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The Official Scripting Ask Thread
Scripting

^^ But that's a different situation then, all users that have the default settings would still have to press the mouse button. The script should rather query if the Next Train Button (which is T by default) has been pressed instead of the Action Button then, if you really need to have it on the Next Train Button.

But I'd recommend to use the dedicated Action Button for those situations, since it is made for that and has no potential side effects.

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2019
Theme Park Discussion

Sounds like they're all pouty. "You hurt our fee-fees by suing us over the State Fair parking drama so we're getting back at you by not allowing you to build your precious Gravity Group Timberliner even tho you were entitled you to an acre of that for the turn-around." It would be cool if they could have wrapped the turn-around over the Deep Water Dive/Wave Runner slide tower.

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Infinity - Mack Mega Coaster [RLRides Projects]
NoLimits Coaster

I've been away a while and my old computer is in the skip and I'm trying to work around my work computer and my dying laptop. But it's good to be designing again.

I've been travelling a lot and been jotting layouts down for a multi launch after being blown away by Helix and Aaron (and Icon .. kinda). I wanted to create a multi-launch coaster that was compact but manages to contain the speed and air-time of a hyper, inversions of a modern multi looper all well sitting beautifully in the skyline. All the elements intertwine with each other from the first and second half with each element framing another (well thats the idea anyway)

It's taken a long time to get the balance of elements right, the pacing and collision issues sorted but I think I finally have something that is resembling a finished layout! So here's a picture of the FVD++ (I'm new to this) file. I do have a terrain to add and some tweaking to do, but it's riding well.

The project name comes from the fact from various angles the shape of a lemniscate, the symbol for infinity. And a lot of the ideas so far are branching from this. I'll reveal more later on.

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The official Blender Software Thread (ask, discuss, present, etc.)
Imagineers

Hello,
until now i have made some blender objects for NoLimits, mostly some buildings. I have added some basic meshes like cubes, cylinders, spheres, text etc., changed and combined them. Later i have added some pictures for texture maps. I have selected each mesh, changed to edit mode, selected all or some faces and clicked "unwrap". In a second window i have the UV-viewer, i see selected faces on UV-surface. Now i select a picture as UV-map, scale, rotate and translate it until it fits to the faces of the mesh. When i change back to object mode, i see the faces with the UV-maps when i use the texture display mode. In solid display mode i see all objects as shiny grey surfaces.

I can export this as DAE-file, import it to NoLimits and add it as scenery object. First it is completely white, i have to select it and open the nl2sco editor. Now i cann assign to each material a material file, for the first time i have to open the material editor, add the UV-image file, set reflection, opaque or transparency etc. When finished, i delete the white object and relaod it, now i have the object with correct surfaces.

But when i import some other 3D-files, i cannot use UV-maps. Sometimes the meshes have materials and not UV-maps, i do not know how to change them to UV-maps. So i can only use the materials itself and cannot use UV-maps with more detailed textures. A special case is the exported LWO-file from NoLimits from the light pattern generator. I use it to generate a surrounding tunnel of the track, so i can import it to blender and use this as visible guide for designing buildings surrounding the coaster (like "G'sengte Sau" in Tripsdrill, a wild mouse coaster running through and around a castle).

But the mesh from the LWO-file from light pattern generator is totally black in texture display mode of blender. It is very difficult to see the dimensions relative to the building i make. But i was not able to put a UV-map on it, also i was not able even to change the color from black to another color. I can select mesh, change to edit mode, click "unwarp" and adjust selected faces in UV-viewer as i can do with other meshes (e.g. add->mesh->cube). But surface remains black while the cube gets UV-map in same blender file...

The only way to edit my building is to use the solid display mode, but i do not see the surfaces. So i have to switch between solid view and texture view and i have to deselect layer with the black track mesh when in texture view.

My question: is it possible to use a imported mesh and use UV-maps on it? Or change a mesh with materials to a mesh with UV-maps? I use blender only the way i have described above, for my own objects i add meshes like cubes, cylinders etc., select deit mode and click "unwrap". Nothing more, i do not render with blender, i only export to DAE-files for NoLimits. Here i select export with UV-maps, not meterials. You can only select one of them, it is not possible to mix it.

Thank you for any hints.

Best regards

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Delay's Construction Thread
NoLimits Coaster

I built something I'm happy with!

It's a wooden coaster, and I'm pretty sure that the track itself is done...

...aside from one little thing that I may need to ask about.

This section here is basically unsupported:

This is what the support generator came up with and I don't think this would work in real life. I don't want to alter the layout anymore - only as a last resort. Is there anything else that I can try first?

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Exporting NL2
NoLimits Coaster

Actually light pattern objects should already have a unwrapped UV map that is used to display the light pattern animations on it, so there should be no need to unwrap it again in blender unless you want something very special.

For displaying textures, the only thing that I can think that might be different is that it might also use a black vertex color which "added" objects don't have by default in blender, but finally it should be just a matter of how you setup blender to display textures, there are many variants for displaying textures 2.79. It already depends of if you are using the "oldschool" blender renderer or cycles, you should make you familiar with all the options and use the one that's suitable in your case.

For more specific questions maybe use the blender thread.

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Exporting NL2
NoLimits Coaster

Hello,
i have imported the mesh in blender, now i tried to put a UV-map on it like i have done it with all other meshes (cube, cylinder, sphere, text etc.). So i changed to edit mode with TAB, selected unwrap and tried to assign a picture for UV-map. But the mesh of the track remains totally black in UV-display mode. When i add a cube mesh and do the same for the cube, i can assign picture as UV-map and see it on the surface. Together with the black track mesh... There must be a difference between meshes, what must i change for the track mesh so i can assign UV-maps to it like on meshes i add with the "add" function of blender. I cannot see any difference in displayed menus for both meshes, so i have no idea what i must do with the track mesh to make it possible to add a UV-map to it. It is no problem that mapping looks a little bit strange because there is no good projection, but i need only a surface that is highly recognizable from the other meshes for my building. Total black is not very visible...

Do have anyone a hint? Thanks for Help.

Best regards

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