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Hello Community,
I am looking to learn about how scripting works in NoLimits 2, since I have a project in mind which would definitely require scripting (A launch with a transfer track like on Mack Rides' Operation Enterprise). I have found tutorials, started them, but got bored because they were way too slow for me. I already know Java (and a bit of Python), so I am looking for a tutorial that assumes you already know how Java/programming work in general. Both videos or texts are okay for me. Would be awesome if someone coincidentally knew a really "compact" tutorial.
Thanks in advance for all recommendations!
So i finally d'loaded the trial of Substance Painter. Haven't really done anything decent yet, just watching tutorials and playing around. When/if i have something worth showing off, i'll post it, lol. I am thinking about buying the full thing, though. Seems like the sort of texturing program i've been looking for.
To those who use it a lot, any advice or pointers? How do models that have been textured in Substance translate over to NL2?
And is there any way to change the colour of a smart material once it's applied?
Edit: Nm, i figured out the smart material colour thing..
@ Slalom , yes correct.
Great, just when my desktop is packed up for moving. :( This might be my first NLC download. lol
Hi Jared! Funny you mention it, I'm actually looking at starting track tennis too. Like, very soon - but I'm about to move and start IRL job stuff in the next couple weeks, so it will be a minute. I have a News post saved as a draft for an itinerary for the next 6 months when dates begin to finalize. Perhaps you could help run that too since it's pretty easy.
And, if you could help run TBM (think Feb/March 2019), that would be great. You and JetPulse alone could do a good job, though I can continue looking a third to round it out. Provided, of course, that you don't vanish like you did with your High Capacity Thrill Contest!!!
remember that one?? #salty
Great job!
Holy crap. That is all.
Downloading now.
I am happy to announce that Cyclone, the first project from Aether Systems featuring the new train and track system is ready for public release.
When creating the layout i drew heavy inspiration from the low down, terrain hugging style of Furius Baco at Portaventura. The use of our small 2 seat per row trains allowed for much more dynamic elements than the likes of an Intamin Winged Coaster. Due to this the ride features more snappy transitions and unique airtime moments during the ride. The layout remains very low to the ground at all times with a large amount of interaction with the surrounding scenery and infrastructure.
The rides signature element is the "Ejector Stengel Dive" with a slightly inverse heart-line that throws riders out of the seat as you dive into a tunnel leading underneath the main plaza, this provides some great visuals form the queue line and off ride as the train fly's above you.
Every technical aspect of the ride is highly detailed and includes most of the systems seen on real life coasters, every track sensor is wired up with cables and every LSM unit comes complete with air cooling motors and piping. Every aspect of the ride systems are custom from the brake pads to the fully functional transport sections and transfer track.
The station of the ride comes equipped with custom airgates and retractable track bridge, provided by your friendly resident Codemaster. Other features to note are the custom station track sections featuring bus bar electrical connections that are aligned with the connectors of the train cars. These would provide power and charging for the train features such as LED lighting, and of course to allow the ride computer to unlock the restraints.
Development of this project was very slow, this is mainly due to the task of modelling all of the custom track sections from scratch. Due to the modularity of these pieces, this will no longer be a problem for future projects as i can now simply drag and drop the sections to fit any coaster we create in the future. Mike sheets (AKA Nseven) kindly provided us with his incredible custom foliage to use for this project, which really makes the environment stand out and look amazing while also not killing performance.
We hope you enjoy riding this coaster and finding the Easter eggs i secretly added into it without the team knowing. There are four different versions available to download, each with its own unique environment.
Downloads:
NLC: https://nolimitscentral.com/exchange/park/366
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1473464764
(This is the sunny environment. Alternative environments are available for download via the link in the description.)
Credits:
Main Team:
Element115: Layout Design/Profiling, Detailing, Train Design and Area Design
COASTERGUY246: Plaza, Station and Queue area Design, Layout consultant, Minor Detailing
iSatnav: Modelling advisor, Video editor and Script Assistant
3rd Party:
TheCodeMaster: Bogie Script
Bestdani: NL2 Instant animation script, Sound sphere script
Sketchup Texture Club: Textures
Exclusive Beta Test Trees: nSeven
Clone zone at the milky way adventure park?
I ran one of the last Three Blind Mice contests over on NL-E and it's something I'd love to have a hand in helping / supporting if the team require it. It's a fun game that I'd love to see return, a bit like the Track Tennis games, I'd love to see that return too.


Cutback by me
Here's one:

I made a new video for my 5HOP submission! You can find download links for this site and for Steam as well.
Nice. Anyone can go.
@jpaufsc, yes correct.
^
I was also there, I agree its a Good addition to the park and its probably om of the best dive coasters (in Europe atleast), but I would not wait more than a hour for it. Its probably the 2nd of 3rd best coasters in the park, but I'll have to ride it somras more tomorrow before I som able to deside.






