He literally just said that he's not going to do it. Please respect that.
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None of the above!
it would be cool if you uploaded just the track onto here
Hey,
i imported my track spline into blender, but now all of the vertical track pieces are messed up. Is there a solution to fix this issue? I used the csv importer by geforcefan.
Wicked at Lagoon.
Saw: The ride?
Abyss?
Fluch von Novgorod?
Speed Monster?
if you want a snappy transition into the brakes just have a high roll rate, and to get the track straight, make sure normal force is at ~1g, and roll is at 0, then just add a straight section.
https://youtu.be/H74aOgGi4O0 Onride of my newest coaster Green Cyclone!
It was a coaster at fuji q. You can add it in with your moonsault scramble.
I am not making your weird Japanese coasters, Jetcoasterfan. That's your thing.
Since the last update, my scenic railway coaster does not take a hour to save my 100% custom support track that has currently 13,717 obects in it anymore!!
Nope
Here is a pov of that Giant Coaster.
Smiler ?
To be honest we haven't spoken about it but I can almost guarantee they won't be available for download, not least because they're insanely complex but they've been custom built from the ground up for our rides and our ride system
Nice tutorial and perfectly explained in my opinion.
What I can also recommend in some cases is using multiple blend files for LOD and optionally also make usage of linking to meshes of different blend files in there.
If there would be a good understandable way to set this as an option in the user interface of NL2, I would have implemented this behavior as well already. ;-)
To do it in the script it is very easy, actually just having this is simpler than the current implementation, you would just have to apply the whole track matrix to the object and that's it.
But to make use of the current implementation in the script it is probably better to use Tools.matrixToPitchHeadBankPos(nlvm.math3d.Matrix4x4f mIn, nlvm.math3d.Vector3f pitchHeadBankOut, nlvm.math3d.Vector3f posOut) to set the vectors to the rotation (pitch head bank) and position simultaneously in TrackMovement.setToPositionFrom(...). Then just passing also the restedRotation Vector3f analogous to how it is done with the restedTranslation from the ScoAnimation to this method should be enough I guess.