Hooch
13-01-2005, 08:04
Hi
I have just played around last night and really tried to make decent tunnels. And I think I might have come across the reason why this is such a big headache to do in the current 3D model. CLIPPING. Rendering etc. is a small problem as it adds to the current 3D engine. The grid system currently is the base of the engine, and if you change that, everything else needs to be re “calibrated” to fit the new grid. (bigger grids = wider paths – coasters etc, which will not solve the problem) what is required is a bigger grid with the same size paths/ rides- a nightmare when you try to place entrances and exits that’s a couple of feet from the station. But also a big bonus for all those wanting loading gates on station platforms (including me:bounce: )– with this there will be space. New station track pieces. Flat rides will require a different approach.
Building tunnels in straight lines is no problem, ok not really a tunnel but going through terrain in general, as soon as you put in a banked turn, and this is most notable on the inverted coasters, the coaster clips the edges of your tunnel. The current grid system does not allow for enough space around coasters to allow this.
The best workaround for Frontier I can see would be to allow all coasters a similar setup as the Water slide, where you can switch on a tube around the track. (I think this was mentioned by someone either here or on the US forums)
This tube however will have to be larger than the current Grid and also push the terrain outwards around it so the tube itself doesn’t clip. If that is possible I doubt.
Then again, I can deal with the clipping if we can only get some better scenery pieces to use as a roof over tunnels, something that looks like or even simulates the ground, (I mean being able to edit a – thick square thingy – the one in generic buildings –slate something square block – as you would terrain) drag the corners up down etc.
Otherwise, any comments or holes in my theory, please point them out.
Cheers
I have just played around last night and really tried to make decent tunnels. And I think I might have come across the reason why this is such a big headache to do in the current 3D model. CLIPPING. Rendering etc. is a small problem as it adds to the current 3D engine. The grid system currently is the base of the engine, and if you change that, everything else needs to be re “calibrated” to fit the new grid. (bigger grids = wider paths – coasters etc, which will not solve the problem) what is required is a bigger grid with the same size paths/ rides- a nightmare when you try to place entrances and exits that’s a couple of feet from the station. But also a big bonus for all those wanting loading gates on station platforms (including me:bounce: )– with this there will be space. New station track pieces. Flat rides will require a different approach.
Building tunnels in straight lines is no problem, ok not really a tunnel but going through terrain in general, as soon as you put in a banked turn, and this is most notable on the inverted coasters, the coaster clips the edges of your tunnel. The current grid system does not allow for enough space around coasters to allow this.
The best workaround for Frontier I can see would be to allow all coasters a similar setup as the Water slide, where you can switch on a tube around the track. (I think this was mentioned by someone either here or on the US forums)
This tube however will have to be larger than the current Grid and also push the terrain outwards around it so the tube itself doesn’t clip. If that is possible I doubt.
Then again, I can deal with the clipping if we can only get some better scenery pieces to use as a roof over tunnels, something that looks like or even simulates the ground, (I mean being able to edit a – thick square thingy – the one in generic buildings –slate something square block – as you would terrain) drag the corners up down etc.
Otherwise, any comments or holes in my theory, please point them out.
Cheers