phantom 2000 (https://www.youtube.com/watch?v=sXIDvbwdw1A)
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tornado posted on April 1st, 2022
tysm
No problem
tysm
I tried to do something a bit unique (for me) for this but Covid has hit me harder than I expected. Good luck to everyone else, I'm looking forward to all of the submissions :)
Check your email again
intim305 posted on December 27th, 2017
Pre-made Scripts and Scripting Information
- Easy Attachment Script Set by bestdani
- Custom Tracked Target Camera and Tutorial by JetPulse
- Daniel's NL2 Objects & Scripts (Steam Workshop) and DropBox (please use the Workshop if you are able to) by bestdani
- Daniel's NL2 Tools are a comprehensive scripting guides for adding animations to your own scenery objects and other useful tools by bestdani.
- Blockscripting Tutorial Series by bestdani yet again
- One more beginner's Scripting Tutorial from bestdani
- Attaching Objects to a Train by Phyter
- Attaching Objects to a Track by Ole
- Frame Animation Script information and Demo Park by Kyle Sloane and Phyter (park file unavailable)
- Terrain Height Template by Bestdani
- Device synchronizer Video and Download by Kriov
Scripted Rides & Scenery Objects
Flat Rides and Coasters:
- NoLimits 2 Advanced Custom Attractions featuring a collection of flat rides including: Paratrooper, Scrambler, Teacups, Troika, Windseeker, Tourbillion and more!
- Daniel's NL2 Objects & Scripts (Steam Workshop) and DropBox (please use the Workshop if you are able to) by bestdani
- NL2A Parks and Coasters Flat Ride Park and Peak Park Pack including Flats and Coasters including a Wild Mouse ride and Vekoma Boomerang to put in your parks by SirMaverick34
- Intamin Impulse by JAKool
- Custom Vekoma MK1200 Tilt Track by JasonZ617
- NL2 Scripted Ride Library by NL2 community (all of these rides can be found on alternate platforms, for the quickest experience, hover over the download link to determine the source of the file and search for the park on each respective site)
Custom Coaster Styles
- Kevan's Custom Trains by Kevan
- RMC Trains and Tutorial by TheCodeMaster
- Vekoma MK1212 Trains Download and Tutorial by TheCodeMaster
- Intamin LSM Trains/Kit by TheCodeMaster
- NL2A Parks and Coasters by SirMaverick34
- Vekoma MK1101 Trains by PvM
- Vekoma STC Trains Download and Instructions by Serming
- B&M 6 seater dive trains by Moritz & TheCodeMaster
- RMC Raptor Kit by TheCodeMaster
- Classic Wooden Coaster Trains by Jack Rabbit Josh
Object Packs & Resources:
- Foliage Pack by nSeven (original download unavailable)
- Foliage Pack 1 by ScootSceet
- Daniel's NL2 Objects & Scripts (Steam Workshop) and DropBox (please use the Workshop if you are able to) by bestdani
- Lighting Effect Set by 3creativeD
- Test Dummies by TheCreativeStudio
- Dynamic Coaster Sounds Kit Download by TheCodeMaster
- BT Path Set Download and Instructions by ByeTom (original download unavailable)
- Flux's Rock Pack by FLUXtrance
- Rock Pack by Sjoerd v. Bladel
- NoLimits2Sounds by Emonadeo
- Oddly Shaped Trees by egiptologo91
- Blank Car Textures Download by COASTERGUY246
- Food Stuff Pack 0.1 Download and Information by MuchWoo
- Intamin LSM Kit by intim305
- Support Scenery Pack Download and other support scenery tutorials on YouTube by BossAct7
- Scripted Cable Lift Kit by Airboss
- B&M Lift Motors by WolfRaging95
- RMC Blank Cartextures by coasterguy246
- Camera tools+ pack by intim305
- Path Islands, Signs, Flags, Coaster Accessories, Shops & Stalls, and Fences packs by Plantoris
- Red's Panels & Operators pack by Red-Thirten
- Modern Arrow Hyper Cartextures for the Vekoma minetrain (without locomotive) to use as an Arrow Hyper like Magnum XL-200 by GigaG
- Arrow-Morgan Hyper Shells by Magu and modified by GigaG
and since it doesn't really fit with any other categories here:
- Dark Theme for NoLimits 2 GitHub by Freethebear
Digging up everything took a couple hours, but I think it was totally worth it to make sure that all of this awesome content wasn't just lost into oblivion. I may try to compile the NL1 resource thread in the same way, and maybe even dig up some of the old nl1 track I downloaded so long ago and see if I can find a way to upload and share all of those since they seem to have been lost entirely.
If you have any more files that you would like to see added to this list, please let me know so I can add them as soon as possible, especially custom trains and clone coaster models
your download link for mk1212 doesn't work and I really want those trains
MrRC posted on April 1st, 2022
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ok done I'm ready
done i did it im ready for it
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MrRC posted on March 31st, 2022
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saw it im ready for it i email me back when ya can
you could add a heartline roll if its making it cooler
Hey
I'm looking about Japanese scenery pack, have some one please ?
i saw it im ready for it
Thanks for the tip MrRC, but all of the brakes are actually hidden. It's the hydraulic brakes of TCM's Modern Intamin LSM package that are making those sounds. Probably, though, their StaticSound settings weren't configured to place as many brakes as I have placed (specially considering that many activate at exactly the same time), so I'll make sure to modify their gain and distance parameters on their script so that they're not that loud and they fade out quicker with the distance. To make them more pleasant, let's say.
(Edit: It can also be that I added those sounds a lot of time ago to the brakes in the package and I don't even remember doing so now. I added this package to the project too long ago. But in any case, I'll make sure to fix them ^^)
(Edit2: I have checked, and the original unmodified package also did the sound, but I did tweak its parameters for worse as I'm seeing. I didn't manage that well with StaticSounds back then, I've learnt more since.)
But really, thanks to point it out because I had gotten so used to listen to it like that that I didn't even realize any more how loud those are ^^
Set all brakes to "Hide Brake Device" make its more real and u don't hear all the brakes getting activated / released around u.
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Hello!
You might not know me, as this is my first significant activity in this community, but I'm a big coaster fan and amateur programmer who enjoys too much a good challenge. And what else could it be than recreate in NoLimits 2 one of the most technically complex coasters on Earth, Hagrid's Magical Creatures Motorbike Adventure! (Yes, the full name was a must X) )
Project and goals
I started this project several years ago (when the first onride videos of the coaster started to appear) and it has only grown bigger since.
So far
My first goal was to prove myself that I could program the Block System Controller of the coaster, high-speed switch track and dual drop tracks included. I made a very rough sketch of the circuit (rougher than the picture) including all 7 launches, 2 stations and a couple more blocks where they should be and started to make the script work. There was obviously some hidden magic involving the high-speed switch and the dual drop tracks, but let's discuss that later. I also added a working maintenance bay (out of my best guess because I have no clue how the original one is).

When I saw it started to work well and be something cool, I started to refine the circuit. To do this, what was a 2D plane with a Google Earth screenshot became a 3D object I found here and things began to take form.

Then, I imported TCM's Modern Intamin LSM Kit and heavily modified its scripts to make it work with the drop tracks magic.

The drop tracks also came from another package, Yedrima's Drop Track Package which I'm not sure is in this forum (an updated link is in the video's description anyways). I also heavily modified it to support reversing the train direction and so that it worked with the trains I had.

I also wanted to make all of that work with a continuous loading station system like the original coaster does, so I imported some conveyor belts from Füchschen's package and modified them to be in sync with the coaster's transports. The train's harnesses also had to change from being linked to the actual harnesses to opening on a track trigger, since the trains now didn't stop and the first cars had to open/close the harnesses before the last cars.

Lastly, I learnt just enough of 3D modelling to do the high-speed switch track and the drop tracks models.


And I was adding some track triggers I made from a trigger model I found online before Red released his track sensors so I will probably replace the existing ones soon and add the missing ones, because Red's are infinitely better.
The future
I need help.
Yes, I've managed to make a huge monster work all together, but I lack two main things for a good recreation: real life experience on the coaster and 3D modelling skills. The latter, I could probably solve it in a few months if I could dedicate myself to that (which I sadly cannot), but the former is a bit more difficult. I live in Spain and I'm not rich, and that should explain X) I'm dying to try this coaster out in real life (and its more recent sister close by) but it's not something that will happen in the near future (if it ever does).
So after watching many onride videos, I'm still missing the hardest bit of making this recreation as real as possible: synchronize all 12 trains so that they all loop the circuit without cascading (up to 11 trains it's fine, but 12 breaks it). I know the real stations accelerate or decelerate depending on the number of trains that are running, but I don't know how much and that is incredibly hard to guess from YouTube only, specially since most videos start nearly out of the station and end before entering the unloading platform. I also have doubts about where certain blocks actually start or end.
I would need to know the "dispatch" intervals they use with different numbers of trains. Also it would be useful a "I know that, when everything goes fine with X trains, a train is here while the next is there".
I would also love to know how the maintenance bay looks like, if someone as curious as me has ever had the chance to take a peek inside, I would absolutely love to know how that is. Maybe I was mildly right but probably I was wrong and I'm definitely willing to modify it to match the real life if I can know how it really is.
And the 3D modelling skills: I really need to get rid of that crappy Google Earth 3D model if I want this to look like something minimally good. And I also cannot forget what makes this coaster iconic: its trains.
So, I would love to collaborate with someone (or with a small team) with better 3D modelling skills to give this coaster (in order of priority) its trains, a proper 3D outdoor environment, its station and drop tracks interiors and if possible its queue, all as close to reality as reasonably possible.
If you can help with any of those things, please don't hesitate to reply to this topic. I don't have that much free time lately, so I may take some time to answer back, but I'll make sure to do so at some point when I have enough time ;)
The magic behind the switch and drop tracks
I don't think keeping the secret eternally would be nice. Besides, it's not that much of a secret anyways.
Of course, it all involves invisible track, clever use of 3D objects and clever scripting.
High-speed switch track
For the switch track, I have made good use of the fact that between this switch and the spike there is a nice section of straight track belonging to the launch. This section is on NoLimits the actual block, and it's a transfer track. However, the distance between both of its tracks is 0, so that only the connexions change, not the position of the track. This way, the curve part of the switch connects to track 1 while the spike and the straight part of the switch connect one on each side to track 2. The coaster's script takes care of making the track instantly switch (with the minimum transition time) from track 1 to track 2 as soon as the train fully gets into the block. This way, we're already set for the spike and backwards launch.
To top it all, a 3D object of the piece of track belonging to the switch sections, which are set to invisible, moving along an auxiliary transfer track with the real transition time makes the trick. To attach the object to the auxiliary transfer track, the easiest solution: BestDani's attachment tools (also with a couple modifications).

Drop tracks
There are two blocks for each drop track, the upper and the lower. The upper is a transfer track, the lower is a regular block. The upper takes care of inverting the train's direction and sends it through an invisible track to the lower block. Since both the track and the trains are 3D objects, a script takes care of unlinking the train's cars from the actual train when it is "locked" on the drop track and linking it again when it is unlocked in the lower block. The fake track section now just needs to drop and the unlinked train to play along. Most of this was already done by Yedrima on the package, but as I mentioned it required modifications for it to work with everything else.

Video of current state (onride and special tracks)
I see it coming... "Will you release this park?"
Maybe.
I've been where you are right now in a couple of occasions and I understand you, but I don't plan to release this yet because of several reasons. To name a few:
- It's not finished yet. I'm asking for your help to solve this.
- Have you really seen that spiky environment model? Really, I do need help on this.
- There might be some bugs left with the scripts I haven't spotted yet. They're very complex and need more testing.
- I don't have NL2 Pro and don't feel like openly releasing many months worth of work to see someone take it as his/hers for free. I would certainly like to be able to protect the park before uploading it.
But eventually, if all those points are solved, yes, I don't have any issue with releasing it for you to play with it :)
And that's mostly all for now. And it definitely was enough for this time.
I hope you have the time and will to help me finish this huge project and if not, thanks anyways for reading down to here!
Cheers,
Dragón Groar
(PS mainly for mods: If there's anything wrong with this thread (specially its category), sorry, it's my first thread. Just tell me and I'll fix it or do so yourselves if it's something you can do. Thanks ^^ )
does anyone have like vekoma mk1212 trains codemasters link doesnt work
Download the *.NL2PKG file, extract it in your EDITOR and use what u like. (hopefully the park is not password protected)




