I have started to create the scenery from LechCoaster.


I have started to create the scenery from LechCoaster.


So I open this topic to stop spamming the What Did You Just Do in NL2 thread.
This a B&M I'm working on... The layout is final, but I will rework the track a little bit (specially the immelman and the second loop. For now here is a layout pic and a PoV:

I really like the idea with multiple animation points and I thought a while about this:
Just adding more points without some behind the scenes changes would look awful since the object would come to a full stop at each additional point, to overcome this I would probably do it about how blender for example does this by automatically generating automatic splines behind the scenes that nobody would see or be able to modify unlike in blender, except for the location of the anchor points through the dummy objects.
On the abscissa is the time and the location on the ordinate, blender automatically adds a smoothed curve, I think I would try to avoid the wobble at the inflection point in my implementation though.
But now comes a big break: Actually NL2 has a very well working spline system already implemented, but there's no access to spline tools in the Scripting API or something similar, I would have to implement this on my own or check out if geforcefan's spline system in his NoLimits Framework library for scripts would fulfill the demands.
Thinking about this brought me to the idea that for these kinds of animations it could be better to have another set of animations that use the NL2 track splines with dummy coasters. Since there are Scripting API methods for moving scene objects on the NL2 splines, I think this would be on one hand more efficient than reinventing the wheel on that side and I think having a good visual representation inside the Editor for this would be much better suited anyway.
Here you can see how this setup could look like in the Editor.
There are still some details that have to be solved, I guess a control object like for the instant animations would be necessary again, with that you could also overlay a two point rotation on the object as with the instant animations.
All this would of course be triggerable with the same conditions as the instant animations.
What are your thoughts about this?
I am working on Hustla's station. It's called "Shell" Shell is a gas station company. Some great people come to the gas station ;)


Here's a shot of Hustla (Hustler) using the (experimental) feature added in the most recent update. :D
I'm adding these shots here because I like them, but they either contain wireframe or no train.



9 coasters down, 2 to go. I have 12 Gauge and Hennessy left to go.
Here's a picture of both.

I like the addition of the shark.
I'm interested in the waterfall, or can we have them?
Okay then
^Brilliant.
I also love "Eleventh Roller Coaster"
I've re-tracked Tunnel section more shallow.

Broken Rail Coaster, Make: Golden Horse. I wonder if that's foreshadowing.
Im pretty sure the transision's G-Forces were all safe, but ill try making it smoother anyways
I love how the call the knockoff dive a “vertical coaster”
They finally built the 11 inversion ride hahaha!
that coaster will definitely stall with a headwind.. about 100 times.
Update from my early post, can’t do the 6-7 of July due to something springing up. Rest of July is fine tho
Ok, why is there not a way to like comments on here? (Sorry for the off topic post, but thatflyerguy1poated a hilarious comment and I want to like it so bad XD)
^^ It uses a script from CCC2 so the process should be the same as most other custom cars
^ Whoops, forgot about that. Park is now uploaded on my profile!
do they even heartline ??
Where is this place lmao