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    Weird question, but is there any way to texture the inbuilt concrete tunnels?
    • CommentAuthorTOGO Fan
    • CommentTimeJan 28th 2017 edited
    You can do this for a different tunnel look.

    <a href=""><img src="" title="source:" width=1000/></a>

    Make them out of wooden beams and track connectors following a invisible track.

    <a href=""><img src="" title="source:" width=1000/></a>

    <a href=""><img src="" title="source:" width=1000/></a>
    • CommentTimeFeb 1st 2017
    Is there any tutorial on how to properly set up user colors on scene objects?
    • CommentTimeFeb 1st 2017 edited
    I think the best would be to study the newly added (in NL2.5) default materials (Metal A user0, ...) that use this function or how it is used on the newly added objects.

    In a nutshell from my own experience with using it:
    It can only be used with a custom shading code in a NL2MAT, the most simple one would probably be:

    Result = entity0;
    which makes the material showing the user color 0, entity1, entity2 and so on would refer to the user color slot 1, slot 2 and so on (7 should be the maximum for now).

    The user colors have to be activated in the NL2SCO editor in the Material tab!

    In the newly added default nl2 material it is already used a bit more advanced, there the user defined color is multiplied with the texture in slot 0:

    Result = mul(entity0, tex0);
    Which causes that the intensity varies with the color (greyscale in the example) of the texture.

    You could even use color mapping texture like this:

    tmp0 = mul(entity0, tex0.r); //red amount in texture 0 controls the amount of user color 0, stored in temporarily register 0
    tmp1 = mul(entity1, tex0.g); //green amount in texture 0 controls the amount of user color 1, stored in temporarily register 1
    tmp2 = mul(entity2, tex0.b); //blue amount in texture 0 controls the amount of user color 2, stored in temporarily register 2
    tmp3 = mul(entity3, tex0.a); //alpha amount in texture 0 controls the amount of user color 3, stored in temporarily register 3

    tmp0 = add(tmp0, tmp1); //temporarily register 0 is now overwritten with the combination of the previous tmp0 value and tmp1 value (there aren't that much tmp registers, therefore they should be reused in some cases)
    tmp1 = add(tmp2, tmp3); //temporarily register 1 is now overwritten with the combination tmp2 and tmp3 value

    Result = add(tmp0, tmp1); //combination of the new tmp0 and tmp1 registers in the result
    the texture in slot 0 would therfore act as a color mapping mask (note that the shader code could be compressed a bit using mad instructions but this makes it more clear for demonstration - not sure if this will have an effect to the render time or if the HLSL shader compiler that seems to run behind all this optimize things automatically).

    And do more interesting stuff where the user color don't act as a color in the output at all (like using the r value to blend between two textures for example).
    • CommentTimeFeb 1st 2017
    ^Thanks, that's exactly what I was looking for.
    • CommentTimeFeb 5th 2017 edited
    Can someone explain to me how this works:

    Im curious about it. Are the back or front wheels somehow attached to another rail, that pulls the half of the car to the side to do the turn?
    (like 4 different rails instead of 2)

    Could only get the name from rcdb and google provided me only with this picture, but no closeup of the rails.
    ( )
    i am also curious about this, all i can think is maybe the first bogey triggers some sort of switch that changes the track as it passes over, probably very wrong though.
    • CommentTimeFeb 5th 2017 edited
    Look closely at the track. The car has large train-like bogies that rotate. One bogie simply moves slightly faster than the other one, to push forward, and the car rotates along with them. The bogies are guided obviously by the wall-like rail. Now as far as my knowledge of these rides go, both train bogies have upstop wheels, and the switch rails are designed so that the upstop wheels of each bogie follow a specific rail.
    Its possible that the front is flanged on the inside of the wheels, and the back on the outside
    • CommentTimeFeb 5th 2017
    ^ Like this?

    And due to the curve of the external track, the front takes more time and the back gets ahead.
    • CommentTimeFeb 5th 2017 edited
    hmm. ok. And there is no way, that for some reason, the car only makes a 90° turn and than turns backwards again?
    Because when they are parallel towards, it could go ether way (tested it with a model railway), if something reduces the speed of one boogie (for example, it pushes a bit too hard on one side of the track).
    It is a least a side-friction coaster.

    But for the time and point of development: this is genious technique for rollercoasters.
    It's too bad that ride doesn't exist anymore. They look like fun. I might have a few more pictures of it. When I'm nor my phone I can post them here.
    • CommentTimeFeb 6th 2017
    Is there a way to make a switch move, while the train is still moving backwards of on a lifthill?
    Something in the line of the Big Grizzly Mountain Runaway Mine Cars in Hong Kong Disneyland.
     photo reverser 2_zpsrsoiteuj.jpg

    Here is the other picture known to exist of the Reverser at Saltair. I don't know if this will help you out any.

    I'm actually right now hunting down info on Saltair and I have found out there are old plans for the resort in the LDS Church archives. They aren't digitized and the library is closed for cleaning at the moment but I'm headed there after they open at the end of the month and going to see if I can find anything new out about the coasters of Saltair.
    • CommentAuthorInkyz
    • CommentTimeFeb 6th 2017
    Is there any chance anyone could upload the Gyro Drop to dropbox or something? Mine doesn't work for whatever reason.
    • CommentAuthorMrRC
    • CommentTimeFeb 7th 2017
    Here u go :
    I recently got NL2 for use on a school project at the recommendation of a friend. However, when I go to export the project as a video, it comes up with an error that says "ERROR: Could not start video export, because video size is larger than window size." Sorry if this question has been asked elsewhere before, but is there any way to reduce the video size or adjust it in a way that it will export?
    Open Nolimits, and go to ''setup'', there you can adjust pretty much everything. Including the video settings. You can also go to display and check the ''fullscreen'' box this may work too.
    make sure the resolution of the recording is either the same or less than that of your game settings
    • CommentAuthorgiratina519
    • CommentTimeFeb 7th 2017 edited
    I ended up switching it to fullscreen, but the error message still appears. Is there anything specific that I should adjust?

    EDIT: Fixing the resolution did the trick, thanks for the help!
    • CommentTimeFeb 8th 2017
    I'm having an issue with auto plant. The auto plant object I'm using doesn't draw far enough away so you constantly see the grass popping in around you. Is there a setting to adjust the draw distance that I'm missing? I set the clipping distance to a large number, but nothing changed.
    Just wondering. Can the nl2 manuell be found online? A updated version like in game? On my studie laptop I can't install nl2 and want to see for example how to use the telemetry server of nl2.
    • CommentTimeFeb 9th 2017
    I don't think so, but why don't you just copy the help files to your laptop? It's the "help" directory in your nl2 installation location, you can open the index.html file with your webbrowser on your laptop.
    So I'm probably not searching properly, but I haven't been able to find a simple answer for this:

    Is there anyway to eliminate the fog of light out of the standard spot and bit spot lights in the scenery packs? I'm lighting a big support structure and I'm getting good exposure, but the burst of light looks ugly out of the base of the light. I'm assuming the fix is custom lights, but idk.

    This is the mess I'm dealing with now:

    Any help/links is/are appreciated.
    ^ That's the 'volume' effect of a light. Can be modified from the same light settings panel where you change the colour.

    Might I suggest reducing the intensity (a lot) rather than completely turning it off though? I think it might look odd to have the support structure lit up with no clear source of the light.
    • CommentAuthorXazzaphonic
    • CommentTimeFeb 13th 2017 edited
    Those lights I'm using are the Big Spots, they're recolorable from the 'show scenery' panel. Idk how to get there. I'm gunna try fiddling around with these NLMAT/SCO modifiers to figure it out.

    Scratch that, got it all figured out after some experimenting with that advice. Thanks!
    • CommentAuthorA113
    • CommentTimeFeb 14th 2017
    I asked this in the sripting ask thread but will post here as well:

    Question for Scripts and especially Maya users -

    If I have a camera in a maya file (especially with keyframed geometry, with the camera constrained to the geometry), will I have to write a script in order to view the camera in the simulator?
    • CommentAuthorTOGO Fan
    • CommentTimeFeb 17th 2017
    Can there be better optimization for B Spline in NL2? How is the current optimization for B Splines? TallonD83 said that my 7.5 mile long jet coaster is making the editor process a TOOON of b spline.
    ^ I'm entirely sure what B-spline is, but I have a feeling the excessive amount is due to the fact your coaster is 7.5 miles long...
    Idk if this is the right thread... but i needed to reset my computer, and now after i redownloaded the Steam version of nolimits my Professional license is gone. I wrote an email to is that the right one or do i need to write it to another email?
    • CommentAuthorI305
    • CommentTimeFeb 19th 2017
    How do I give footers a concrete texture on the top? Whether or not it's being used by a support beam?
    • CommentAuthorWomp83
    • CommentTimeFeb 19th 2017
    ^ Double click on the footer and set the base style to wood square or round.
    • CommentAuthorTheBeatles
    • CommentTimeFeb 19th 2017
    I'm not too sure whether or not to post this here but I'll ask away anyways:
    So i had to wipe my PC recently and lost my NL2 registration key (I did not have the steam version mind you) it was the professional version my friend purchased for me back in Auguest of 2014.
    IS there a way to request one for steam or do I need to repurchase the simulator again?
    I do have proof I had it on my system as I have the parks I saved backed up onto a flash drive and I posted POVs on youtube or whatnot.(Any further proof needed I'll try my best to provide it)
    • CommentTimeFeb 19th 2017
    you can email (i think thats the email...) for a steam key with the email you originally registered with and they will give you a key to use^
    Ok thank you! Do i have to wait a while to get a response or are they decently quick? *Don't wanna rush was just wondering*
    • CommentAuthorWomp83
    • CommentTimeFeb 20th 2017
    Posted By: TheBeatles^WHOA. I HAD NEVER THOUGHT TO DO THAT BEFORE! That's awesome

    Glad i could help you there Joseph. ;)
    I'm sure you would've known about that by now..
    • CommentTimeFeb 24th 2017
    If you have shadows enabled on a light, the shadows only work on the 6 closest lights to the player, is there a way to change this?
    • CommentAuthorInkyz
    • CommentTimeFeb 25th 2017
    I've made a building out of supports. Whenever I copy it and try to rotate it, all the supports go wrong. Is there any way to fix this?
    ^yes, lots and lots of pain, suffering and manual rotation. You should always try to maximise your use of horizontal beams, they are not affected by the rotation
    • CommentAuthorInkyz
    • CommentTimeFeb 25th 2017
    Do you mean the vertical beams? The horizontal beams are the ones being affected.
    • CommentAuthorTOGO Fan
    • CommentTimeFeb 25th 2017
    Why has this bug has not been fixed? I believe it was present in NL1 too.
    • CommentTimeFeb 25th 2017
    ^I don't think the dev's expect people to waste hours doing support-buildings when the same could be done in a fraction of that time in a 3D modeling program.
    • CommentTimeFeb 25th 2017 edited
    support beams have a setting on them for vertical orientation or horizontal orientation, which besides rotating the beam a bit when selecting it, also changes which frame or reference they rotate in when the rotate tool is used.
    if all the beam in your building have vertical orientation, when you rotate them from an overhead view they will all rotate, but not if you rotate from a horizontal view. (the things you learn custom supporting a woodie)
    ^^ Sometimes like the case of NL 1 all moat could do was support buildings. My first cannibal recreation that is how I built the tower.
    Is it possible to use a different disk for no limits files instead of the default (C:) as I don't really want them on my main hard drive, I want them on my data drive (D:).
    Is there any particular reason why a merge is considered part of the block following it as opposed to the preceeding block? I'm just interested as to why one is favored as opposed to the other.

    I should specify that the case I'm referencing would be a merge between a brake run and a station. Very similar to the configuration of pretty much every Mega from Intamin. If the merge is fixed in it's location, wouldn't it be safe to assume that the flag for the station block is following the merge as opposed to being before it? It's not an issue, I'm just curious.
    ^^ Yes it is possible but when I did NL seemed to run slower. So I run all my stuff off the default folder again and keep a back up of all my parks on my external drives and on the cloud as well.
    • CommentAuthorI305
    • CommentTimeFeb 27th 2017
    How would I go about having a train roll back slightly before launching?
    I believe scripting is the only way to go about doing that