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Vanilla 1.1.9 is a product of Lussumo. More Information: Documentation, Community Support.

    •  
      CommentAuthorbestdani
    • CommentTimeJun 21st 2015 edited
     
    This thread is for all my smaller published 3d objects and scripts and for questions about them and to present future objects.

    Steam Workshop Collection
    Dropbox Link (please only use this if you do not have the steam version of NL2)

    For questions and update news related to my Light Effect Set use this thread.
    For questions and update news related to my BreakDance Construction Set use this thread.
  1.  
    I'll ask again here since it's more relevant: how do you actually access files downloaded from Steam Workshop that aren't parks?
    •  
      CommentAuthorJAMMYD778
    • CommentTimeJun 22nd 2015
     
    Great work as always bestdani! These are great items indeed. They'll come in very useful for the community. :-)
    •  
      CommentAuthorbestdani
    • CommentTimeJun 22nd 2015
     
    ^^You can only upload parks (packages) to the workshop! Because of this you have to open it with the Editor, there you will have to press Extract to store the park file and the additonally added objects and scripts inside a directory of your choice. You can then copy them to your personal park directory.
  2.  
    Oh, so it is a park? That makes sense now then :P
    •  
      CommentAuthorbestdani
    • CommentTimeJun 26th 2015
     
    I've added my gyro loop, enjoy!

    http://i.imgur.com/3B8kEug.jpg
    • CommentAuthorMaverick78
    • CommentTimeJun 26th 2015
     
    Can you send the strobe light, script? because the normal white light of nl2 doesn't turn on/off...

    (lighttrigger)
    •  
      CommentAuthorbestdani
    • CommentTimeJul 4th 2015 edited
     
    I was asked to create a custom splash effect, I've just added it to my object collections that can be found in the first post.

    Here's a short YouTube video.
    The script detects if a track close to the object goes below the water level and then places everything automatically, the effect strength is dependent of the train speed and I've placed quite a large amount of variables at the beginning of the script file to modify it easily.
    • CommentAuthorTOGO Fan
    • CommentTimeJul 4th 2015
     
    I got the splash to work for my ghetto India water shoot ride but the splash does not come out in the front.

    <a href="http://imgur.com/hLSYU0u"><img src="http://i.imgur.com/hLSYU0u.jpg" title="source: imgur.com" width=1000/></a>

    I need it to be more like this.

    <a href="http://rcdb.com/9516.htm?p=31946"> clickable text </a>
    • CommentAuthorole
    • CommentTimeJul 4th 2015
     
    Well done Daniel.
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      CommentAuthorride_op
    • CommentTimeJul 4th 2015
     
    Beautiful work Daniel! Looks great. Is it easy to drop in like our built-in splash effect?

    -Ride_Op
    • CommentAuthorTOGO Fan
    • CommentTimeJul 4th 2015
     
    Yes it is. I have tried it and it works very nice.
    •  
      CommentAuthorbestdani
    • CommentTimeJul 4th 2015
     
    Posted By: TOGO Fanbut the splash does not come out in the front.


    Thanks for the hint! I've added a parameter to move the effect positions in direction of the car.

    ...
    private static final float PA_FORWARD_OFFSET = 0.0f;
    ...
    private static final float PB_FORWARD_OFFSET = 0.0f;
    ...

    The value 1.5 should fit for the gerstlauer car.

    If I should become really bored I will figure out values for each car type and will make them the default values, if someone else wants to figure out these values and post them I would not complain. :P
    • CommentAuthorTOGO Fan
    • CommentTimeJul 4th 2015
     
    You put 1.5 for both lines?
  3.  
    I'm not too much of a code master, but is there any way to activate the splash for rides that don't go under the surface?

    Ex: Manta
    •  
      CommentAuthorbestdani
    • CommentTimeJul 5th 2015
     
    You can change the water level height with this variable in the script. It's also useful if you want to use the water scene object for instance instead of the default water.
    private static final float WATER_LEVEL = .0f;
    • CommentAuthorole
    • CommentTimeJul 5th 2015
     
    Your script works and looks quite similar to the default splash script from NL2. The only thing missing is a sound effect.
  4.  
    omg, this splash effect would be perfect for my log flume =D
  5.  
    Great splash effect! I see if I can use it in some project!
    •  
      CommentAuthorbestdani
    • CommentTimeJul 5th 2015
     
    Posted By: oleThe only thing missing is a sound effect.


    Fixed - I finally found a good and free sound. ;-)
    • CommentAuthorole
    • CommentTimeJul 6th 2015 edited
     
    Sounds cool. I wish the splashing water would be real, because it is so hot here right now. That would be very refreshing ;-) That would be a great idea for a new VR-device. heh heh...

    There is quite a slow down on slower graphics cards when the particles get rendered. This is typically caused by lots of blended polygons covering a large portion on the screen. Blended pixels require high bandwidth of GPU. Maybe this can be optimized by reducing the number of particles visible at the same time. Not a big deal because the splash is only visible for a short amout of time.
    •  
      CommentAuthorHZGarfield
    • CommentTimeJul 7th 2015
     
    Is there any parameters to move the effect positions to side of trains? I want to apply this effect on Dive Coasters instead of original one~


    •  
      CommentAuthorbestdani
    • CommentTimeJul 7th 2015
     
    I've added more positioning parameters.
    • CommentAuthorsprog
    • CommentTimeJul 7th 2015
     
    This is awesome Daniel - Thank you so much for putting in the effort on stuff like this and then releasing it to the masses, especially making it easily customisable for those who aren't scripting wizards as well!
    •  
      CommentAuthorHZGarfield
    • CommentTimeJul 8th 2015 edited
     
    Is there something wrong on my parameters ? I've tested with 1000 particles per second but I got a lots of white balls instead of a water mists~
    here is results





    Edit

    Posted By: bestdaniI've added more positioning parameters.

    Thanks~ Finally It works,but I still didn't fix the glitch on the start of the comment so I have to use fewer particles

    •  
      CommentAuthorbestdani
    • CommentTimeJul 30th 2015 edited
     
    Added a fire particle effect:

    Watch it in action
    Note: I've uploaded new version, but you can still download this old version from Dropbox.
  6.  
    Nice work yet again bestdani. If you wanted some points of feedback:
    The smoke effect looks great but the fire effect looks a little 'cartoonish' to me. I think it's because the shape is too round without the classic wisps of flame at the top you get in real life. Don't know if there's an easy (for you) way of achieving that effect. I also think it might be because the fire fades out too slowly at the end.
    Please understand this is nitpicking, the effect is far above what most people here (myself included) could create.

    Oh and about your turnstile (I posted on your Break Dance thread), I got my sound effect from here, at around the 0:45 mark:
    http://www.freesound.org/people/strikingtwice/sounds/260208/
    All sounds on there are licensed for use under the Creative Commons License.

    I've used that to replace the sound effect files and it sounds great so I don't know if you wanted to use it for your official version as well.
  7.  
    Okay I'm new to steam. Can u explain how to download objects from steam?
    You can whisper or just explain it in the thread:)
    •  
      CommentAuthorPearman
    • CommentTimeJul 30th 2015
     
    Again a new effect that helps me to create a real Talocan. Thanks for sharing this. Looks pretty nice and also the sound is very good.
    Hope there are more action rides in the future with more and more fire :3
    • CommentAuthorole
    • CommentTimeJul 30th 2015 edited
     
    Top-notch effect. It even has a light source.. Great stuff. I am getting a kick out of seeing users making full use of the scripting and materials. Keep up the good work.
    • CommentAuthorarktic2
    • CommentTimeJul 31st 2015 edited
     
    Now that we have fire effects, now we just need in game rmc rails and a better wood magic, and I would love to see what terminator the ride redone with rmc styling with extra fire
    •  
      CommentAuthorbestdani
    • CommentTimeAug 11th 2015 edited
     
    I've updated the turnstile:
    It now uses a collada 3d model and the models are slightly optically and technically improved, I've also added more LOD clipping settings. There are now two seperate files for the normal and the inverted turnstile.
    And I've added a triggered turnstile that is active for 30s by default when a train hits a trigger that can be specified in the object's name.

    Get it here or as always from Dropbox as an alternative for non steam users.

    http://i.imgur.com/EcL5P1U
  8.  
    Awesome, this will be perfect for my Oakwood style park i'm building, this and your door are perfect for the eurofighter station.
    •  
      CommentAuthorrcth
    • CommentTimeAug 16th 2015
     
    I would love an x amount turnstile thingy. So that for example 12 people can go through until the next time a trigger is hit. Then the counter is reset.
    •  
      CommentAuthorbestdani
    • CommentTimeAug 16th 2015
     
    I could implement this quickly, I was even considering this already, but then I asked myself if this would make any sense since there's only "one person" that can walk through it anyway unless we get some virtual people in NL2. ;-)
    Therefore it just uses a timer until it gets locked again.
    •  
      CommentAuthorrcth
    • CommentTimeAug 17th 2015
     
    Ah, I understand. Yeah, it would be awesome if there were virtual people, but I guess it won't happen anytime soon.
    •  
      CommentAuthorbestdani
    • CommentTimeSep 2nd 2015 edited
     
    I've added a small script and an example object for simple triggered key frame animations!

    Get it here or from my Dropbox.

    Just the script:
    Save it as TriggeredAnimation.nlvm - place a track trigger on the coaster with the same name as the object that should be animated, download the package to have an example.

    import com.nolimitscoaster.*;

    public class TriggeredAnimation extends Script implements TrackTriggerListener
    {
    private static final float TRACK_DETECT_RANGE = 15.f; //range in meters within the track must be found
    private static final String SCRIPT_NAME = "TriggeredAnimation.nlvm";

    private SceneObject sco;
    private TrackTrigger trig;
    private bool bAnimate;
    private double dAnimationTime;
    private double dTimer;

    public bool onInit()
    {
    sco = sim.getSceneObjectForEntityId(getParentEntityId());
    if(sco == null){
    System.err.println(SCRIPT_NAME+": No scene object found!");
    System.out.println("This script has to be attached to a scene object in the NL2SCO Editor.");
    return false;
    }
    TrackPos track = sim.findNearestCoasterTrack(sco.getTranslation(), TRACK_DETECT_RANGE);
    if(track == null){
    System.err.println(SCRIPT_NAME+": No coaster track within "+TRACK_DETECT_RANGE+"m range found!");
    System.out.println("You have to place the object within a "+TRACK_DETECT_RANGE+"m range to a coaster track or increase the 'TRACK_DETECT_RANGE' value in line 2 of this script.");
    return false;
    }
    String name = sco.getName();
    Coaster coaster = track.getCoaster();
    trig = coaster.getTrackTrigger(name);
    if(trig == null){
    System.err.println(SCRIPT_NAME+": No track trigger with the name '"+name+"' on the coaster '"+coaster.getName()+"' found!");
    System.out.println("You have to ensure that a trigger with the identical name that has been set to the scene object (no additional whitespaces etc.) is present on the coaster close to this object.");
    System.out.println("The scene object name and the trigger name can be set in their respective property panel.");
    return false;
    }
    trig.addTrackTriggerListener(this);
    bAnimate = false;
    dAnimationTime = sco.getMaxKeyFrameAnimationTime();
    dTimer = 0.;
    return true;
    }

    public void onNextFrame(float tick)
    {
    if(bAnimate){
    dTimer += tick;
    if(dTimer >= dAnimationTime){
    dTimer = 0;
    bAnimate = false;
    }
    }
    sco.setKeyFrameAnimationTime(dTimer);
    }

    public void onTrainEntering(TrackTrigger trigger, Train train)
    {
    if(trigger == trig && !bAnimate)
    bAnimate = true;
    }

    public void onTrainLeaving(TrackTrigger trigger, Train train){}
    }
    • CommentAuthorHooch
    • CommentTimeSep 2nd 2015
     
    Amazing awesome thanks.
    • CommentAuthorMGrides
    • CommentTimeSep 2nd 2015 edited
     
    Yes,.. i can see the heavy use of the script in future projects!!! Big thanks for your fast work! I love it ;)
    •  
      CommentAuthorbestdani
    • CommentTimeSep 3rd 2015 edited
     
    I've added more scripts and examples for looped animations that can be started with an on and off trigger and for "view mode triggers" that are supposed to be used when in walk mode!



    Get it here or from my Dropbox.
    • CommentAuthorMGrides
    • CommentTimeSep 3rd 2015 edited
     
    Thank you, for your great work bestdani! Now, the set is complete! Can´t wait to experiment with this :D MAZE.. here i come!
    •  
      CommentAuthorFüchschen
    • CommentTimeSep 5th 2015 edited
     
    Nice one.
    But i figured out, that the keyframe animation leads to problems, when you use lookAt constraints from 3Ds max.

    A work-around would be to export the model with a backed animation.
    This forces the model editor to convert every frame to a keyframe. I hope that dosnt mess up the performance, but currently its the only way to avoid strange deformations. :/


    ...
    I think it dosnt take long, befor someone creates a "Five nights at Freddys" Ghosttrain >.<
    •  
      CommentAuthorbestdani
    • CommentTimeSep 16th 2015
     
    I also posted in the "What did you just do..." thread about it.

    I just tested out a quick idea I got from the tunnels in BunKer. And it turned out to work quite well: It's fog that is affected by a passing train: Preview video on YouTube.

    Any suggestions are welcome.
  9.  
    I think for more realistic behaviour the fog should first be 'sucked' slightly backwards, into the low pressure area behind the train, before following the train forwards.

    Looking nice as it is anyway!
    •  
      CommentAuthorKingRCT3
    • CommentTimeSep 17th 2015 edited
     
    For more realism, you should recreate the two whirlwi-- ok, gotta stay simple there, haha. Great job, and wonderfull idea!

    Next, some grass/planters or trees affected by the trains (depending how hard/heavy the script is)? The Kingda Ka Promo video made all my education back in the days.
    •  
      CommentAuthorbestdani
    • CommentTimeSep 17th 2015
     
    I tried to create this "suck in" effect before, but this did not look realistic, I think it would require more and smaller particles, but this would have a quite heavy impact on the performance I guess. Therefore I think it's a good balance between good looking and performance in the current state.

    I also tested it and tuned it to work with slow and also longer trains, I also changed the material to receive shadows, here's the release video.

    Steam Workshop Link
    Dropbox Download

    As always feel free to use it in your park or to improve it.
    •  
      CommentAuthorzampano
    • CommentTimeSep 18th 2015
     
    I think this is reaaaally cool!
  10.  
    Awesome!!! now something like that for threes & plants, that would be super cool!
    •  
      CommentAuthorbestdani
    • CommentTimeDec 4th 2015
     
    I've created a fictional Spinning Coaster alignment devices that is supposed to make the "lock spinning car" process of the Maurer Spinning Coaster look realistic. It's inspired by the Maurer device but due to the fact that the locking process cannot be manipulated by scripting I've adapted the object to make it look realistic with the NL2 locking process.



    Steam Workshop Link
    Dropbox Download

    A Video Clip on YouTube

    Enjoy!
    • CommentAuthorPePpO
    • CommentTimeDec 4th 2015
     
    ^ well done