What do you think of the editor for No-Limits? Would you say it's much better than Scream Machines editor, or is it more complicated.
Admited, you might need a little CAD 101 class. I never took one, however, I got a grip of it after a little over a half an hour. You just got to play around with the icons and do a little trial & error.
In general, do you prefer the CAD-type interface of No Limits, the pre-set track pieces of Rollercoaster Tycoon, the simpler, yet somewhat akward piecing of Scream Machines, or the styling of Disney's Ultimate Ride?
Proud to be an American!!
*** This post was edited by DawgByte II on 10/7/2001. ***
1.) Beast 2.) Phantom's Revenge 2.) SROS (SFNE) 4.) SROS (SFDL) 5.) MF
Montezooma's Revenge Count: 34
It works like this: A vertex is a point on your track. The control handles on either side, by rotating them, changes the way the curve is sharp. The distance of the control handles from the vertex decides how big the curve is. For point, you'd shrink the handles down, for a nice long curve, you'd pull them out.
Try this if you're having trouble. Go to a side view and build your lift, then a series of drops. Put only one point at the top and bottom of each hill. Now go back with the cursor and select one point at a time. Rotate the control handles to be parallel to the ground. Stretch them out for big curves at the hill bottoms (for easy pullouts) and tighten them up at the tops of the hills (for airtime).
That at least should help you understand the process. Next you need to learn working from the above view and banking the track, but that's a start. Do an out-and-back hyper first and work your way up to looping rides.
Jeff - Webmaster/Admin - CoasterBuzz.com
"From the global village... in the age of communication!"
Watch the grass grow!
Nice job though..
"Mantis looks too intense for me.."
MF total - 471 laps
VertiGo Launches - 79
June 11th, 2001 - Gemini 100
if the creater is reading this: add a tutor. it would be much appreciated.
Jay and Silent Bob have left the building ~Jay and Silent Bob Strike Back
I think I should introduce myself as this is my first post here. I am Ride_Op, also known as Tom Zeliff. I have been modeling all of the NoLimits trains (except for the Schwartzkoph and future Arrow Looper style). I'm glad to see everyone is enjoying the game!
Could you please elaborate as to what you mean? Other than the fact that SM and Ultra Coaster use a sort of relative editing system, meaning that the placement of a control point is relative to the previous point (and relatively easy) versus No Limits sort of 'click anywhere' absolute system, I can't find *any* differences?
Maybe it's just 'cause I'm used to Scream Machines and AutoCAD, and not 3D Animation programs, but I find the No Limits editor very, very counter intuitive.
But, if you'd please, I'd love to read an elaboration on why the editing systems are so different? They're quite familiar in every aspect that I can find.
~ Michael ~
Then, I tried again this morning. After about 10 minutes of figuring out the bezier curve editing, I found it very easy and intuitive. I really like this type of editing, and I may not go back. It's really that great...
But for Ride_Op, I really wish saving were enabled and the demo was altered in a different way (maybe only one type of coaster a la SM) because I spend a good 30 minutes working on a coaster only to not be able to save it, and it's kind of frustrating.
Loopscrew.com: Your brand new, and only, editorial based coaster site!
*** This post was edited by Ride_Op on 10/8/2001. ***
*** This post was edited by GenuineCynic on 10/8/2001. ***
If that isn't a solution to your problem post again and we'll see if we can get to the bottom of it.
You must be logged in to post