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Sonic The Hedgehog. (NL)

The Hard Hat Area is the place to post construction news about your ride, so this is the place to hype your future upload!

Post March 30th, 2008, 1:09 am

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Post March 30th, 2008, 10:42 am

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^Good point made but last that I can recall we don't. But since our main bank merged with Barclays I think prepaid visa could be available here. Heading back to work tomorrow so I'm going to stop by branch to find out. If yes I'll try to get NL 1.6, 1,7 as soon as possible.

Originally posted by Jimmy Yoshi

Hmm try to find a better concrete texture for those paths, http://www.3dxtra.cygad.net/page/46.htm ... 087cf5cd82


Like this cobblestone texture?

Image

Thanks for the site BTW.[;)]

Post March 30th, 2008, 11:05 am

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Post March 30th, 2008, 11:52 am

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I love the idea of it being over a lake, and I like the scenery. The signs were nice too.
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Post March 30th, 2008, 1:15 pm

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dayum.... that ride is really cool. luvin the theme and the cartextures and the everything. :D
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.

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Post March 30th, 2008, 4:08 pm

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wow thats gonna be amazing... i love the 3ds!!! [:D]
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Post April 5th, 2008, 7:55 am

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Still busy themeing the ride. Created a neat but not to abstract Environment as well.

Here are a few eye candy pics:

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I still have to do something with the textures on these pillars. Hmmm

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I really like this angle as it looks a bit more Sonicish than the rest of the ride:

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Edit: OK, I kind of forgot how the wall textures for Marble Zone looks and noticed that the scenery I included within the ride looks a bit pale. I accomplished to find my SEGA console some ware in a box deep down in a storage room I have here in my house. Played a bit of sonic 3 and saw that I was way off with the colors.
Here?????????s the new rock texturing for those pale walls:

Image

Post April 5th, 2008, 5:19 pm
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Post April 5th, 2008, 5:22 pm

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Looks really nice dj
Nice 3Ds + the track looks really original.
Do you know when the release will be?

Post April 5th, 2008, 6:00 pm

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I know its taking a while but I did run into a few problems due to the coasters nature, supporting scenery etc?????????

Unfortunately I can't say exactly when it?????????ll be released but expect the track more or less within the next 3 weeks.

Post April 5th, 2008, 8:21 pm
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Holy S**t... this ride looks amazing so far.

And as CalawayPark said, you should call the corkscrew 'Tails.'
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Post April 7th, 2008, 10:37 am

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this looks sick, but i have a question, how do you make chain links? cus i need to make one but i don't know how to, please help me!
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Post April 7th, 2008, 11:29 pm

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oh i know a few people whom would love this coster
mic check 1 2 1 2

Post April 7th, 2008, 11:35 pm

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i think everything looks sonic-ish. its like everthing is the right color. i would love to test, but i bet you already have tested and all. so i guess i cant wait to see it. look great!

Post April 10th, 2008, 1:22 pm

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yay. got 1.6 and updated to 1.7. Now I have some critical issues [:(].
no: 1 max lat = 2G
2 less airtime
3 some sort of weird random lag during any ride although the avg fps
is 100.

Please help!?

Post April 10th, 2008, 1:29 pm

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Are you using the improved friction setting? Try unclicking it and see how the g's are.

Post April 10th, 2008, 1:30 pm

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G issues are because NL 1.6 has more realistic g calculation

I think, can some one confirm this??

Post April 10th, 2008, 1:34 pm

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Even more without improved friction. I'm going to have to go through the tweaking process again... NL 1.6 has a better effect on the shocks though can that maybe cause the problem?

Post April 10th, 2008, 2:27 pm

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Originally posted by Sobek

G issues are because NL 1.6 has more realistic g calculation


That's not true. Trackwalker talked to the NL team, and they said that 1.7 is more prone to smaller force flickers. Use 50% time to read the forces most accurately.
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Post April 10th, 2008, 2:53 pm

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I tought i've heard it somewhere, probably just rumours or something

Post April 11th, 2008, 4:31 pm

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Wow, I hope that doesn't change the whole project too much, it was looking sweet.

Post April 12th, 2008, 10:11 am

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I've reduced that 2 G problem. But it seems as if the transition is just to quick so I'm leaving it as it is, 1.7 in 25% speed. The funny thing is it seems like G?????????s occurring around the Heart line because you obviously don't sit in the exact centre of the train. +1.7 for riders on the left and -1.7 for riders on the right. Max vertical G?????????s goes up to 5 on that same element????????? But that's it I'm not rebuilding the track whatsoever, for me the pacing around that damn thing is just below of what I would actually like it to be.

Pic of f&%$#in transition:

Image

I also need to connect the supports to the track????????? Again!

Post April 12th, 2008, 11:14 am

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this looks really good and sonic is myu favorite game
What are these for?

Post April 12th, 2008, 11:55 am

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Originally posted by GerstlCrazy

Originally posted by Sobek

G issues are because NL 1.6 has more realistic g calculation


That's not true. Trackwalker talked to the NL team, and they said that 1.7 is more prone to smaller force flickers. Use 50% time to read the forces most accurately.

Well, technically, 25% time is most accurate for it measures every little piece. It is, though, not the most realistic to judge by. A flick of 1.9 lats, for example, at 25% time for like 0.1 seconds will not affect the riders.
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Post April 20th, 2008, 4:19 am

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It's been a while since my last update but as I moved from NL 1.55 to 1.6 there was a few bumps in the road????????? I sorted out the more extreme G issues and the ride is still on its way.

Teaser Pic:
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