Sep 1, 2014, 01:18 PM
As far as i can see it on the screens the supports looks realistic placed and "pro-ish", yes.
Footers fits well.
It doesn't matter which photo-software you use, alot of it have the same options there.
Change of the background/sky works with realistic photos via google search
Examples:
Sky:
Sunrise:
Adjust the resolution to your RCT3 one and "eh-voila", your RCT3 coaster have an real sky behind it
Sure, simple coasters can be good, but some more twists and turns and/or airtime hills would be good, too.
Don't copy the style completly from other ones! This can end up with a totally different look.
"Nazmakhan" did it infact of other ideas behind or other inspirations.
A differents is that he uses more diagonal parts to breaking up this grid look of the pathes.
Your pathes have only curved edges, and the grid look is still there.
Try to use more the digaonal ones and create more smooth/realistic looking ways.
That means you must use alot of this little parts of the pathcovers, but the result will be much better than only the use of the standart pieces.
Your curves also looks way wider than the straight path. If you use an 4-curve on the outside, than use a 3-curve on the inside and so on. So your curves have more the same wideness than the rest of the pathways.
Your right, most stations here are blocky and basic, because mot members are "lazy" and/or not creative. Why do you think i posted a link to one of the best station tutorials out there?!
Cartus's Step-by-Step Tutorial can be uses as an template how a themed station could be.
For simple coasters, a fully themed station is way to much!
But simple can be interesting with adding of details here and there, playing around with different roof angles, different heights of the parts itself.
It's allways an playing around with some sets and practice.
If some sets haven't any specfic parts, than try other sets that includes these parts and re-build the station. Or better, build different stations and try out which station fits better in the end.
It's the same story like the layout. The first layout is only the first attempt, no one uses the first layout he builds on an new project. If so, this person is only lazy and non creative!
Normally you adjust the layout a bit after the first building it or after watching the ingame coaster-cam.
Thats why the coaster-cam is useful in RCT3, with it you become a feeling of your layout and know which parts are good/smooth and which parts could be hurt in real.
With the infos from the ingmae pov you adjust the layout here and there.
And the same counts for stations/buildings/foliage. Build the station/strutures aside from the layout speratly and safe it.
Than start/load a game with only the coaster and the supports and try the different stations out.
The one you trthink fits best goes directly to your other safegame of your project.
So you can build it step by step with trying out of different ways.
Yes, if you have the camera directly above the ground than the pathcovers glitches, that isn't avoidable.
But "birdview" doesn't mean this only this view/angle.
It's more an completly view from an high angle about the whole design.
Example from the CCC-5 at RCT-Lounge:
http://rctlounge.com/forums/showthread.p...post256500
The third-screen is also called "birdview", an you'll see that you see the whole design from an high angle. With this screen, its easier for us to become a better knowledge of the project.
Specific detail screens are used for teasers, or if the rest of the track aren't finished.
Lg Cheleste
Footers fits well.
It doesn't matter which photo-software you use, alot of it have the same options there.
Change of the background/sky works with realistic photos via google search
Examples:
Sky:
Sunrise:
Adjust the resolution to your RCT3 one and "eh-voila", your RCT3 coaster have an real sky behind it
Sure, simple coasters can be good, but some more twists and turns and/or airtime hills would be good, too.
Don't copy the style completly from other ones! This can end up with a totally different look.
"Nazmakhan" did it infact of other ideas behind or other inspirations.
A differents is that he uses more diagonal parts to breaking up this grid look of the pathes.
Your pathes have only curved edges, and the grid look is still there.
Try to use more the digaonal ones and create more smooth/realistic looking ways.
That means you must use alot of this little parts of the pathcovers, but the result will be much better than only the use of the standart pieces.
Your curves also looks way wider than the straight path. If you use an 4-curve on the outside, than use a 3-curve on the inside and so on. So your curves have more the same wideness than the rest of the pathways.
Your right, most stations here are blocky and basic, because mot members are "lazy" and/or not creative. Why do you think i posted a link to one of the best station tutorials out there?!
Cartus's Step-by-Step Tutorial can be uses as an template how a themed station could be.
For simple coasters, a fully themed station is way to much!
But simple can be interesting with adding of details here and there, playing around with different roof angles, different heights of the parts itself.
It's allways an playing around with some sets and practice.
If some sets haven't any specfic parts, than try other sets that includes these parts and re-build the station. Or better, build different stations and try out which station fits better in the end.
It's the same story like the layout. The first layout is only the first attempt, no one uses the first layout he builds on an new project. If so, this person is only lazy and non creative!
Normally you adjust the layout a bit after the first building it or after watching the ingame coaster-cam.
Thats why the coaster-cam is useful in RCT3, with it you become a feeling of your layout and know which parts are good/smooth and which parts could be hurt in real.
With the infos from the ingmae pov you adjust the layout here and there.
And the same counts for stations/buildings/foliage. Build the station/strutures aside from the layout speratly and safe it.
Than start/load a game with only the coaster and the supports and try the different stations out.
The one you trthink fits best goes directly to your other safegame of your project.
So you can build it step by step with trying out of different ways.
Yes, if you have the camera directly above the ground than the pathcovers glitches, that isn't avoidable.
But "birdview" doesn't mean this only this view/angle.
It's more an completly view from an high angle about the whole design.
Example from the CCC-5 at RCT-Lounge:
http://rctlounge.com/forums/showthread.p...post256500
The third-screen is also called "birdview", an you'll see that you see the whole design from an high angle. With this screen, its easier for us to become a better knowledge of the project.
Specific detail screens are used for teasers, or if the rest of the track aren't finished.
Lg Cheleste
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