RCT Discussion / Park Updates

  • nicman%s's Photo

    I'm trying to make this work. It'll be a process, and water is absolutely my friend but it's not like I didn't kind of expect this... this is way earlier than I was hoping it would happen though.

     

     

    It's already looking a little better.

     

    I can make you some object saving objects if you want. 

  • G Force%s's Photo
    I don't really know what to say. There's probably a ton of object saving possiblities, but not enough to build like 60% of the park. Perhaps if you get rid of like all the trees and wild foliage, replacing it with desert or something that requires less dense object usage. But man, there is a lot left, might just be worth waiting the de-object limiting of ORCT2.
  • nicman%s's Photo

    id rather wait for openrct2 to finish the copy paste multiple items in tile inspector. Than you could just move over the scenery you want to keep and shrink down the park. 

     

    Removing the object limit could take a while though.

  • BelgianGuy%s's Photo

    pending...

  • G Force%s's Photo

    !!

     

    I'll try to get through some of these today, at least the objects/sv6 side of things.

  • nicman%s's Photo

    @Coasterbill

     

     

    This advice also helps:

     

    Attached Image: 1.png

  • G Force%s's Photo

    Do you have a larger version of that picture?  Its impossible to read.

  • Stoksy%s's Photo

    ^http://www.nedesigns...a-look-at-this/

  • GammaZero%s's Photo
    What is this, a .jpeg for ants?
  • YoloSweggLord%s's Photo

    No it's a .png. Get it right Gamma.

    Attached Image: itsapng.PNG

  • Coasterbill%s's Photo

    Stupid question... Is there a difference between the object and sprite limit? If so, what is it? I've noticed that in a lot of cases if I delete one object (like for example an oak tree) that takes up 4 squares I get 4 objects to use rather than one.

     

    In many cases I'm allowed to build one, 1 square object but not something larger.

     

    Is this typical of a park that's up against the object limit or am I battling 2 things at once here?

  • Liampie%s's Photo

    Multi-tile scenery pieces indeed do not count as one. Four tiles? Four objects. Same with track pieces, which is why stacking monorails to make walls is such an awful idea on large parks. A single piece of diagonal track equals four object slots. Another reason to use large trees that have a 2 tile surface. ;)

     

     

    Sprite limit, I think, refers to stuff like ride trains and peeps and stuff. Balloons, ducks, benches, bins, vomit, all that shit. I'm just guessing here. I'm probably only half right. But you don't have to worry about the sprite limit, as far as I know only Ozone had trouble with that on Trinity Glades and that was just the result of hacking fucking up the savegame.

  • Coasterbill%s's Photo

    Okay cool, that makes sense. I never realized that before so I was a little confused when it started happening.

     

    I've actually made a lot of progress on the park over the last few days (with a lot of help from Nicman and G Force) since we were snowed in with nothing better to do, it's a pain in the ass but it's coming along... slowly.

  • Broxzier%s's Photo

    @coasterbill Large scenery is chopped into smaller pieces that take up one tile each. Each of those parts can have its own base and clearance height, allowing you to build something inside, like the big pyramid. Most special ride parts take up multiple map elements as well, since those are cut into single-tile pieces too.

     

    Here's an example of all looping pieces. Some are only visible from one angle and not another.

     

    wt0ohAJ.png

     

    The sprite limit is completely different, as for this non-map objects are counted as well. Think of things like guests, balloons, vomit, and ducks. Everything that has to be drawn on screen.

  • X7123M3-256%s's Photo


    Here's an example of all looping pieces.

     

    Note that though all objects larger than a tile must be subdivided, track pieces are treated specially. Large scenery objects are divided up by tiles. Each map element contains a 1x1 slice of the object. It is generally safe to assume that a large scenery object will take up as many map element slots as it does tiles (I think you can have more than one map element on one tile, but I can't think of any objects that do that).

     

    Track pieces are divided up however is convenient for the renderer. Each one has seperate function to draw it so this can be pretty much arbitrary. In particular, there will be a division wherever the train switches from behind the track to in front of it, and on things like the bobsled track, the left and right sides of the track are seperate sprites. IIRC there is still one map element per tile occupied, but now a single element may stand for multiple sprites, and some don't render at all from certain angles.

  • Odour%s's Photo

    You guys probably don't know me, but I'm a frequent lurker on this site. And I've finally finished and submitted my second RCT 2 park, Park Nehalennia! It's not gold quality but I had lots of fun making it. Oh, and thanks for all the cool content on this site. You guys rock.

     

     

    2wolks1.png

  • SSSammy%s's Photo

    looks cool! can't wait to see it. thanks for joining

  • Cocoa%s's Photo
    Well the overview looks fantastic
  • RWE%s's Photo

    Looks solid, definitely gonna check it out! Is that a venezian area overthere?

  • Odour%s's Photo

    It kinda is, yes. I used Grado as an example city but that's almost the same style as Venice. I know architecture is my Achilles' heel, but at least the bright colors make it pretty to look at.

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