Custom Scenery Exchange / Fake paths
- 02-August 04
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Panic Offline
I bet someone already thought of this.
Can someone make a set of scenery that appear to be paths, but that peeps are not able to walk on? That way you could put a single-wide real path in the center of a multi-square-wide walkway, with fake path around making the entire way look like a multi-wide path. You could extend the real path to the sides of the walkway for stalls and rides and all. Peeps would be kept in the center of the path, able to walk in the same direction as they would on a single-wide path; meanwhile the path would still look good as a multi-wide path. That way you could make peep-accessible parks pretty easily in RCT2.
Just a thought. -
Richie Offline
Good idea actually, just not for large parks. The amount of path in 1 park, you'd end up hitting the object limit quicker. -
Jacko Shanty Offline
That's a really good idea.. this would be so helpful for my solo I'm working on at the moment. -
rwadams Offline
It wouldn't matter. Real path counts against the limit also.Good idea actually, just not for large parks. The amount of path in 1 park, you'd end up hitting the object limit quicker.
Rog -
A14504 Offline
I've made a block with the coblestone patteren on top. VERY helpful for double stacking on paths (because it always glitched for me). very easy to use to. just place the block down(in the land), build buildings, then cover with invisible path. if you want the object just PM me. -
Kumba Offline
I thought of doing 1/4 paths as scenery once, but then I just made 1/4 fence' and hacked it to look like that (the entrances area in my first round Adventure ride PT - Quest for the lost Legand) -
Cap'n Quack Offline
This is probably one of the best ideas ever. Someone with skills get working on this. -
tom25489 Offline
A very good idea. So much so i tried it out....
I tested a colourable, zero clearence tarmac tile and the results turned out pretty good.
Simply place the fake tiles down to create your width of path. Then place the real width path in the same area. The real path tiles will place themselves underneath the fake path tiles. The peeps will then only walk over these hidden real path tiles. Make sense?
Heres a screen with the real path width sticking out of the fake path width:Attached Files
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FPtest.PNG (0bytes)
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FPtest.PNG (0bytes)
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Panic Offline
That is awesome, Tom, and I can't wait to get working with them for a peep-friendly park. Now do you think we could get a crazy paving fake path, and possibly a brown dirt one, if it's not too much trouble? Thanks for the time you put into this, man! -
tom25489 Offline
Just got a coloured dirt and coloured crazy paving done.That is awesome, Tom, and I can't wait to get working with them for a peep-friendly park. Now do you think we could get a crazy paving fake path, and possibly a brown dirt one, if it's not too much trouble? Thanks for the time you put into this, man!
With the coloured dirt i tried another path object - siding/edges to give the realistic look of an actual path.
If you look at the attached screen you can see a screen of a 4 wide dirt path. This is made of a real 4 wide path which then goes into a fake 4 wide path - but you can't tell the difference! To prove there is a fake path there theres a screen to the right with See Through Scenery which reveals the fake tiles and the real path underneath.Attached Files
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FPdirt.PNG (0bytes)
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FPdirt.PNG (0bytes)
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Panic Offline
That is tight. I can't thank you enough for going through with this. I owe you one, Tom.
One question, though. Hate to be a nag, but by coloured crazy paving do you mean the brownish one, or a colourable one? I'm afraid I might need the gray crazy paving as well for my solo park. I'm sorry to bug you again, seeing as though you've already done so much - but I'll find a way to repay you sometime in the future. -
tom25489 Offline
The coloured crazy paving is a colourable version of the original crazy paving. Problem is that it doesn't match up with the original crazy paving. So i guess i'll have to have an original version as well as a colourable version.
Expect a tab release very soon. -
RCT_Master Offline
Awesome. This is one of the best ideas I've ever heard, and one of the coolest things I've ever seen completed. (objects, that is...) Nice work tom. Keep it up...
Edit: Credit to Panic for thinking of this... -
ChillerHockey33 Offline
This is a great idea.....but. Doesnt it get all glitchy when peeps walk on it? Like on the catwalks? I guess thats the only down side to this...
CH33 -
laz0rz Offline
Tom knows that, so he'll probably fix it.This is a great idea.....but. Doesnt it get all glitchy when peeps walk on it? Like on the catwalks? I guess thats the only down side to this...
CH33 -
VC15SA Offline
Why would there be a glitch when they are not actually walking on it? I do not get it. -
tom25489 Offline
I can confirm there is a glitch with peeps walking over the covering fake path tiles. Hopefully i can find a way to work around any glitches.
The problem is that the real paths do not extend to the very edge of the tile so are unable to match up with fake tiles placed beside them. One possible work around is to provide new path types where all views extend to the edge of the tile so they match up with fake ones. Your thoughts on this idea?Attached Files
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FPglitch.bmp (0bytes)
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FPglitch.bmp (0bytes)
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Richie Offline
Put the texture on a full tilebase block, then there wont be any glitches. I dunno if that would work. The block could go under the path. -
tom25489 Offline
The edges of the real path would show up stillPut the texture on a full tilebase block, then there wont be any glitches. I dunno if that would work. The block could go under the path.
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Phatage Offline
What you could do is just make a triple wide or larger path and use 8 cars to remove the outer path so then its just a single wide (or larger) path that is extended to the edge of the square, in essence the same method used to make the path arch windows in LL. Then just place the full tile fake path scenery around it and it should look like it connects. In fact, with clever raising/lowering and removing of the paths using the object manipulation with 8 cars, its possible to do all this without the extra scenery, but you do pay the price for convience. Or you can just make path that naturally takes up the entire width of the square like that tarmic tile path or whatever and make the scenery to go along with that. I don't think that removing that glitch is possible if you place the scenery on top of the path, so I would suggest doing one of the above, preferably the last option because when you make the path take up the full tile by hacking, there's a good chance peeps will go in all sorts of directions and get lost very easily.
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