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Maylene
08-10-2008, 09:54 PM
WOW! My heart just droped! Finally a working Screamin' Swing! Just wow! looks amazing!
Can i ask how tall it is in game tiles?

EDIT!
I'm amazing!
I posted before you posted this! I can read the future! or it's just a glitch :(

yesmydear
08-10-2008, 09:55 PM
Giant swing ride

http://img231.imageshack.us/img231/3441/onriderk8.jpg (http://imageshack.us)
http://img231.imageshack.us/img231/3441/onriderk8.f1bf42c490.jpg (http://g.imageshack.us/g.php?h=231&i=onriderk8.jpg)

Design

Model.........Thrust swing; swing arms are 29 meters high
Capacity......Not tested yet
Ride Time.....Customisable
Color Scheme..Customisable (3 colours)
Height........34 m
Max swing.....40 m
Seating.......Each set of 20 seats consists of two rows of 10 seats,
..............facing in opposite directions
Speed.........Not tested yet

Manufacturing

Manufacturer..YmD Inc., Paris, France
Investment....4 million €



Done
- model meshes (total: 2670 polys)
- uv unwrap (two 256x256 recolourable textures)
- create animations
- add lights (recolourable)
- add peep bone effects
- add cameras (4 peep cameras + 1 overlooking camera + 1 offride camera)
- add splines
- write flat ride xml
- successfully import ride in game

To-do list
- add two additional LODs (a pain in the neck)
- create 'decent' textures (another pain in the neck: ambient occlusion / shadows, details, etc)
- find a good name for the ride (other than Skyhawk :)) Suggestions are more than welcome!

More coming soon(ish)

YmD

PS: I'd like to thank Belgabor for the amazing tools he's been working on and the efforts he put in writing clear and comprehensive tutorials. Three thumbs up mate!

Maylene: Just a glitch I'm afraid, but pretty uncanny nonetheless :confused:

rct3parkmake
08-10-2008, 10:06 PM
This sounds great, although the forum is whacked.

LightGrenades
08-10-2008, 10:08 PM
Very nice work!

alex 05
08-10-2008, 10:17 PM
:eek:This is awesome!
the best CFR idea yet. ima need this for my Knotts recreation.
cant wait to see more
great job:)

Vodhin
08-10-2008, 10:50 PM
I thought the '_lamp_' keyword prevented flickering but obviously

I've come to the conclusion that that causes the "zap" sound. About lighting: think shading instead. A model is fully lit all the time, and the effect points force mesh faces to darken the further away they are. I've recently realized that large areas composed of a single plane (like a floor) will flicker and eventually shade completely black as more effect points are added that affect the normals.

If you are having the flickering problem, you might try (*gasp!*) adding more polygons to create new normals (subdivide a plane). I have just started experimenting with this, so I have no real guage to go by, but my early experiments seem to indicate this as such (I was trying to light my Skyway floor with a new set of lights and realized that the flicker happened only on welded vertices and only where the number of vertices were less than the number of light effect points affecting that mesh...

It would probably be better to use simplelightstart for visuals, and a single (or two...) main nblightstart to illuminate the area.


Oh, nice work BTW! :D

citytrader
08-10-2008, 10:53 PM
This will be very handy! Thank you so much for all the hard work!

CoasterJoe
08-10-2008, 11:29 PM
This is one CFR I will download right as it comes out.

dejavugurl
08-10-2008, 11:35 PM
I can't wait to download this! Amazing!

deathfearsnone
08-11-2008, 12:16 AM
can you post a pic of the whole ride to see the height

stu-2693
08-11-2008, 01:19 AM
the textures look a bit "milky", maybe they need darkening a bit or something..

i think a reflective texture would look quite good too.. and maybe some textures with a bit of detail.. at the moment it seems to be block colours which is rather plain...

Belgabor
08-11-2008, 01:57 AM
Regarding the flicker, use the old "one-nb-several-simple" method, ie use only a few shining light effect points without bulb (nblight...) and a bunch of bulb-only points (simplelight...).

And Vohin is correct. The engine determines the light effect on per vertex basis. Then the triangle between them is shaded accordingly.

Dr.Pest
08-11-2008, 03:30 AM
it looks great !!

rideslover
08-11-2008, 03:43 AM
Please let me see video of Giant Swing or Screaming Swing? Good job and I can't wait for release.

03gibbss
08-11-2008, 03:50 AM
Wow this looks great :D

A definate download when it comes out :) Glad to see you put change the textures in the to do pile as they don't look particuarly great atm, will they be recolourable?

RCT3robin
08-11-2008, 05:05 AM
Amazing work on another cfr :D,:up:.

yesmydear
08-11-2008, 05:20 AM
Thank you for all your comments!

Can i ask how tall it is in game tiles?
can you post a pic of the whole ride to see the height

The base of the ride is 9x9 (RCT3) tiles and the whole structure is 35 meters high, a bit higher than Skyhawk which reaches an impressive 31 meters.

the textures look a bit "milky", maybe they need darkening a bit or something.. i think a reflective texture would look quite good too.. and maybe some textures with a bit of detail.. at the moment it seems to be block colours which is rather plain...

(Almost) everything you mention is in my todo list (see first post) :). I'm going to use ambient occlusion to sharpen the visual appearance of the whole geometry and give the model static shadows. It is a very cheap and easy trick which gives great results. As for the reflective texture, I'm in a dead end because the ride consists of 30 meshes (20 for the lapbars only) and the upper limit is 31. A new texture style would require at least two addtiional meshes (one per arm), one too many :(

Glad to see you put change the textures in the to do pile as they don't look particuarly great atm, will they be recolourable?

Every single part of the ride is recolourable.

Regarding the flicker, use the old "one-nb-several-simple" method, ie use only a few shining light effect points without bulb (nblight...) and a bunch of bulb-only points (simplelight...).
It would probably be better to use simplelightstart for visuals, and a single (or two...) main nblightstart to illuminate the area.

So far, the model consists of 6 shining lights: one under both arms and two per 'pylon' (front and back). The structure is so high that it is a nightmare to light it up properly. And bulb lights wouldn't do as they would have to be way too big and pretty unrealistic. Vodhin, I'll try your advice and see if the flicker disappears. If it does not, I'll simply reduce the number of shining lights. I really don't want to go over 3000 polys.

Fletcher
08-11-2008, 05:43 AM
im very impressed!! yet another cfr:)

well done on this yesmydear:up: cant wait to see more pics of it

Belgabor
08-11-2008, 06:39 AM
can't you make only 4 shining lights? one for each side instead of one for each side and pylon?

TheFreshEffect
08-11-2008, 08:36 AM
Jesus I didn't know people could venture this far into CRF, props to you Sir, props to you!

Vans_boy
08-11-2008, 08:41 AM
Thank you so much!
I think alot of us hav been waiting for a screamin'swing to hit RCT3 for a while now!
Even though your not finished yet, it still looks incredible!
By the way, is it recolourable?

TheFreshEffect
08-11-2008, 08:51 AM
By the way, is it recolourable?

He said every part of it is.

Vans_boy
08-11-2008, 09:39 AM
Sorry I didn't see that! I was looking at the done and the to do lists.

coasterkid11
08-11-2008, 09:44 AM
Yay finally a giant swing that works!!!!!! Good job though it looks like it came out of the game.

ridecreator
08-11-2008, 10:25 AM
Cool! I'm glad someone finally made this.

yesmydear
08-11-2008, 10:46 AM
There's something wrong with the animation in RCT3, it doesn't look like the animation in Blender. I wonder if it could be caused by the large number of keyframes imported from Blender to modxml. Logic would be that large number of frames slow down the animation as they require lots of calculation/interpolation from the game but it seems that it's quite the reverse. Very confusing.
Besides, what decimating algorithm did you (Belgabor :)) use for keyframe reduction? Does it preserve the general shape of Ipo curves or is it based on a constant value (e.g. every other keyframe is deleted) ?
Alternatively, do you know of any python script that could convert Bezier Ipo curves into Linear Ipo curves preserving the general shape of the original Bezier curve modulo some simplification factor? This way we could test and see the effect of the decimating function directly in Blender.
One option (very cumbersome, I admit) would be as follows:
1) create a curve object from an Ipo curve with Bezier interpolation (I have done it before)
2) let the user choose the display resolution (Blender already uses an simplification algorithm for Bezier curves) to visualize the simplification at work
3) convert the new curve into a mesh (the vertices of the mesh will become new control points)
4) then back into a Bezier curve (with its new control points)
5) and finally feed to Ipo curve with the data of the this new Bezier curve and use linear interpolation :confused:

CedarPointer
08-11-2008, 10:47 AM
*bows*
This is AMAZING! It looks JUST like the real thing!
Edit: Stupid posting glitch.

stu-2693
08-11-2008, 10:50 AM
^YES :haha: i know exactly what you are talking about there :p maybe it would have been better in a PM to belgabor ;) no one else is going to understand lol :D

yesmydear
08-11-2008, 11:06 AM
Here's what I mean

http://img209.imageshack.us/img209/1773/exampleqd4.jpg (http://imageshack.us)
http://img209.imageshack.us/img209/1773/exampleqd4.546d47f58d.jpg (http://g.imageshack.us/g.php?h=209&i=exampleqd4.jpg)

@stu: you're right ;) But who knows, maybe someone's reading these lines and thinking 'I've got a better solution, let me explain'. Ok, wishful thinking... [Grumbles and resumes reading Blender's API]

stu-2693
08-11-2008, 11:11 AM
original FTW :p

Belgabor
08-11-2008, 11:23 AM
There's something wrong with the animation in RCT3, it doesn't look like the animation in Blender. I wonder if it could be caused by the large number of keyframes imported from Blender to modxml. Logic would be that large number of frames slow down the animation as they require lots of calculation/interpolation from the game but it seems that it's quite the reverse. Very confusing.
Ok, let's check simple things first:
- Make sure you exported quaternion keyframes
- Make sure you exported at 30 fps or a whole number smaller than that you get by dividing 30 with a whole number (eg 15, 10, 5).


Besides, what decimating algorithm did you (Belgabor :)) use for keyframe reduction? Does it preserve the general shape of Ipo curves or is it based on a constant value (e.g. every other keyframe is deleted) ?
I hope the first =)
It works like this:
- Take the first three frames.
- Calculate where the second would be if linearly interpolated form frame 1 and 3.
- If the calculated frame and frame are within the threshold you set in the dialog, remove frame 2.
- If the frame was removed, relook at the three frame viewport (now frames (originally) 1/3/4).
- If the frame was not removed, advance the three frame viewport one frame (ie check 2/3/4) and restart.


Alternatively, do you know of any python script that could convert Bezier Ipo curves into Linear Ipo curves preserving the general shape of the original Bezier curve modulo some simplification factor? This way we could test and see the effect of the decimating function directly in Blender.
One option (very cumbersome, I admit) would be as follows:
1) create a curve object from an Ipo curve with Bezier interpolation (I have done it before)
2) let the user choose the display resolution (Blender already uses an simplification algorithm for Bezier curves) to visualize the simplification at work
3) convert the new curve into a mesh (the vertices of the mesh will become new control points)
4) then back into a Bezier curve (with its new control points)
5) and finally feed to Ipo curve with the data of the this new Bezier curve and use linear interpolation :confused:
No, I know of no such script, but you can simulate it's effect with the export script by setting the export fps to something smaller (see above) than the fps you set in Blender.

Vodhin
08-11-2008, 03:21 PM
With my experiment in the Rail road gate "bouncing" and then the "slow down/speed up" of the cars in my Skyway, I learned that RCT3 kind of has a built in accelerator/decelerator. exactly what's going on is still a mystery to me, but I found I didn't have to have all the keyframes I thought I needed.

My advice is to consider a simpler aproach: 3 key frames at the end of each swing and nothing in the middle. The first would be change in speed, the second the reverse direction, the third is hang time (slight movement in the reversed direction). More keyframes would probably be needed in the end, but these three should give you a clue to the spacing.

I'm not sure how blender does animation, but that example I just mentioned might yield some insight to what RCT3 is doing.

yesmydear
08-11-2008, 06:19 PM
Ok, let's check simple things first:
- Make sure you exported quaternion keyframes
- Make sure you exported at 30 fps or a whole number smaller than that you get by dividing 30 with a whole number (eg 15, 10, 5).
Yes and yes. I set the rotation format parametre to Q in the exporter and I set the fps to 30, both in Blender and in the exporter. And yet I still get that annoying and mysterious slowing down when the arms are vertical.

With my experiment in the Rail road gate "bouncing" and then the "slow down/speed up" of the cars in my Skyway, I learned that RCT3 kind of has a built in accelerator/decelerator. exactly what's going on is still a mystery to me, but I found I didn't have to have all the keyframes I thought I needed.
What is really strange in my case is that the slowing down happens when the speed of the arms is supposed to be maximal. At least, that's how I set it up and what it looks like in Blender when I play the animation. Besides, the script generates so many keyframes (about 1 every 3/100 second - without decimating) that any automatic acceleration/deceleration by RCT3 would be quite imperceptible.

ETapley0687
08-11-2008, 08:04 PM
This is great!!!!!!!!!!!! I'm so syked! Thanks a ton man! I dont even know what to say! lol Just thanks!

Vodhin
08-11-2008, 08:07 PM
What is really strange in my case is that the slowing down happens when the speed of the arms is supposed to be maximal. At least, that's how I set it up and what it looks like in Blender when I play the animation. Besides, the script generates so many keyframes (about 1 every 3/100 second - without decimating) that any automatic acceleration/deceleration by RCT3 would be quite imperceptible.

You might want to kill the animation for the running swing and hand code it (not that difficult since all you need is the simple keyframes - you probably could edit the XML, wiping out all keyframes for that animation)

My gues is that Blender is adding keyframes for the subtle speed differences, and RCT3 is processing them- perhaps causing a lag slowdown? If you have that many keyframes, then That's my guess for the culprit...

yesmydear
08-11-2008, 08:21 PM
A video to illustrate the slowdown.

http://www.youtube.com/watch?v=vF0TL8cV6nc

My gues is that Blender is adding keyframes for the subtle speed differences, and RCT3 is processing them- perhaps causing a lag slowdown? If you have that many keyframes, then That's my guess for the culprit...

That's what came to my mind first. Yet if you look at the Ipo curves in Blender, the slowdown happens when the curves become almost straight, i.e. when the 'decimate keyframes' option will be particularly effective and delete a maximum of frames.

You might want to kill the animation for the running swing and hand code it

Let's pretend you never wrote that (sarcasm) :D By the way, I spent two days in Vermont at the end of July. That's a nice state you live in my dear Vodhin! Unfortunately the weather was a bit stormy ; not as bad as in NH though - I'm sure the White Mountains are beautiful, without fog :(. I also spent a day at Six Flags NE and guess what I rode:
- Cyclone and the flume ride
- Mind Eraser :eek: almost broke my neck on that one, pretty rough,
- Batman The Ride :eek::eek: so smooth, feels like you're flying, sharp contrast with Batman, and, and
- Superman Ride of Steel TWICE :eek::eek::eek: SO GREAT, SO FUN, SO FAST, SO LONG, SO MANY Gs, SO MANY AIR TIMES (especially in the front car), SO EVERYTHING! Loved it

@Belgabor: does your script retrieve the Quat values directly from the Quat Ipo curves ? EDIT: Yes, it does. I've just checked.

I'll try something else...

deathfearsnone
08-11-2008, 08:37 PM
looks great idk how to help will the slow down but the details are perfect

Belgabor
08-11-2008, 09:32 PM
Very odd. Could you send me the whole thing so I can have a look?

CoasterSim.Fan
08-12-2008, 12:22 AM
This is going to be great! Truth is I have been tempted to try and make one of these since Belgabor first did the cube. Lately though the more my computer skills increase the more I jump around and the more my list of unfinished projects grows :confused: But now I wont have to make this my self, so thanks. I would like to find my way back to RCT3 though...

Belgabor
08-12-2008, 10:42 AM
Ok, something's rotten in the state of Denmark, I just got strange animation myself. I'll investigate.

In the mean time you could try and see what happens if you forget part of my advice and see if exporting as Euler angles helps.

yesmydear
08-12-2008, 11:32 AM
Same old slowdown with E[uler angles] plus the left restraints end up upside down at the end of their animation. No improvement at all, even worse.
- As you may have noticed, the slowdown happens when the angle between two (original) keyframes is >180°. Might just be a coincidence though. I'll try and insert another keyframe in the middle to keep every angle below 180° (could be that, unlike quaternions, rotation matrices do not support rotations with a value superior to 180° and if I'm right, you convert quaternions into rotational matrices in your export script).
- Decimating keyframes in the importer does not help get rid of the slowdown.

Belgabor
08-12-2008, 11:55 AM
The angle between two keyframes should never be more than 180 degrees, I would suggest to keep them below 90. Maybe quaternions support more, but there is so much manipulation I have to do to get everything right, I'm not sure that property survives (Well, in fact I'm pretty sure it doesn't even survive the export process). Even if it did, the final format is a compact axis/angle notation of which I'm not sure whether it (or the RCT3 engine) can do >180 rotations in one step.

Still I'm already at implementing advanced export options to get something between every frame and keyframe only.

yesmydear
08-12-2008, 02:13 PM
Inserting more keyframes to reduce rotations does not make any difference, rather it makes it worse as I have to modify the ipo curves manually.

Belgabor
08-12-2008, 03:00 PM
Well, I doubt that my fix will help, but you can try it nevertheless. I need to finish a few things and will then give you the link.

Plokoon111
08-12-2008, 10:20 PM
My god! Whats up with the CS forums these days, CFRs are popping up like crazy now! This is perfect, can't wait to see this. And how big is the ride size, in
squares.

tycoon4life
08-12-2008, 10:27 PM
My god! Whats up with the CS forums these days, CFRs are popping up like crazy now! This is perfect, can't wait to see this. And how big is the ride size, in
squares.

I believe its 9 x 9.

Joey5
08-13-2008, 08:42 AM
This looks great! Now RCT3 is missing only HUSS Rainbow. Keep it up!

Plokoon111
08-13-2008, 12:09 PM
^ Actually were missing a medium sized ferris wheel, a normal Sea Dragon, a yo yo, a regular himulaya, umbrella rides, and many more.

stu-2693
08-13-2008, 01:02 PM
^ Actually were missing a medium sized ferris wheel, a normal Sea Dragon, a yo yo, a regular himulaya, umbrella rides, and many more.

actually, if we made a list of things which wee missing then it would never end becouse rides are being made all the time... and there is so many out there already :p its just making the ones which would be used the most and are the most generic :up:

RCT3robin
08-13-2008, 01:21 PM
what a loat of acctually's":haha:,Anyway's cant wait to use this.

gavt1976
08-13-2008, 01:33 PM
So how many custom flat rides are there out now

Plokoon111
08-13-2008, 01:38 PM
I think about 6 or 7.

RCT3robin
08-13-2008, 01:39 PM
i believe about 7

Belgabor-2
doughnuts-1
imagineerjohn-4

(sory if i forget someone)

Darn you plokoon :haha:

gavt1976
08-13-2008, 02:39 PM
I am glad that someone is making a giant swing because it is a great ride and it would be great when it finished so that i can download it and put it in my park.

Plus i am glad that the people on here are making custom flat rides because they do look good

yesmydear
08-13-2008, 06:24 PM
Problem solved :D No more unexpected slowdowns. I have found a quick and easy way to divide my rotations - i.e. instead of one bone, use two - and still enjoy the benefits of Blender's smooth Bezier interpolation mode and those of the export script. I really didn't want to write every values by hand, as in the olden days. Now the animation looks (almost) perfect. Next step: taming lights.

CoasterCreator9
08-13-2008, 06:27 PM
where can i get some good CS or CRs?

Garfield 06
08-13-2008, 06:49 PM
^Here. In this very section, actually.

G-06

ThrillFan23
08-13-2008, 07:01 PM
When i try 2 use coustom ride the game keeps crashing...Please Help!!!!!

yesmydear
08-13-2008, 07:15 PM
where can i get some good CS or CRs?

When i try 2 use coustom ride the game keeps crashing...Please Help!!!!!

Is this thread entitled 'information desk' ? Seriously guys :weird:

ThrillFan23
08-13-2008, 07:21 PM
Sorry

ThrillFan23
08-13-2008, 07:25 PM
u could also name the ride the wiplash

ThrillFan23
08-13-2008, 07:38 PM
Sorry:(

Maylene
08-13-2008, 11:28 PM
^ Tripple post?! Why?

Belgabor
08-14-2008, 12:03 AM
^ Tripple post?! Why?

Posting before thinking, I guess.

stu-2693
08-14-2008, 01:17 AM
yea, takes three times before the brain kicks in and realises that they have nothing that important to say anyway :haha:

CompressedAir
08-14-2008, 02:02 AM
Wow, Amazing work! Can't wait until it's released!

ThingMaker
08-14-2008, 02:41 AM
Wow, this is going to be another winner! I can only imagine the complexity of getting one of these babies going. I only wish one day it gets easier, the way the importer did over time thanks to Belgabor's magic.

alex 05
08-14-2008, 06:21 PM
yea, takes three times before the brain kicks in and realises that they have nothing that important to say anyway :haha:

:( guys that's mean, it looks like he joined only this month. Try to be nice. Even though a triple post is pretty ridiculous.

This looks great I'm excited for the release

snowspeeder_89
08-14-2008, 08:07 PM
YES Finaly a Screamin Swing!

I cant wait for this baby....Looks like you used skyhawk's paint job for the teaser.

Keep up the good work!

I pick SwingShot for the name.

Is there any way that you could make it swing out over the midway slightly so it we can put some paths under the swing like the real ride. The sky coaster in the game dose something similar where you can place low paths under it in places.

Thanks

yesmydear
08-15-2008, 09:34 AM
Thanks for the comments!

u could also name the ride the wiplash

I pick SwingShot for the name.

Unfortunately, SwingShot is the name of a real ride (see video (http://www.youtube.com/watch?v=Anxl6au8Ll4)). WhipLash sounds great to me :)

Looks like you used skyhawk's paint job for the teaser.


Indeed ;)

Is there any way that you could make it swing out over the midway slightly so it we can put some paths under the swing like the real ride.

I think it does already. But I can reduce the base of the ride a bit more.

Joey5
08-15-2008, 10:18 AM
I'm really looking forward of this. But, is it recolourable? (sorry if that reads in somewhere)

KingVeveraine
08-15-2008, 01:46 PM
Why not name it Screamin' Swing, it's official manufacturing name.

stu-2693
08-15-2008, 01:53 PM
thats probably why :p the name is copyrighted probably :haha: you said the answer in your post

Joey5
08-16-2008, 11:58 AM
^ I agree. We don't want to copy anyone, don't we?

DwadeMelo
08-16-2008, 10:22 PM
How about Hollering Swing... Its the same name only in different words and its not Copyright Infringement

simtanic8
08-16-2008, 10:56 PM
For the name how about Skyhigh? Just a thought, oh and I am looking forward to this ride.

~Simtanic8

towersdude
08-18-2008, 06:37 PM
I'm really glad your making this, I've been needing one for a while and have the perfect space for it :D, Any further forward? You don't seem to have much more left to do, but then again, I don't know much.

rideslover
08-19-2008, 02:28 AM
I love the Screaming Swing also the Giant Swing and keep up a good job. when is release?

Slyther360
08-19-2008, 10:32 AM
I love these rides! I just rode one on friday at kennywood!.

CoasterJoe
08-19-2008, 09:41 PM
I love the Screaming Swing also the Giant Swing and keep up a good job. when is release?

When its done.......

Cant wait, I think I have a spot ready for it in my park....

~Joe

Vodhin
08-19-2008, 09:50 PM
... Next step: taming lights.

Nice work on this thus far- If you're still having issues with large area lighing or something like that, I might have a solution...

snowspeeder_89
08-20-2008, 12:59 AM
When its done.......

Cant wait, I think I have a spot ready for it in my park....

~Joe

Who doesn't

http://viewmorepics.myspace.com/index.cfm?fuseaction=viewImage&friendID=22464251&albumID=1450024&imageID=43197980

johnycanon8
08-23-2008, 06:11 PM
WOW ive been waiting for a Screamin` Swing forever.! thanks
It looks so realistic as well. great job

when is the releace?
johnycanon8

yesmydear
08-25-2008, 05:39 AM
Thanks for the comments guys! I'm still working on this ride so don't worry. I have no idea when it will be finished but I hope to release a beta version next month (early September).

@Vodhin: any advice would be greatly appreciated. The swing is huge and I'd love to light only a few parts of it. Unfortunately, the number of shining lights seems to be limited to 3 (more will cause lights to flicker and/or disappear). There also seems to be a bug/limitation that causes simplelights (bulb only) to disappear. Still investigating...

TidalWaveAsh
08-25-2008, 04:35 PM
nice work bro, i appreciate the hard work your doin, cant wait for the release!!!. do you think you'll be making any other rides that dont excist in RCT3?

rct hunter
08-25-2008, 05:02 PM
I like it but can I download?

deathfearsnone
08-25-2008, 05:11 PM
Thanks for the comments guys! I'm still working on this ride so don't worry. I have no idea when it will be finished but I hope to release a beta version next month (early September).

@Vodhin: any advice would be greatly appreciated. The swing is huge and I'd love to light only a few parts of it. Unfortunately, the number of shining lights seems to be limited to 3 (more will cause lights to flicker and/or disappear). There also seems to be a bug/limitation that causes simplelights (bulb only) to disappear. Still investigating...

i noticed on sky hawk the lights re on the bottom of the swing which probably be impossible to do

Belgabor
08-25-2008, 05:12 PM
yesmydear, I'm pretty sure there is no simplelight limit. I'm currently working on a ride I promised someone a long time ago, and it currently has over 60 simplelights which all show up.

snowspeeder_89
08-25-2008, 05:42 PM
You could just do the lights like Kennywood's SwingShot. Two floodlights on the load area.

coastercrazy
08-26-2008, 09:19 AM
awesome man when will it be done and wheres the download ?

elljhitch
08-26-2008, 09:24 AM
awesome man when will it be done and wheres the download ?
Never ask that question, making a CFR take a lot of time with detail and I don't think the creator wants to be rushed!

DwadeMelo
08-26-2008, 01:01 PM
I'd agree. Let him take the time he needs. Once 2009 comes, and he isn't done, Then we can complain!

MarMar
08-26-2008, 01:17 PM
I Wonder If The Giant Swing Ride Ready To Download or Not Let Me Know I Can't Wait For This. MaryAnn

AIRrider
08-26-2008, 01:30 PM
no it ain't

MarMar
08-26-2008, 01:32 PM
Okay Thanks. I Can't Wait. MaryAnn

CedarPointer
08-26-2008, 01:45 PM
I Wonder If The Giant Swing Ride Ready To Download or Not Let Me Know I Can't Wait For This. MaryAnn
No it's not.
CedarPointer

Old-Spice
08-26-2008, 04:33 PM
Another imature member with absolutly no life... Another day at Atari.

I like the swing, adds a nice touch to the game.

philipman2000
08-27-2008, 09:40 AM
nice sas swing keep the work up your doing well and good thing to use in our theme park

sr3d
08-27-2008, 09:48 AM
No it's not.
CedarPointer
What's with the font this size? you don't NEED to do it

- sr3d

Had to be said, because it's a freaking pain.

AtomiCart
08-27-2008, 09:55 AM
^It was a joke. He was mocking MarMar for using such a huge font size.

The swing looks good. I haven't really read through the entire thread, so I don't know what the swing's status is, but I'll be doing that momentarily... :up:

rwk
08-30-2008, 12:50 AM
I was wondering if you could make the Screaming Swing swing in opposite directions, like the S&S Screaming Swing? There should be two separate arms with seats. And please make it recolorable.

garethasselin
08-30-2008, 01:07 AM
That would be a nice touch. More realistic.

But maybe just be happy were GETTING a screaming swing?

Steffen
08-30-2008, 04:35 AM
^Relax. He was just suggesting an improvement.

KingVeveraine
08-30-2008, 04:38 AM
I was wondering if you could make the Screaming Swing swing in opposite directions, like the S&S Screaming Swing? There should be two separate arms with seats. And please make it recolorable.

If you read the thread an looked at the video you would see it is an S&S screamin' swing with two arms.

ccmm
08-30-2008, 02:29 PM
KingVeveraine is right about that, This is an Air launched S&S Power scremin swing. There are diffrent kinds of these rides that this company has made:
1.) 4 seat
2.) 8 seat
3.) 16 Seat
4.) 32 Seat
5.) 40 Seat

They can also be 60' to over 100'. now thats tall. (fact: this is also the company who made the sky swatter)
Here is the company website: http://s-spower.com
Here is the ride: http://s-spower.com/flatrides.html

Another imature member with absolutly no life... Another day at Atari.

ha ha ha ha, ain't that the truth!

philipman2000
08-30-2008, 06:26 PM
he got rid of the video :(

ccmm
08-31-2008, 11:20 PM
:cry:Can you please give an estimate on when this MIGHT be finished.:cry:I am highly anxious!:cry:

yesmydear
09-01-2008, 06:24 AM
I was wondering if you could make the Screaming Swing swing in opposite directions, like the S&S Screaming Swing? There should be two separate arms with seats. And please make it recolorable.

The swing has two arms and they swing in opposite directions. Regarding recolorability, read the first post :p

he got rid of the video :(

Yes, I did because it was only a test video to show a problem that's now fixed.

:cry:Can you please give an estimate on when this MIGHT be finished.:cry:I am highly anxious!:cry:

I honestly can't. I'm currently rewriting the Blender script that exports animated scenery. Once it's done and everything works fine, I'll post more pictures (and videos?) of the swing.

The Dave
09-01-2008, 06:37 AM
Subscribing. ;)

Hey, it's lookign good, these CFR's are being produced much quicker than I expected.

themeparkdude
09-01-2008, 07:18 AM
I've got a name for the ride if you want to use it. Rush. I got the name from my local Giant Swing, it's actually the gold coloured one if you click the S&S link.

ccmm
09-01-2008, 11:14 AM
I honestly can't. I'm currently rewriting the Blender script that exports animated scenery. Once it's done and everything works fine, I'll post more pictures (and videos?) of the swing.

Ok, this is understandable. Carry on.;)

Hazard90
09-01-2008, 11:49 AM
this looks hot man :D
keep it going ;)

ccmm
09-07-2008, 06:17 PM
hmmm, six days, no one has talked. (Something tells me that someone will say something after this!)

gavt1976
09-08-2008, 07:08 PM
How is everything going with the ride, i hope that everything is good with it and i still think it is amazing.

ccmm
09-12-2008, 11:26 PM
(Don't feel rushed after feeling this "and don't try to rush!") MAN I AM REALLY ANXIOUS TO SEE TO HAVE THIS!

Edit: Are you doin' okay on the project, or is there anyting else in the way of making this.

Paby
09-15-2008, 10:16 AM
I've got a name for the ride if you want to use it. Rush. I got the name from my local Giant Swing, it's actually the gold coloured one if you click the S&S link.

good man, rush is a gear ride and not actually a bad name :) I've just started a thorpe park 2008+ rec so can't wait to get my hands on this! ;) keep up the good work

rct3456789
09-16-2008, 10:12 PM
sweet finally a ride like skyhawk at cedar piont

rct3456789
09-16-2008, 10:18 PM
:up:

BoRJoYZeE
09-16-2008, 10:30 PM
^You did a :nono:

ccmm
09-16-2008, 11:50 PM
"BoRJoYZeE" is right, Don't double post "rct3456789", use your edit button next time.

rct3456789
09-17-2008, 06:59 PM
yea srry new to this place

ccmm
09-19-2008, 12:11 PM
I have a name suggestion Swing n' Scream!:haha:

esejoselito
09-22-2008, 09:32 AM
Hi!

could you please tell me when will you finish it? I like it a lot ;)

CoasterJoe
09-22-2008, 10:07 AM
The creator would tell everone when he's done with it through the thread....

~Joe

angryemobeaver
09-23-2008, 08:12 PM
How about call it S&S Screaming Swing? That is what it's called..

jharwood
09-23-2008, 10:32 PM
^^ I don't think they can because of copyright stuff and whatnot. ex. Old Spice's Mission Space ride is called space mission

ccmm
09-27-2008, 12:03 PM
"yesmydear", are you still having problems with the blender (if thats whats called)

SPACEMTNMAN
09-27-2008, 01:41 PM
WELL DONE!!! I salute you, this has to be the best CFR Yet (correct me if im wrong)

Doffy
09-27-2008, 01:55 PM
Very nice. Is this the same as Rush at Thorpe Park?

tycoon4life
09-27-2008, 01:56 PM
^^No! Mine is da B3STEST OnE! :p[/noob]

Great work yesmydear ;)

gavt1976
09-27-2008, 02:21 PM
The ride is amazing yesmydear, keep up the good work.

ccmm
09-27-2008, 07:32 PM
^^No! Mine is da B3STEST OnE! :p[/noob]

Were you calling yesmydear a n00b, or yourself that?:mefiant15:

yesmydear
09-28-2008, 10:23 AM
"yesmydear", are you still having problems with the blender (if thats whats called)

No, everything works fine, the ride is functional (read it works in game) and the animation looks (almost) right.

Very nice. Is this the same as Rush at Thorpe Park?

You're right, it is the same basic concept. The only difference, if I'm not mistaken, is that the capacity of Rush is 32 (seats) whereas my model's capacity is 40. Just like Sky Hawk at Cedar Point.

I'm still struggling with textures, definitely the most boring part of the job. As a matter of fact, that's the only thing that still needs to be done. It's a bit complex because I tried to reduce poly count & texture sizes as much as possible.

Thanks for all the nice comments :D and again sorry for making you wait so long...

YmD

SPACEMTNMAN
09-28-2008, 11:29 AM
you dont need to apologise for the time youve taken, the more time the better, therefore a higher quality model, take gadgets space mountain set, that went on for over a year before release i think. Well done though and i look forward to trying this ride :)
:):):):)

gavt1976
10-06-2008, 06:38 AM
How are you getting on with this ride because i am looking forward to see more of it.

rct3parkmake
10-07-2008, 05:13 PM
Sky Scraper is a good name. I still like how it is coming.

philipman2000
10-07-2008, 05:35 PM
just let him get on with the work and it takes time to do it beacuse after all its a ctf

ccmm
10-07-2008, 10:16 PM
just let him get on with the work and it takes time to do it beacuse after all its a ctf
*Ahem* Its a CFR (Sorry, i just had to do that:haha:)

Anyways, you're right on part of it (the part that is not colored red!) These do take a long time, because I tried one but gave up on it because I had too much other things to do
(ex: home work, school.....homework..........................................school:rolleyes:)

rct3parkmake
10-08-2008, 06:28 AM
just let him get on with the work and it takes time to do it beacuse after all its a ctf
Did I everdo somehting to imply that he should stop working? NoI merely stated a name thought would fit this ride since that was something he said we could do on the front page. Don't come after me, I also told him I liked how it was coming along from what he said. I said nothing else.

philipman2000
10-08-2008, 01:31 PM
Did I everdo somehting to imply that he should stop working? NoI merely stated a name thought would fit this ride since that was something he said we could do on the front page. Don't come after me, I also told him I liked how it was coming along from what he said. I said nothing else.
i wasn't replying to you by the way

rct3parkmake
10-08-2008, 08:34 PM
Well, I get that alot. Sorry for confusio.

Coasterman2008
10-16-2008, 10:34 AM
when will this ride be ready for download
this is great

ccmm
10-16-2008, 10:12 PM
be paitent, this takes time

zipperider
10-17-2008, 06:23 PM
can't wait!!

cernuschi
10-31-2008, 10:22 AM
This looks fantastic. Really good job, keep going with this one :)

ccmm
11-05-2008, 04:09 PM
I agree

tomstephens01
11-23-2008, 03:11 PM
Any Updates on the Ride???

abcde...
11-23-2008, 03:21 PM
Tbh, I think he quit:cry:

simtanic8
11-23-2008, 03:29 PM
He didnt quit, it takes a while to create a CFR and get it perfect, besides he has a life.

~Simtanic8

Pobarshmallow
11-23-2008, 04:12 PM
out of all the cfr's ive seen, this is probably the most necassary and inmportant, beause alot of great parks have them. it is also the coolest!

deathfearsnone
11-23-2008, 04:15 PM
last time i talked to him he was texturing it takes awhile to do this type of things

Pobarshmallow
11-23-2008, 06:34 PM
ok cool, as long as he still working on it.

rct hunter
11-23-2008, 08:30 PM
What Version Of Blender Did You Use
________
Working On RC Roof

DwadeMelo
11-23-2008, 09:52 PM
Hurry. I need it.




Hah just joking. But I still need it. :bulb:

Pobarshmallow
11-24-2008, 03:26 PM
i hope you're still working on this!!!

Goliath9
11-24-2008, 05:28 PM
not to be mean but,,, is this ever going to be done, or at least some more pictures

willo22sly
11-24-2008, 05:46 PM
^ what is everybodies problem with rushing him?? Do you a crappy rushed one, or something of high quality??
willo22sly

deathfearsnone
11-24-2008, 05:50 PM
^ what is everybodies problem with rushing him?? Do you a crappy rushed one, or something of high quality??
willo22sly

agreed no need to rush perfection!

Pobarshmallow
11-25-2008, 03:27 PM
it's not that were rushing him, we just want to know how its going. hope it going good! :)

AaronRoberts125
11-25-2008, 06:19 PM
for a name i'd use S&S Screaming Swing.
http://www.coasterforce.com/index.php?categoryid=738

ccmm
11-30-2008, 09:44 AM
for a name i'd use S&S Screaming Swing.
http://www.coasterforce.com/index.php?categoryid=738

If we use that name, it would be copyrighted material of what S&S Power (http://s-spower.com) made. (my fav company)

the stu
11-30-2008, 02:15 PM
Wow a new ride for RCT3 heh keep up the good work! :up:

91ad11
12-06-2008, 04:36 AM
looks Amazing cant wait to use it for my rush ride ahttp://www.ataricommunity.com/forums/images/icons/icon6.gift Thorpe park thanks man

C.D.C.
12-06-2008, 11:00 AM
Yeah I cant wait to have it in my park.:D

91ad11
12-11-2008, 11:20 AM
do you no for shore when your releasing this master piece m8,

t.b ASAP

Pobarshmallow
12-11-2008, 08:13 PM
^ What?
So are you still working on this?

buisketboy
12-28-2008, 12:54 PM
havent seen a update in some time now ):

Im missing those things y'no

If we use that name, it would be copyrighted material of what S&S Power (http://s-spower.com) made. (my fav company)
And mine :noob:

Rct3Mike
12-28-2008, 12:59 PM
^Please dont double post, its against the rules. Learn to use the edit button.

ccmm
01-04-2009, 12:57 AM
do you no for shore when your releasing this master piece m8?

Translation: "Do you know for sure when you are releasing this masterpiece?"



p.s...HAPPY NEW YEAR:hat::hat::hitting-self::ooolala-sign::nuts::dbz3_3::punk::8::jumpclap::atari::mdr1::mdr2::haha:

Brawlstar032196
01-04-2009, 12:45 PM
How long are you going to be working on this??? Its been like a year since you opened the thread!!

KingVeveraine
01-04-2009, 01:20 PM
^ It was only just under 2 months ago.

But I will admit its a long time to wait for a ride.

Brawlstar032196
01-04-2009, 01:26 PM
Actually i just checked, 4 months.... :)

Pobarshmallow
01-04-2009, 01:46 PM
I think, unfourtunatley, he's done with this. :(.

deathfearsnone
01-04-2009, 01:49 PM
it would be useful to just pm him

Brawlstar032196
01-04-2009, 01:52 PM
True, true...

gavt1976
01-04-2009, 05:33 PM
Maylene is doing the giant swing now and i am looking forward to see what she can do to it.

--Griffon--
01-04-2009, 06:03 PM
^ Maylene is a guy.

Pobarshmallow
01-04-2009, 06:05 PM
i thought yes my dear was orking on this? it only says maylene cause of the glitch on the first page

gavt1976
01-04-2009, 06:10 PM
^ Maylene is a guy.

Maylene is a girl, i think you could be right about yesmydear working on this, because i just had a look through the thread and he is still working on it but he is taking his time to do it.

91ad11
01-15-2009, 09:18 AM
Why we bothered if Maylene a girl or boy but i fink its a Girl lol

But coming Back to the original post , Can you reply to me if you are still working on this mate and can you send me the program which make the Custom rides for rct3. What is how you make it? thanks T.B

ASAP

(91ad11)

cernuschi
01-20-2009, 04:27 PM
I no it takes time and I should be patient but i really want it.

Shame if its not going to be finished though.

91ad11
02-04-2009, 06:01 PM
I no it takes time and I should be patient but i really want it.

Shame if its not going to be finished though.

So do i its all patients ATM but really want this for rush at Thorpe ..

whats the program he uses??

SAW_gameover
03-04-2009, 12:07 PM
pleaseee can we have some sort of an update or just confirmation that his project is not dead because im so excited abou this

91ad11
03-06-2009, 07:50 PM
pleaseee can we have some sort of an update or just confirmation that his project is not dead because im so excited abou this


Same here buddy but we might aswell say goodbye cuz nothing is happening :(

If you are still working on this please give us an Update or a message anything would awesome just tell us if your still working on this swing :haha:

Greatdrift
03-06-2009, 08:12 PM
This is fantastic!!! Isn't the first one of these appeared at Lake Compounce in Connecticut called Thunder N' Lightning?

gavt1976
03-07-2009, 10:32 AM
I think somebody else should else should do the Giant swing ride because yesmydear has not been on here for awhile and i think somebody else should do one for us all.

Santas Helpers
03-07-2009, 11:00 AM
The swing looks pretty cool. But it doesn't look like anything out there. Most who exchange custom scenery like things that are realistic. I'm not saying I'm one of them...

willo22sly
03-07-2009, 11:27 AM
The swing looks pretty cool. But it doesn't look like anything out there. Most who exchange custom scenery like things that are realistic. I'm not saying I'm one of them...

Ummm, these rides are pretty common in most theme park actually........

TheChicosAStar
03-07-2009, 11:30 AM
Actually, it looks alot like some of the rides out there
http://farm2.static.flickr.com/1120/1107513682_b8faefcd81.jpg?v=0
See?

cernuschi
03-07-2009, 04:10 PM
Unfortunately it does'nt look like we are going to see this ride the game. Although to be honest, I never did see this one ever getting finished.

Greatdrift
03-07-2009, 08:47 PM
^ Me either. I think yesmydear has stopped.

Flap
03-22-2009, 11:50 AM
well may some other guy can make this project finished than

cernuschi
03-22-2009, 12:02 PM
I hope so. Any takers?:p

rideopsjon
03-22-2009, 11:41 PM
I started working on a model of one the other day, but it didn't get very far. I might pick it up if enough people are interested in it.

gavt1976
03-23-2009, 05:31 AM
I started working on a model of one the other day, but it didn't get very far. I might pick it up if enough people are interested in it.

It would be good if you or anyone else does try and make one of these because it is amazing ride and it would go well in my park and if anyone else is looking to do any CFR's you should have a look in this thread List of Custom Flat Rides/Cfr Ideas: Menoo_'s Madhouses Added! because they are some amazing rides in that thread would be amazing to see in RCT3.

cernuschi
03-23-2009, 09:44 AM
I started working on a model of one the other day, but it didn't get very far. I might pick it up if enough people are interested in it.

Trust me, plenty of people are interested:up:

91ad11
03-23-2009, 07:10 PM
:haha:Trust me, plenty of people are interested:up:

Im one of them people :D:D :up::up::up::up:Thumbs up all the way :haha:

Brawlstar032196
03-31-2009, 11:02 PM
Tick Tock Tick Tock.... Maylene are you even working on this?

TheChicosAStar
03-31-2009, 11:04 PM
Its not Maylene! Its YesMyDear. Look at who posted!

simtanic8
03-31-2009, 11:22 PM
...You all need to have patience! You really are getting annoying now. Everyone takes their personal time to make these things to make this game better. They do it when they feel like it, rushing them will not make it be released any faster. If the creator doesnt want to work on it, they dont have to. If they dont want to release it, they dont have to. Have you ever took into consideration that what we have been able to do now is enough? 4 years ago there was no such thing as CTR or CFR, and mabey even CS. Be happy with what you have and that its been made, dont rush people. Its just want! want! want! today! Whatever happened to "do it if you want to?" Seriously guys, have patience!

~Simtanic8

abcde...
04-01-2009, 03:13 AM
^ I agree :up:

rwk
04-01-2009, 03:29 AM
But how long can we keep using the swinging planes to substitute for this ride? There is really nothing in the game that is like this ride. Well, there is fake scenery of this ride somewhere.

simtanic8
04-01-2009, 09:44 PM
My point proven, all you do is want things! Appreciate what we have today :)

~Simtanic8

Brawlstar032196
04-02-2009, 07:48 AM
Well it really shouldnt take this long to make this....

gavt1976
04-02-2009, 07:51 AM
I got a email from yesmydear other day and he told me that he has got a lot on with work and life and not playing RCT3 anymore, so he said that this ride is dead now.

Brawlstar032196
04-02-2009, 08:03 AM
Oh ok, finally we get an excuse....

luke_1990
04-02-2009, 01:44 PM
I got a email from yesmydear other day and he told me that he has got a lot on with work and life and not playing RCT3 anymore, so he said that this ride is dead now.
Got a copy of the email, gavt?

gavt1976
04-02-2009, 01:56 PM
Got a copy of the email, gavt?

I have not got the email now because i always delete them, but i do keep in contact with him sometimes because he is making me some new CS for my park and some for the community.

willo22sly
04-02-2009, 01:58 PM
^ So he isn't doing anything RCT related, but is still making cs for the community.....


:weird:

gavt1976
04-02-2009, 02:02 PM
^ So he isn't doing anything RCT related, but is still making cs for the community.....


:weird:

He told me that he is still going to make CS for me and the community and that is it, because he said to be that he has got personal problems to sorted out.

luke_1990
04-02-2009, 02:16 PM
I have not got the email now ...
No worries. :)

ccmm
04-04-2009, 02:29 PM
what if he sent this to someone else to finish it? (just a thought :D)

bigb7965
04-04-2009, 03:01 PM
hydrawolf?

FOgplaya
04-04-2009, 04:40 PM
if hes not gonna finish it or abandoned it could someone please lock or close this thred !?!?! :(

CompressedAir
04-29-2009, 04:53 AM
If this is still going on, I would Love to beta test this for you In-Game and put it in my SAW: The ride Mini-Park?

gavt1976
04-29-2009, 05:04 AM
The ride is dead now and he is not working on it anymore.

But i did hear that there is a couple of guys that are working on a new giant swing and it will be out very soon. And if you had a look at this thread ([WIP] Hydrawolf`s CTR, CFR (Maurer&Söhne Spinning Coaster)) there is a giant swing that is coming out soon.