Custom Scenery Exchange / ACE's Object Thread
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30-April 23
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ACEfanatic02
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Signs (Standing variant A, B, Wall variant B):
standing_signs_a_b.png (50.87KB)
downloads: 79
acefanatic02_signs_a_b.zip (23.18KB)
downloads: 57 -
ACEfanatic02
Offline
A-frame style path signs:
standing_signs_c_d.png (34.97KB)
downloads: 58
acefanatic02_signs_c_d.zip (21.26KB)
downloads: 55 -
ACEfanatic02
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Lockers 1/8 block:
lockers.png (4.52KB)
downloads: 41
acefanatic02_lockers.zip (2.55KB)
downloads: 44 -
AmusementParker
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Finally!!! I’ve been wanting a good locker CSO. You are making my micro building dreams come true -
OddmentsAlchemyLab Offline
I love these - and I really like your work. Your color work is great (holds custom colors without washing out) and your pixel math is gapless. These stack perfectly, top to bottom and side by side - a thing I noted because I struggle with when creating objects (clipping nightmare)
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ACEfanatic02
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Stuffed prizes:
stuffed_prizes.png (27.18KB)
downloads: 59
acefanatic02_stuffed_prizes.zip (18.32KB)
downloads: 41 -
ACEfanatic02
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Trash bins (rounded metal style (1x and 2x), boxy plastic style):
trash_bins_a_a2_b.png (22.73KB)
downloads: 68
acefanatic02_trash_bins.zip (26.52KB)
downloads: 40 -
G Force
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Love the shape of these but perhaps there just a little small? Maybe up to preference but for me I wish they were a bit bigger. Not only due to how they scale with other stuff, but just for readability sake too.
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ACEfanatic02
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Love the shape of these but perhaps there just a little small? Maybe up to preference but for me I wish they were a bit bigger. Not only due to how they scale with other stuff, but just for readability sake too.
They're scaled to be roughly the same height as the in-game trash bins, which puts them about waist high versus peeps. (Which is accurate to real life.) Granted, RCT scale is weird, but I needed to pick some reference to keep things internally consistent. So peeps are my measuring stick.
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G Force
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Hmm, I guess the main reason people don't use the default ones is because they're so small. Using peeps for scale I think it's a hard thing to do as well, they're so short. End up running into a lot of problems with all the other objects in the game that way I feel.
Just my 2 cents. I don't like being critical of object makers since it really is a blessing to even have people willing to do it, but since I love all the stuff you made I did wanna provide some feedback in case you would take it. -
AmusementParker
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I do agree with G Force. While the new trash cans look great, they are just a little too small for in game use IMO. The 1K Paradise Pier trash can is a good size reference for RCT in game use. I think if these were just a tad larger they would be perfect! Your designs are perfect for us players who prefer building realistic style parks. Thank you for all your hard work

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ACEfanatic02
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Table and peep layering set:
table_peeps_a.png (68.41KB)
downloads: 67
acefanatic02_table_a.zip (22.92KB)
downloads: 44
NOTE: the peeps are masked out by the table, but the table itself is not masked. Therefore, to have these draw correctly, the table object must be at the top of the element list in the tile inspector. (Just higher than the peep objects is not enough! It must be at the very top.) -
ACEfanatic02
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Small double-hung window:
window_a.png (34.92KB)
downloads: 43
acefanatic02_window_a.zip (9.49KB)
downloads: 40
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ACEfanatic02
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9 different static peep objects to make paths look a little less dead.
Attached Files
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acefanatic02_static_peeps_01.zip (30.76KB)
downloads: 22 -
static_peeps_01.png (132.6KB)
downloads: 68
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