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Need your help to import transparent image !?
General

Geminus posted on May 1st, 2024

Could someone please help me and futher explain this. SInce I exported my .Dae model and with the NL2SCO editor I was able to import the model. But the transparant texture doesnt work. Even when I select it, and save it as a NL2MAT file in my park, it's stil opaque while I want to create transparant green glass.

Send me your PKG file of your park to my email (See profile) and i will take a look into that.

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Need your help to import transparent image !?
General

Could someone please help me and futher explain this. SInce I exported my .Dae model and with the NL2SCO editor I was able to import the model. But the transparant texture doesnt work. Even when I select it, and save it as a NL2MAT file in my park, it's stil opaque while I want to create transparant green glass.

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Hagrid's coaster recreation - Help welcome
General

MrRC posted on April 29th, 2024

So if u place the Tracktrigger for the Harnass at the WRONG spot, it goes open / close in the middle of the ride ?

Well, I guess yes, but the same happens with all the custom trains out there that tell you to put a trigger at the entrance of the station instead of being linked to the real train's restraints... I think most of those were programmed to open after hitting the trigger and stopping the train, but if you put the trigger a bit back from the start of the station and trains stacked in the final brake run, the restraints of the train waiting to enter the station could be triggered to open as well... (assuming no transfer track right before the station).
What I mean with this is, to your question, yes, but you're supposed to place the triggers correctly in the first place, aren't you?
The triggers the restraints use are the orangey ones you place in the editor itself, no scene object shenanigans here, and they're named with a very specific name and are looked for by name from the script, so the chance of messing up that badly is very small...
Of course, on a real coaster with a rolling block, the PLC in the train that controls and monitors the restraints is only energized while the train is on the station, and you could potentially do something similar here, but I think it's too much work for little to no gain. You could also just prevent the opening triggers from working (in the code) if the train is going faster than the maximum rolling station speed there could be, but I see that a bit overkill, to be honest.

The only real issue with this system is that you have to manually tell each car if, on startup, they are on a position where they should have their restraints up or down, as they're unable to tell that when the simulation starts, and if you reset the coaster, things start to go a bit funky (at least until every train has gone through the station), but other than that, it works really good.

Anyway, as I said, my implementation is far from perfect. I don't want anyone to think this is the one and only way to make a rolling station work, it's just the way I did it and I'm sure there's someone out there that can think of a better way. As I said, if I had to do it again right now, I'd most likely do it differently, and slightly better. ^^

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Hagrid's coaster recreation - Help welcome
General

dg posted on April 29th, 2024

Geminus posted on April 27th, 2024

This is an awesome project! How did you make the rolling blocks in the station and how is it possible that a trigger opens the restraints?

I guess you want a bit more in-depth explanation. From what I remember (as you can see, I did that part quite a long time ago), I guess I can tell you a bit more.

First the easiest part: the restraints open and close separately for each car because they're 3D objects instead of NoLimits' trains. I've set the script for each car to use a different track trigger (that I manually placed on the track for each of the cars) to open only its own restraints. It could be done with just one track trigger and applying an offset through the script, but I decided on this other option because it was more adjustable. It's worth noting that the actual restraints on NoLimits' trains never open, as the train never stops so that they can be opened.

I hope that's a good enough explanation, if you have any further question about it, feel free to ask.

So if u place the Tracktrigger for the Harnass at the WRONG spot, it goes open / close in the middle of the ride ?

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Hagrid's coaster recreation - Help welcome
General

Geminus posted on April 27th, 2024

This is an awesome project! How did you make the rolling blocks in the station and how is it possible that a trigger opens the restraints?

I guess you want a bit more in-depth explanation. From what I remember (as you can see, I did that part quite a long time ago), I guess I can tell you a bit more.

First the easiest part: the restraints open and close separately for each car because they're 3D objects instead of NoLimits' trains. I've set the script for each car to use a different track trigger (that I manually placed on the track for each of the cars) to open only its own restraints. It could be done with just one track trigger and applying an offset through the script, but I decided on this other option because it was more adjustable. It's worth noting that the actual restraints on NoLimits' trains never open, as the train never stops so that they can be opened.

As for the rolling block, it wasn't easy, and it's one of the scripting parts that most headaches is still giving me each time I open the project. I've used a dummy 3d object that you can see in the onride part of my video, on the second 3:33, as a sensor with a red light at the bottom of the image. This object, which I planned to switch with a busbar model further on, holds a script that generates track triggers every 0.25m.
Then, it keeps track on which of these track triggers have received a train entering event and which ones have received a train leaving event, and therefore it knows where each train is and (by counting how many triggers are free between two trains) how much free space there is between the trains and therefore the speed at which it has to move the last one that arrives to get close to the previous without crashing. After that, it's just about keeping the speed of the station for all of the trains, and if the one at the front is stopped (because of a separate "Dispatch ready" system I did with a second coaster, that I didn't even explain before, or because of the maintenance switch not being set correctly or Launch 0 being occupied), the whole station stops.
The station itself is composed of 4 blocks (station-brake-station-brake, although that's just so that the blocks are ordered correctly in the blocks panel in the simulation, because the station-type blocks are actually never used as such). These four blocks have the "Multiple trains on block" warning disabled through the coaster script (Check Help -> Scripting API -> Class Overview -> com.nolimitscoaster.Block -> void setEnableMultipleTrainsOnBlockWarning(bool enabled)) and, in general, they work in unison, as I said previously.

Combining the scripting part with the 3D train to allow the restraints to be opened and closed automatically without stopping and differently for each car makes the system you see in the video work. The things I did could be done in a lot of different ways, and mine is probably not the best. If I had to do it again now, I'd most likely do it differently. The one thing that is inevitable is that you can't use the builtin station handler (because you don't stop the trains), so you have to handle the restraints yourself, and therefore you can't use NoLimits' trains, you need to add your own 3D ones. And you can't run away from a lot of coding here either, of course. 99% of the code that makes this coaster work is either custom or manually adapted for it.

I hope that's a good enough explanation, if you have any further question about it, feel free to ask.

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