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jennahuk
Kiddie Coaster Rider
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Live on earths ass
LoL - Lord of Lags
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Posted - 04/20/2011 : 8:36:15 PM
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| Hot damn. |
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RideWarriorNation
ride on my ass brotha!
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Posted - 04/20/2011 : 8:46:48 PM
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lol@update name 'Tracks and fools'
but holy crap look at the intamin with otsr's! |
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Flickstah
Top Hat Connoisseur
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Posted - 04/20/2011 : 9:47:02 PM
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Omfg those Intamin OTSR trains are making me SOOO hot and bothered......
--EDIT--
This is a random detail, but I love how the back wheels of the Intamin trains stick out slightly. Dunno why, just a fan of the look.
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So, my friend came up to me the other day and asked if I wanted a frozen banana, and I said no, but I want a normal banana later, so... yea.
- RIP Mitch Hedberg |
Edited by - Flickstah on 04/20/2011 10:03:55 PM |
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Jcoasters
#1 Justin Drew Bieber fanboy!
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Posted - 04/20/2011 : 10:45:22 PM
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| Very ***y |
quote: [19:34:14] RideWarriorNation: jim [19:34:27] RideWarriorNation: can you pls change sig [19:35:22] Jcoasters: ok [19:35:39] RideWarriorNation: ty
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Coasterkidmwm
A Bum
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Posted - 04/20/2011 : 11:47:31 PM
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| Looks wonderful. Love the wear stripes. |
"Careful man, there's a beverage here!" |
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yoshifreak
Maverick
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Posted - 04/21/2011 : 12:00:12 AM
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| Anyone else notice that theres multiple tracks/track types in the same scene? Those trains look so amazing too. Hopefully it's not much longer now! |
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boneplaya
robots are assholes
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Posted - 04/21/2011 : 12:04:05 AM
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| Looks incredible. I hope the new B&M Hypercoaster is an option - I don't know why that wasn't showed off in the screenshots. |
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Freddie
So Did We
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Posted - 04/21/2011 : 12:25:18 AM
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| The B&M hyper shown is the NL1 train model on the NL2 track, same with the Arrow. |
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coasteragent99
Strata Coaster Rider
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Posted - 04/21/2011 : 12:32:52 AM
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| Despite the re-use of NL1 train models, they should still look a lot better with re-done materials and with the shaders. I wouldn't be surprised if they could easily increase the curve detail on the meshes without much trouble though, but I'm not sure how they modeled and LOD'd the trains. However, the poly detail across the different trains should still be more consistent than in, say, NL 1.55. |
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SupraSix
PDX Native
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Jonny Richey
HADES 360!!!
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Posted - 04/21/2011 : 12:41:03 AM
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^It does, it's mentioned in the update! :D
also lets you choose to have white stripes on the rails, that different colored stripe on a B&M spine (like Hydra or Patriot), and different levels of wear on the track!
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My #1 coaster will be getting even better in 2013, HADES 360!!! |
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coasteragent99
Strata Coaster Rider
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Posted - 04/21/2011 : 01:56:47 AM
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This is also the first time we're seeing the multiple coasters per scene in action, which has huge implications for how we can setup scenes especially when combined with the walk mode. Will future uploads merely feature on one single track? Or will we come to expect users to build entire parks; to create a unique user experience? Walk mode will obviously play a huge role in this, and will require more detailed and sophisticated handling of stations and station platform customizability. Collision detection for custom 3ds's will also need options if users are to be able to optimize objects and the scene effectively. (i.e. Polygons that simulate things that people can normally walk through must be set so that they can be walked through.)
A bit off topic, but still interesting to think about how this will affect things in the future. |
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boneplaya
robots are assholes
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Posted - 04/21/2011 : 02:29:18 AM
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| I'm not sure how sophisticated the walk mode will be - whether it will only apply to NL-generated things like the track, catwalks, and terrain, or everything. Like you mentioned, the users would need a way to specify those surfaces that are walk-through-able, which would both be difficult to account for as a developer and as a user. |
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C_Dude
Studmuffin
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Posted - 04/21/2011 : 08:49:10 AM
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^That's a really good point. maybe the sim would be able to recognize faces of the 3ds? Seems like that would make the walk mode freak out.
Also did anyone notice the different colors on the same train! Woot! |
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hyyyper
Who, you say, was here?
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Posted - 04/21/2011 : 09:03:40 AM
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I hope we can place invisible polygons that the sim would recognize as a solid plane. All we would need to do is make sure those polygons match up with 3ds.
A simpeler option would be to make every 3ds solid, but then something has to be figured out for 'smoke' 3ds. |
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marcello
Oscar Was Here
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Posted - 04/21/2011 : 09:22:18 AM
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quote: Originally posted by hyyyper
I hope we can place invisible polygons that the sim would recognize as a solid plane. All we would need to do is make sure those polygons match up with 3ds.
A simpeler option would be to make every 3ds solid, but then something has to be figured out for 'smoke' 3ds.
Maybe an option if you double click on an 3ds object you can chose if it is solid or not like: building.3ds = solid smoke.3ds = not solid |
my Last coaster: NLT2011 round2 => MaDcAt (NoLimits) MINECRAFT ADDICTED |
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Freddie
So Did We
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Posted - 04/21/2011 : 10:18:29 AM
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quote: Originally posted by coasteragent99
Despite the re-use of NL1 train models, they should still look a lot better with re-done materials and with the shaders. I wouldn't be surprised if they could easily increase the curve detail on the meshes without much trouble though, but I'm not sure how they modeled and LOD'd the trains. However, the poly detail across the different trains should still be more consistent than in, say, NL 1.55.
I think they just used the trains to show off the new track model, I doubt they'll be in the final release. |
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KrazyKoasterKid
Not Related to KKK
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dmillz
Strata Coaster Rider
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Posted - 04/21/2011 : 2:38:52 PM
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| This is so epic. I would love to see if they use the new hyper cars for B&M and I love the look of those stripes on the rails and the spine. He is doing a great job with all of this. |
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spacemountainfan619
Shaken, not stirred.
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Posted - 04/21/2011 : 2:49:56 PM
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| I still think the ride for your life april fools gag was pretty cool, but, this is awesome. Dive machines, tunnels, track wear, friction stripes, different colored cars on the same train, what'll he do next I wonder? It would be cool to see gerstlauer wooden coaster trains, or even Intamin prefab trains. |
"We live on front porches and swing life away, we get by just fine here on minimum wage." |
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IzCoaster
Kiddie Coaster Rider
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Posted - 04/21/2011 : 2:54:56 PM
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| NEW PICTURES ARE EPIC!!!! |
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Oscar
I'm going to ban RWN
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Turbo
Intamin "expert"
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Posted - 04/21/2011 : 4:38:42 PM
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| SUPER JIZZ! |
Check out my youtube channel: youtube.com/turbocoaster COASTER COUNT: 151 |
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coasteragent99
Strata Coaster Rider
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Posted - 04/21/2011 : 5:28:22 PM
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quote: Originally posted by boneplaya
I'm not sure how sophisticated the walk mode will be - whether it will only apply to NL-generated things like the track, catwalks, and terrain, or everything. Like you mentioned, the users would need a way to specify those surfaces that are walk-through-able, which would both be difficult to account for as a developer and as a user.
Early on there was a video demo of the walk mode, and according to Ole it was done with imported objects. Thus it looks like NL will generate a collision model automatically, and my guess is that you can specify whether or not an object will have collision. Collision meshes are simply the "skeletons" used by the program for the sake of physics; for collision detection, and the collision mesh typically needs to be much more simple than the actual object or the engine will waste more than necessary. (More complex collision meshes use more memory and probably cost more to compute on, not sure.)
Building collision meshes is a pain, but most programs that need one can generate one for you. My guess is that for NL, you will simply be able to specify whether or not an object needs a collision mesh which a monkey could do. Not sure if NL will let you get more detailed and specify surfaces to omit collision from, or even let you specify the detail level of a generated collision mesh or import your own. Chances are that they'll keep things as simple as possible without compromising too many options. |
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