I'm curious. Together with a friend I'm working on a dive coaster and I want to do custom block scripts for it. However, I'm not sure if it's possible to script the hold segment before the drop. Does anyone know?
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jpaufsc posted on March 14th, 2018
What online converter are you using? I have been able to convert the .lwo to .dae several times before.
What online converter are you using? I have been able to convert the .lwo to .dae several times before.
intim305 posted on March 13th, 2018
to answer the question i think you're asking, there actually isn't a full export option for NL2. However since you have the pro version, you CAN export a CSV spline and use that to create a track in your modelling program of choice. Another option is using the Light Pattern creator (which will generate a .LWO object that follows the track with a box shape of a defined size) and use the file from that to generate your rails and spine with some modifiers in a modelling program as well. Both of these require supports to be made in the modelling program also. I'm sure there are other ways to do this but these are the 2 easiest that i am aware of
The main problem I'm having is when I use the light pattern creator to export, the file (.lwo) isn't compatible with the modellling program. Any online file converter I use just shows an error has occured. Do you have any experience with exporting the CVS spline? If so, can you please link me to a tutorial where it shows how to do it?
^ Holy cow if they keep them like that, that'd be pretty cool!
Back in time... traveler:
Don't turn the Roundup down!
We want the 214!
Don't turn the Roundup down!
We want to coast around!
We feel like dancin' (Hey!)
We want to dance, so, don't turn the roundup down!
Roundups are all about your creations. You make things and we show them off, it's that simple!
-Ride_Op
KingRCT3 posted on January 6th, 2018
Out of the blue, a new Gerstlauer has popped up in Columbia, and it looks awesome:
So if anyone remembers that, it's testing now and it has a crap-ton of pretty cool water effects.
If you can get your hands on 3dsmax then this tool is the easiest:
On the concept of Mack coasters, looks like ICON has started testing.
Video
^I was wondering the same - honestly I think this ride looks quite underrated. I mean sure it isn't quite as fast or intense as some rides, but this ride looks super unique and re-rideable.
Replies
@Dave, working on it! Can't really say when its done since I keep changing stuff. The ride as it is now is so different from V1, it almost feels like a different ride. The only things I haven't touched yet are some parts of the queue, but everything else is updated.
Update
So, progress is slow due to school, work and other hobbies. That doesn't mean the project is dead though. One of my flaws is that I tend to design a lot on impluses. So, I had this idea to add a tiny bit of coaster to the darkride, just a turn or two. But after working on that I also found I had to change the approach to the indoor coaster part. And then I thought: well, how cool would it be to use one of those video-walls? And so I went on and...well, redid the entire darkride...sorry Marvin, we'll have to re-do that.
But we'll talk about the outside first. Last year I asked Marvin if he'd like to give a shot at redoing all the track work and adding a few touches of his own. And he delivered something very very cool. The ride lay-out didn't change in terms of where it went, that was pretty defined due to the shape of the showbuilding. He did however change the entire feel of the ride. More tight turns, more airtime and so smooth.
One of the first changes he made was to the first drop. I wanted a taller tower, so that means a taller ride (long live the elevator). The first drop was reprofiled to really give it a swing while going down.

The biggest change was to the park on the left side of the building. He changed the airtime hill (which is now giving insanly good air) and added an helix/overbank. Due to the new speed it works out very well. To add to new lay-out there I also added a little wall in the back. It's also there to keep the guests from looking at the showbuilding. since the new track comes very close. I also added some theming to a taller part of the showbuilding to blend it in better.




So, lets go back inside. One of the things I never really liked was the very first scene. The station is the centre of a town, you then go to a rural area and back to a small town. It didn't work for me story wise, the scenery was to 'thin' and it wasn't epic enough. So I made the town larger. This way the start of the darkride feels more epic and big, which is meant to work as a stark contrast to the open sea scenes coming after. The lighting is not final, nor is all scenery. I am also working on making some stuff move in the scene to add a bit of live to it, again to work as a contrast to later scenes.




Whats next
So, the first goal is to finish the rought draft of the darkride and work out a few new effects I have in mind. I'm not sure how long that is going to take, so I still can't say much about the releasedate. I do promise not to change or add any new things from this point though, so that should help a bit. Also I want to start on adding some detail and bumpmapping here and there, but thats something for later.
I hope you guys like it, cuss I really can't wait to show some of the new ideas once they are done.
It certainly doesn't spin nearly as much as I was expecting. I wonder what being launched while facing sideways will feel like.
It looks like they used WowWee's Roboraptor toy as a model when creating that dinosaur ride, lol

Here is the newest ride! Interesting Fun Punishment Laser Bumper Car! Where you get hit in the back of the head when you bump someone else! 
to answer the question i think you're asking, there actually isn't a full export option for NL2. However since you have the pro version, you CAN export a CSV spline and use that to create a track in your modelling program of choice. Another option is using the Light Pattern creator (which will generate a .LWO object that follows the track with a box shape of a defined size) and use the file from that to generate your rails and spine with some modifiers in a modelling program as well. Both of these require supports to be made in the modelling program also. I'm sure there are other ways to do this but these are the 2 easiest that i am aware of
Nice shots and full spinning POV (second part of the video):
My Cavazza Diego coasters and china fun punishment bumper car progress. 
^ The wiki that was planned for the site was scrapped to help get it out before the end of 2017. I don't know if there's an extremely high demand for it, but I agree there should be a more dedicated place for faqs / guides / "cookbooks", etc.
Like you said, most people have just made their own topic's for any guides, and those have then been linked in the Resources topic. Feel free to PM me with any ideas on how you think a wiki could work though! I don't think it'll be something that I get to at this very moment, but definitely something that could happen within the next 1 or 2 months and ideas would definitely help.
Interesting ride. Definitely will be fun. I wonder if/hope the pause before the first launch will get a little quicker or go away entirely. Middle bit of the layout looks great and well paced, though I find the final launch into like 1 and a half real elements to be kinda anti-climactic. All in all a solid, quirky, family-ish ride. Should fit their lineup well.
