want to load a modxml file there? It should be your scenery xml file.

tycoon4life
09-13-2008, 05:25 PM
New Problem:
http://i307.photobucket.com/albums/nn302/tycoon4life/Help2.jpg

Current .xml:<?xml version="1.0" encoding="UTF-8"?>

<rawovl basedir="output" installdir="" xmlns="http://rct3.sourceforge.net/rct3xml/raw">
<rawovl basedir="Style\Custom\Tycoon4life\Single Peep Drop" prefix="T4L-">
<rawovl file="Single Peep Drop">
<import file="Single Peep Drop.xml" name="Single Peep Drop" id="mainimport"/>
</rawovl>
<rawovl file="Style">
<tex name="Single Peep Drop" format="18">
<texture><data type="file">icon.png</data></texture>
</tex>
<gsi name="Single Peep Drop Ico" tex="icon" left="0" top="0" right="79" bottom="63" />
<txt name="Single Peep Drop Name" type="text">Single Peep Drop</txt>
<txt name="Single Peep Drop Desc" type="text">copyright Tycoon4life.</txt>
<anr name="Single Peep Drop" nametxt="Single Peep Drop" description="Single Peep Drop Desc" sid="Single Peep Drop">
<attraction type="4" loopSpline="LoopSpline" impref="mainimport">
<attractionPath spline="PeepSpline" impref="mainimport"/>
<attractionPath spline="MechSpline" impref="mainimport"/>
</attraction>
<ride attractivity="50" entryFee="10" seating="10">
<rideOption type="0"/>
<rideOption type="12">
<parameter>60</parameter>
<parameter>20</parameter>
<parameter>10</parameter>
</rideOption>
<rideOption type="0"/>
<rideOption type="10">
<parameter>10</parameter>
</rideOption>
<rideOption type="0"/>
<rideOption type="8" suboptionValue="2">
<parameter>0.8</parameter>
<parameter>0.4</parameter>
<parameter>0.3</parameter>
<parameter>0.33</parameter>
</rideOption>
<rideOption type="0"/>
<rideOption type="8" suboptionValue="5">
<parameter>0.8</parameter>
<parameter>0</parameter>
<parameter>0.04</parameter>
<parameter>1</parameter>
</rideOption>
<rideOption type="0"/>
<rideOption type="8">
<parameter>5</parameter>
<parameter>5</parameter>
<parameter>5</parameter>
<parameter>1</parameter>
</rideOption>
<rideOption type="0"/>
<rideOption type="11">
<parameter>0</parameter>
</rideOption>
</ride>
</anr>

<sid name="Single Peep Drop" nametxt="Single Peep Drop Name" icon="Single Peep Drop Ico" ovlpath="Style\Custom\Tycoon4Life\Single Peep Drop\Single Peep Drop" svd="Single Peep Drop">
<type scenerytype="23" />
<position xsize="4" ysize="4" zsize="12" xsquares="1" zsquares="3"/>
<colours choice1="1" choice2="2" choice3="0"/>
<squareUnknowns flags="1" minHeight="0" maxHeight="7" supports="0"/>
</sid>

<symbol name="StyleIndex" target="common" type="int" data="0" />

</rawovl>
</rawovl>
</rawovl>

This time I used Code Tags :p
Help?

Thatonekid
09-13-2008, 08:25 PM
Don't mean to invade your thread here, but can you do splines in ovlmake?

tycoon4life
09-13-2008, 08:50 PM
I think you could only do it in blender.

Anyway, problem fixed :)

stu-2693
09-14-2008, 03:03 AM
Don't mean to invade your thread here, but can you do splines in ovlmake?


even if you make a CFR in blender you still need to make a big raw ovl file to make it work, which is why i highly doubt some people who just post sketchup models :haha:

Belgabor
09-14-2008, 10:35 AM
Don't mean to invade your thread here, but can you do splines in ovlmake?

ovlmake only transforms xml files into ovls, so you cannot "do" in the sense of "edit" splines in it. On the other hand it does not care where the xml for the splines comes from for the ovls, so you do not need Blender, you can also enter them by hand in xml format as you can do for animations.

Thatonekid
09-14-2008, 10:39 AM
ovlmake only transforms xml files into ovls, so you cannot "do" in the sense of "edit" splines in it. On the other hand it does not care where the xml for the splines comes from for the ovls, so you do not need Blender, you can also enter them by hand in xml format as you can do for animations.

are there tuts for making xml spline scripts?

Belgabor
09-14-2008, 10:43 AM
Not really, but the syntax is really easy. You basically need to write a modxml file that defines a spline.

Here's an example:
<?xml version="1.0" encoding="UTF-8"?>
<model xmlns="http://rct3.sourceforge.net/rct3xml/model">
<system handedness="right" up="z"/>
<spline name="jumpSplinePeep1" cyclic="0">
<node>
<position x="-9.314144" y="-1.053164" z="0.000000"/>
<controlPrev x="-10.008219" y="-1.188292" z="0.000000"/>
<controlNext x="-8.666331" y="-0.927043" z="0.000000"/>
</node>
<node>
<position x="-7.297698" y="-0.594182" z="0.000000"/>
<controlPrev x="-8.297698" y="-0.594182" z="0.000000"/>
<controlNext x="-7.083166" y="-0.594182" z="0.000000"/>
</node>
<node>
<position x="-6.691086" y="-0.598408" z="0.000000"/>
<controlPrev x="-6.935287" y="-0.596804" z="0.000000"/>
<controlNext x="-6.330756" y="-0.600775" z="0.000000"/>
</node>
</spline>
</model>

If the spline needs to be a loop, set cyclic to 1.

gamer2456
09-14-2008, 10:44 AM
i got question where can get the script for import from sketchup in to blender with model and texture

I know get model with out texture but how get model with them

stu-2693
09-14-2008, 10:48 AM
whatever happens you will need to re-asign the textures anyway, they will not just magically appear ;)

Thatonekid
09-14-2008, 11:05 AM
Thank you so much. I thought i was going to have to learn Blender.:p
<controlPrev x="-10.008219" y="-1.188292" z="0.000000"/>
<controlNext x="-8.666331" y="-0.927043" z="0.000000"/>

I understand everything except these.
xyz= position, right?

but, position of what?

stu-2693
09-14-2008, 11:46 AM
Thank you so much. I thought i was going to have to learn Blender.:p
<controlPrev x="-10.008219" y="-1.188292" z="0.000000"/>
<controlNext x="-8.666331" y="-0.927043" z="0.000000"/>

I understand everything except these.
xyz= position, right?

but, position of what?

:haha: TBH it would probably be more easy learning blender :up:

tycoon4life
09-14-2008, 11:53 AM
^ It is ;)

Thatonekid
09-14-2008, 12:45 PM
I'm sure, but just humor me please.

CoasterSim.Fan
09-14-2008, 03:53 PM
Alright first thing is you really need to use a program to map out your spline paths. Unless some one else knows of a way, which is possible, I have not been able to figure out any way to figure out exactly how a spline will look based on the control points with out putting the points in to a program. Remember the RCT3 scale is pretty small so things will look off rather quickly.

Splines are made up of a series of nodes. Each node has an xyz position. Then each node has two control points, that each have there own xyz position. For the most part you are going to want the control line between the two position points, that passes through the node, to form a straight line. Which will then mean you will have one node in front of the control point and one point behind it. Another thing to watch out for almost always you are going to want to have the next position pointing in the direction of the next node and the prev position pointing in the direction of the node before the current node.

So to go with what I said above, even once you know what the data should look like, the path it makes is stile basically a guess until you put it in to a program.

Belgabor this is something I have been wondering about, I have yet to try splines in RCT3. Are the spline control points global to the model or are they local to the node they are being assigned to.

Thatonekid
09-14-2008, 04:18 PM
Thank you CoasterSim.Fan. Now that I think about it, I knew that from Belgabor's tutorial but probably would not have remembered by myself