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    • CommentAuthorA113
    • CommentTimeNov 23rd 2015 edited
     
    Città Alta

    I spent the first half of 2015 studying abroad in Europe and my experiences have significantly inspired me to develop what is a quirky and unconventional park that is set on a hillside village. This is an idea I've had for years, but going abroad served as a catalyst for really giving this a shot.

    I've gone through various sketches and ideas and versions and little by little this has been building up over the past several months. It definitely has a long way to go, but it's a personal project with a big vision, I think I reached a point where I can hopefully paint a clear picture of what I'm imagining.

    Below are a few images and sketches to explain the idea, in parts. Please note that everything is very rough and early, mostly massing with a lot of placeholders (namely the white buildings).

    https://i.gyazo.com/59ed7966ce7780e27be914dec3fcc487.jpg


    General Concept + Sketches

    http://www.kevinandamanda.com/whatsnew/wp-content/uploads/2012/05/cinque-terre-281.jpg


    https://i.gyazo.com/2f05c66cf94fdaa9018683a48d5e3348.png

    https://i.gyazo.com/36e49d27509a2993533df2ad8c3d3f00.jpg

    Okay, so the goal is trying to find interesting ways to integrate the attractions to the urban experience of a hillside town similar to Cinque Terre (pictured above) or the Amalfi Coast in Italy. The entire town is currently zoned into three different areas, the docks/boardwalk, the main town, and the higher cliff area (in blue, yellow, and red, respectively), in which a funicular tramway connects the three areas. The two main attractions, a Custom Intamin Mega Splash and a Test Track-type racer ride engages each area. I've sketched through too many variations to post, so the above sketches are the most recent/relevant. You would arrive to the town on a ferry boat, and it'd be encouraged to explore and discover what's lying around the corner on foot.

    Funicular

    The current model of the funicular, very rough first pass. Still need to figure out its aesthetics and functionality in the sim. In referencing the concept sketches, I'm also debating on whether the tram vehicle should entirely be sloped (ex: Orient Express at Magic Mountain) or level (ex: Duquesne Incline, Pittsburgh PA), so feedback on that would be appreciated. Also struggling to figure out how to get a car to move back and forth on a shuttle track, with each car at opposite ends.

    https://i.gyazo.com/5684c439cee0c26636ccf1cd03afc502.png

    https://i.gyazo.com/31516803d7ba1580431c0f0355986627.gif
    • CommentAuthorA113
    • CommentTimeNov 23rd 2015 edited
     
    Intamin Mega Splash

    As seen in the overview at the top of the post, the ride has a very unusual lift as it navigates beneath the arched funicular structure into the hillside and then back out, only to drop through one of the funicular's arch supports. I still need to figure out how to make a custom track for this. Rough first pass of the train below, and very rough loading area.

    https://i.gyazo.com/4343b3637a902b1c2a7c1e4702adfb21.png

    https://i.gyazo.com/f99eb1f00189b74fb57e123eefe34345.gif

    https://i.gyazo.com/011ac6dca910a86769666fd1177ac4d8.png


    Racer Ride

    This attraction still needs a bit of figuring out, I'm torn between whether this should be motorcycles or more like go karts (feedback here appreciated), but either way I'm imagining the vehicle to run through a slotted track, similar to Test Track or Radiator Springs Racers. It goes one lap around and weaves through the entire town with cascading curves and views. The layout has been through a few different versions and is still subject to change. Currently, the train travels at an average constant 27 mph (40-50 kph).

    Also included is an image from Forza Horizon 2, to contextualize how the immediate surroundings throughout the attraction could be like.

    https://i.gyazo.com/bd46b7ddf5b553ecd0f6ca2c4d8a528a.gif

    https://i.gyazo.com/ba4891bcfc6921c5460b0b7ba27951b6.gif

    https://i.gyazo.com/1981f9b45a8ec0cdc772fc2984cae25a.jpg


    Conclusion

    While a lot, it still feels like little has been done and there is a long way to go. I hope it has been clear and if anything hasn't been clear, please ask and I'll elaborate to the best of my ability. Feedback is welcomed!
    • CommentAuthorInkyz
    • CommentTimeNov 23rd 2015
     
    This looks incredible already! And, from experience, that's my favourite area of the map in Forza so I know it'll look amazing, especially with your modeling past :-)
    • CommentAuthorlore_sully
    • CommentTimeNov 23rd 2015
     
    It's an awesome concept! Can't wait to see more :D
  1.  
    Loving the concept; really looking forward to it! (Will Thera still be included in the park? :P)
    •  
      CommentAuthorKingRCT3
    • CommentTimeNov 23rd 2015
     
    Ditto, I love the concept.

    I'm not sure about the motocoaster, though. A road-ride snaking through the city, why not, but the banked road looks weird. I think (but this is solely my opinion) a ride with unbanked/slightly banked turns would look better and help the general realism of the scene. It's going to be a nightmare to create a decent-looking bridge for that road otherwise.

    I like the slanted vehicle for the funicular. Does it steepness vary throughout its run, tho?

    Last thing, don't forget to make a smooth entrance into the water for the flume. ;)
  2.  

    I LOVE this idea! If you can pull off the surrounding area, this could be a great project. Hopefully it does end up looking a bit like forza horizon 2 because it is my favorite game of all time ;)

    •  
      CommentAuthorKG9
    • CommentTimeNov 23rd 2015
     
    This is insane. I am totally looking forward to seeing this progress into an amazing project!
  3.  
    I want to see how this turns out, Amazing!
    •  
      CommentAuthorProjektion
    • CommentTimeNov 23rd 2015
     
    I'm torn between whether this should be motorcycles or more like go karts (feedback here appreciated)


    Definitely motorcycles. Maybe as an idea you could model new trains to make the motorcycles look more like Piaggio Vespas to fit the Mediterranean aesthetic.

    I agree with King about the extreme banking on the roads. If it was just the roads on their own and nothing a long the sides (like test track) then it would be fine, but since your going to be adding surroundings, I think the difference between the bank road and the scenery would be a bit too jarring.
    •  
      CommentAuthorBBSpeed26
    • CommentTimeNov 23rd 2015 edited
     

    Of course, since you're going to have custom vehicles anyway, you could see if there's a way to do a level road with vehicles that bank independently from the road (e.g. single-line of motorcycles tied to a single rail at street level and a banking-control guide rail beneath).

    Or just cars, and keep the banking lower and embrace teh latz.

    •  
      CommentAuthorKingRCT3
    • CommentTimeNov 23rd 2015
     
    Or drifting cars! Oh my gosh it would be amazing.
    •  
      CommentAuthorHLcoasters
    • CommentTimeNov 23rd 2015
     
    i just love the idea with the park placed in this unique location
    but im absolutly in love with your motorbike coaster
    always wanted to create something like that with MotoGp but never knew how to

    keep on with this great idea/project

    HLcoasters
    • CommentAuthorHarmL98
    • CommentTimeNov 26th 2015
     
    Amazing concept, O man I really love the ideas amazing!!
    Really want to see more!
  4.  
    This is one of the greatest projects i've seen yet!
    • CommentAuthormuchwoo
    • CommentTimeNov 27th 2015
     
    Can't wait to see more!
  5.  
    I wanted to not only compliment you on the concept and your execution of it so far, but also on the design mentality and approach. Your methodology for development is extremely "real world." Well done. I look forward to this projects developement. Pay attention to the sightlines as they become extremely important and complex when dealing with compact environments such as this.

    I love the idea of a large environment, that when viewed as a whole creates a setting with a story worth finding out, but also has the ability of being zoomed in on to determine new experiences within. Its like worlds within a world. A bigger bang for your buck.
  6.  
    This is so awesome! Love the theme and cant wait for the next update!!!!!
    • CommentAuthorA113
    • CommentTimeJan 11th 2016 edited
     
    Thank you everyone for the comments so far, your feedback really means a lot to me. I hope you all had a great holiday and new years. @Luisvaldez unfortunately not, hahaha. hopefully this incarnation of the Mediterranean park sees its way all the way through

    A general comment before I go more in-depth, every building, again, is a placeholder. The terrain in a way is as well, I am experimenting with the textures and general atmosphere.


    https://i.gyazo.com/ec613a7109ba39b011ac355435591c9e.gif

    Funicular

    Current Model of the Funicular vehicle, textures need to be touched up a little and I'm not feeling the interior as of now. The doors are currently not operable and would ideally open at each station. The headlights would turn on when the skylight goes dark, also not sure how to do that quite yet. Textured track was created for the railway also, but the bridge structure needs to be reworked, physically and texture-wise. Feels a little heavy right now.

    I'm having grave difficulty figuring out how to get the trams to move from the bottom of the hill to the top, and back again continuously. If starting at the bottom, the train makes it the the higher station just fine, returns back and stops just before the station and does not move anymore until a manual reset. For the other train that starts at the top of the hill, it reaches the bottom and leaves the second station just fine, but does not reach enough speed to the transport segment and keeps moving back and forth about a few feet for the rest of the cycle until manual reset. Does anybody know if I would need to have this run as an experimental script? Feedback here appreciated. Also, the tram is intended to be experienced in walk mode, which works fine for the most part while the tram is in motion but when you move around you can fall through the vehicle and end up outside. I'm not sure how to resolve this issue.

    http://i.imgur.com/UPGP2mA.jpg

    http://i.imgur.com/8hxL3xo.jpg

    http://i.imgur.com/WxAvzAR.png

    Water Ride

    After completing the train model for the Intamin Mega Splash, my friends suggested that a wooden Venetian speed boat would feel more appropriate and intimate, so I arrived at the model below. Currently still have to figure out the model for the flume, including running water on the drop, and an animated conveyor belt for the lift. Also need to figure out the lights.

    http://i.imgur.com/HKHL6XU.jpg

    http://i.imgur.com/YFurp4r.png

    http://i.imgur.com/Lq90YVj.png


    Racer Ride

    Posted By: ProjektionMaybe as an idea you could model new trains to make the motorcycles look more like Piaggio Vespas to fit the Mediterranean aesthetic.


    In looking these up I absolutely fell in love with them, and after finding a modest version of these online, I modified them slightly to fit the slot-track system as used in Radiator Springs Racers and Test Track. Speaking of slot-track, I made that as well with tread marks for where the Vespas "run" on. Currently the train runs smoothly in the sim, but I still have to figure out camera positions and again figure out embedding a light source in the headlights.

    @King + @Projektion, thanks for the comment on the banking, I can see how it's too intensely banked in some areas but there are other areas that are more shallow that will incorporate more interaction. After trying to soften the banking up in most of the ride, there are some areas that just feel more natural and fluid when banked a little more.

    http://i.imgur.com/HZwipQI.jpg

    http://i.imgur.com/zCwSmr1.jpg

    http://i.imgur.com/ogt90gp.jpg
    •  
      CommentAuthorintim305
    • CommentTimeJan 11th 2016
     
    holy crap it got better
  7.  
    excuse me while I pick my jaw up off the floor...

    But, I do have a quick question. The park and the environment look incredible, and the custom rides are equally as stunning. However, are you planning to include an actual coaster...? idk, maybe a woodie or darkride or something
    •  
      CommentAuthorcheetah
    • CommentTimeJan 11th 2016
     
    This is awesome beyond words.

    Godspeed, A113.
    •  
      CommentAuthorProjektion
    • CommentTimeJan 11th 2016
     
    Still looking amazing. The Vespas really do add a nice look to the ride compared to the original motorcycles. I'm would probably need to use scripted mode for the Funicular, since I'm pretty sure coasters can only run in one direction is Standard mode, and if you try to cheat it and make it go backwards, it won't work.
  8.  
    Every so often I see a post on this forum that makes my jaw drop. This is one of these times.
  9.  
    This is looking spectacular, however my only reservation at the moment is the restraint system on the Vespas. How do you plan to ensure safety whilst maintaining the aesthetic of the scooter?
    •  
      CommentAuthornolimiters
    • CommentTimeJan 11th 2016
     
    really like those Vespas!
    And the boat is neat too, extremely excited for this project!
    • CommentAuthorJAKool
    • CommentTimeJan 11th 2016 edited
     
    I'd imagine something like the S-Wing restraints, Darkstar. That would be pretty easy to do.
    •  
      CommentAuthorKingRCT3
    • CommentTimeJan 11th 2016
     
    It's really coming together, this is looking great!
    •  
      CommentAuthorTheDarkStar
    • CommentTimeJan 11th 2016 edited
     
    Posted By: JAKoolI'd imagine something like the S-Wing restraints, Darkstar. That would be pretty easy to do.


    Don't google 's wing restraints' @_@

    would you mind showing me what you mean?
    •  
      CommentAuthorKingRCT3
    • CommentTimeJan 11th 2016
     
    I think he meant the new Maurer wing moto-coaster? Which has basically a seatbelt.
    • CommentAuthorJAKool
    • CommentTimeJan 11th 2016
     
    ^That. It's just a seatbelt. Maybe TPR's coverage has some nice pics?
    • CommentAuthorA113
    • CommentTimeFeb 28th 2016 edited
     
    Thanks again for the feedback, everyone.

    Progress on this has been fairly slow (getting a little done at least once a week), but the project is becoming a more physical realization of the concept. As usual, you'll find a comprehensive but concise account of how things currently stand.




    Architecture + Space Planning

    In finding a lot of photographs online, I've assembled a 'kit-of-parts' for laying out buildings, piazzas, and general sequences. While the buildings are still loosely placed around, they aren't so much placeholders anymore as I'm starting to define all the walk-able areas and spaces. More will be introduced, some will be modified, and some might be scrapped and reworked entirely.







    Funicular

    As I've mentioned in the past two updates, I just can't for the life of me resolve getting them to work in standard or shuttle mode, so I think I need to do scripted mode in order to get them to go back and forth on the same track. If anybody might have a general idea of how that could be accomplished, I am all ears.




    Water Ride

    The flume was finally made, and I was able to figure out how to get the water and lift textures to be animated. I realize the conveyor belt isn't quite convincing as of now, I may go back and rework it. I think I missed something in the nl2mat options, since shadows for some reason aren't cast on them, which consequently leaves them super bright when the dynamic environment goes dark. No idea how to resolve as of now.






    Vespa Ride

    In addition to adding more scenery and interaction around the track, I took a first stab at creating the tunnels through the hillside. It's difficult to have the tunnel work with a round profile because the textures get messed up. I think this is where SketchUp isn't powerful enough to have the textures correctly oriented on faces as you can see below. The alternative solution I can think of is the light pattern generator and make the tunnel profile square, but I don't think it fits as well as a round tunnel would. It also just doesn't look right in tunneled areas that have crazier banking (third picture below). Feedback here appreciated.

    In response to the safety of the vehicle, I added some shin guards but I realize this still may not be enough to make it convincing.








    Ferry

    I was able to break ground on starting the model for the ferry that takes you to the island. Currently using a reference image but I'll probably model over it.




    Conclusion

    Well, this still has a way to go, but it has been cool to see this grow (while so, so, so, slowly) and see it become more open-world-y, and I'm especially invested in hearing what you have to say. You can check out another current overview below:

    •  
      CommentAuthorMrcrolly
    • CommentTimeFeb 28th 2016
     
    That looks very nice A113! I'm really intrigued on how it all came together, and how beautiful it looks from a skyline view. What happens to surprise me the most is how all this came from sketchup, it's simply surprising to see that much detail come out of a program with a fairly small amount of tools and usage.

    Great work, I'm excited to see this all finished!
    •  
      CommentAuthoriSatnav
    • CommentTimeFeb 28th 2016
     
    To do the funicular, have a station at one end and s brake at the other with nothing in between. Set it to shuttle mode and change the friction/air resistance values to 0, that should make it work. If not I'll have a look for the time I managed to pull it off and show you that.
    • CommentAuthorA113
    • CommentTimeFeb 28th 2016 edited
     
    Thanks, Mrcrolly! I agree Sketchup is super limited but I've been way too hesitant to start out other programs, but I've figured out some ways to get more out of it.

    iSatnav, I gave it a shot but I don't think I did it right.. are there specific settings for the brakes? It stops when it reaches the top and doesn't move again.
  10.  
    This is super cool. -Daniel
    •  
      CommentAuthoriSatnav
    • CommentTimeFeb 28th 2016
     
    ^I'll load up the park file I did it in tomorrow and send the setup to you. It may be that it shouldn't be in shuttle mode, I can't quite remember. Another tip: learn Blender, it's vastly superior to sketchup ;)
  11.  
    You've always had a talent with creating whole environments and really fleshing out ideas man. Keep it up.
    •  
      CommentAuthordapalm
    • CommentTimeFeb 28th 2016
     
    Looks very nice! It's really a challenge to build on a hill, and you're making a great job. I like that drop on the flume that starts with a curve. The only downside is the Vespa train... Wish you had go for classic italian cars instead... That said the trains are cool.

    If you can't get the funicular to work with the ingame tools you could always keyframe them. Would take something like 5 minutes.
    •  
      CommentAuthorKingRCT3
    • CommentTimeFeb 28th 2016
     
    ^ Pfff, the Vespa train is the best part!
    But actually Elias, that wouldn't be a bad idea either to do another train with car vehicles, or add at least one of them to this train. For disabled people, you know. Or if you want to keep only motorcycles, think about a sidecar.

    Otherwise the whole park is taking shape, but we can really measure the enormous scale of this project by every update. Wishing you luck!

    My only grip would be the square, twisted tunnel. It looks weird. I don't think tunnels ever follow the inclinaison of a track/road. In the other hand I really like that no-quite-round shape.
    • CommentAuthorJAKool
    • CommentTimeFeb 28th 2016
     
    I really like how the park is just unrealistic enough to be fantasy yet done in a very realistic way. It's absolutely incredible so far, I can't wait to see it done.
    •  
      CommentAuthorlamewad
    • CommentTimeFeb 29th 2016
     
    This is so cool. You should make it a floating city if that is possible haha.
    •  
      CommentAuthoriSatnav
    • CommentTimeFeb 29th 2016
     
    Here we go.
    For the funicular, make sure it is in shuttle mode and add one station and one block brake. Set the station up as you want and make sure the block brake is set so it holds the train for a given amount of time and it uses a transport device. Set friction & air resistance to zero and it should work fine.

    https://gyazo.com/aa6380ef2075cb9f80a10df236e6d449 https://gyazo.com/83d083d430250130af1effbb872d863a
    • CommentAuthorThrill Lab
    • CommentTimeFeb 29th 2016
     
    Doesn't that only work on a flat and not up hill? ( in theory you could put a transport in the middle right?)
    •  
      CommentAuthoriSatnav
    • CommentTimeMar 1st 2016 edited
     
    ^I haven't tried going up hill but, if it has no friction or air resistance it should be fine.

    EDIT: Just remembered gravity is a thing...
  12.  
    ^ I was going to say...... That would be why his funicular does that bounce/ roll back thing.
    • CommentAuthorA113
    • CommentTimeApr 17th 2016
     
    Yeah, the incline is the main reason this hasn't been able to work in standard mode.. if anybody has an idea as to how to script this, shoot me a whisper. Thanks again to everyone's comments so far.

    This will be a brief update featuring continuing changes and new additions. This is deeply still a WIP.



    Funicular

    Despite my current inability to get them to function correctly, the station areas are starting to take form. They are open-air with a brief "portal" opening that is part of the building that houses both part of the vespa ride and the loading area for the water ride.





    Water Ride

    The loading station has been realized more and tunnels have been added.






    Vespa Ride

    The structure and surrounding scenery is starting to take shape. There is a lot of back and forth to ensure the experience on ride is as engaging as the experience off-ride.







    Ferry

    And lastly, the model is finally completed and functioning correctly in the sim.




    Conclusion

    As always, let me know what you think! I realize progress is a snail's pace but it's getting closer each day I work on it.
    •  
      CommentAuthorcheetah
    • CommentTimeApr 17th 2016
     
    This looks absolutely incredible A113! Have you figured out the nlmats for the lift conveyors of the water ride?
    • CommentAuthorA113
    • CommentTimeApr 17th 2016 edited
     
    Yeah, I was able to get them moving! But I think there's an extra option I overlooked because the textures are unaffected by dynamic weather and lighting, they don't cast nor receive shadows from other objects.


    Posted By: A113


    • CommentAuthormuchwoo
    • CommentTimeApr 18th 2016
     
    This project is really amazing, I really like the layout of your park!