Take the plunge on the world's first flying dive coaster. Fall face first down the 41m vertical drop, hitting a top speed of 98km/h. Fly through 4 inversions including the one-of-a-kind "flying cobra roll". It's descension time...
360 POVs for a few of my coasters (Aquarius, Root & Octave, Pioneer) are out now. If there's genuine interest I will make one for Skydive too. The Playlist
Hi all!! I’m here today to release some of my methods used for creating GCI rides to a fine tuned quality and polished look. In this first part of a multi-step process, I’ll be showing you how the fundamentals of GCI shaping work in Nolimits 2. Please note that you will be handbuilding a GCI from the ground up - if you are a user of FVD some of the discussion of forces will apply, however methods for actual track shaping will not. This thread will formatted similarly to Element 115's Handbuilding Bible on this forum.
Over the course of this thread we’ll look at lots of things, including but not limited to:
-Track Shaping
-Forces
-Top-Down Shaping
-GCI Quirks and Features - Shaping quirks and weird GCI things.
-Track Detailing - Sensors, Wood blocks, and in-station assets.
-Custom Supporting
I hope this all helps the lot of you create some stellar GCIs in the coming months. I know that GCI has been a popular style of wooden coaster but few people know how to do them right, myself included in a lot of ways, so I thought I’d make this to help people get their GCIs as good as they can possibly be. Your finished product should end up looking something like my GCI Tornado, which you can check out here: https://nolimitscentral.com/exchange/park/967
Please check back in the future, potentially later today. I’m working on putting together a basic shaping guide for the first post.
I have several hundred objects that I've imported into no limits with the nl2sco editor, all with their own textures. They all imported fine, and when I placed them, their textures were fine too. I did not use the nl2mat editor at all.
Then, I saved my park, closed out of it, and opened it back up. All my textures were jumbled up, assigned to different objects than they were intended for. My texture for my clowns were all over my building, my texture for my balloon was on my pillars, etc.
Does anyone know how to reverse this? Worst case scenario, does anyone know how to turn off textures so everything is grey? I really don't want to have to edit the textures out of program and then place them back in. There are hundreds.
Hey everyone, I realize that I've had a lot of cool projects over the years in NL2 that I never really showed so even though I'm working mostly on Rock 'n' Roller Coaster right now, I figured I share some other creations I've made over the years.
First off, here is my model of Dueling Dragons:
I still have some slight adjustments to make and I think I need to shift the loops over just a few feet, but overall it's pretty accurate - I used blueprints and height data from Google Earth before it was updated to show Hagrid's.
I also have a Led Zeppelin train that I made:
Here's Hollywood Rip Ride Rockit:
And Hulk:
You can't have a Universal coaster's collection without one of my personal favorites: Revenge of the Mummy!
I don't know if I really want to pursue this one because the track is such a mess, but I still have the file if I ever decide to do anything with the concept - it's an RMC raptor Matterhorn Bobsleds:
And finally - another personal favorite of mine - Space Mountain WDW.
The track work is a bit tricky given all the tight transitions but I have a general layout put together at the correct scale.
So there's an overview of some of my other Nolimits projects I've never really shared. After Rock 'n' Roller Coaster is done I might look into completing some of these so if there's anything you really like, let me know.
If you're working on recreating any of these rides and want my tracks or trains, just let me know too.
Not a bad first attempt. Looks like you understand how to get it going in the direction you want it to instead of letting the program take over; showing some control I mean. You'll learn more of the nuance in shaping your track as you practice.
And yes, you should always match the heartline value you used in FVD++ in the sim, it doesn't automatically do that for you.
For the camera, I like to use the 'fly-by' camera and put it center of rails, either at the heartline or "attached" to the front car just above the rails. These perspectives give a more clear picture of what your ride is doing than the shaky cam you start in by default. The fly-by camera defaults to center of rails when you start and switch to it, so if you only use w and s for forward and back, x and space for up and down, you'll stay in the center of rails.
The shaky cam is nice when you want to 'ride' your rides though. :)
Thanks! I heartlined it in NL and it made a world of a difference with some elements. Much, much smoother now. I appreciate the feedback!