
The block clears when the second train leaves the MCBR, and then they both take the same time to reach the portal at the bottom. This is done using the block system when the train arrives at the top of the lift the block ahead is occupied, so it's forced to wait. I also wanted to then use this concept to make a highway that runs Pickup Trucks and Vintage Cars in two separate lanes.īasically, I need to make a portal precisely when the ride track meets the edge of the park which is directly linked to the opposite edge (which, in turn is connected to an invisible station). If you don't mind, could you explain how I could replicate this effect? I need to make a railway track behind my park that can actually run trains without looking weird. Flat rides are far more limited, because the animation sequence and base size are hardcoded, but still, I would recommend actually checking whether something can be changed if you need to. You can change the spacing of cars, you can increase the number of riders per car, you can add extra sprites, you can change the makeup of the train and really anything else except the track style and sound effects (there's other hardcoded stuff, like splashes, but it's not as frequently encountered). There's no need to guess, it, I have the projection matrix and the angles you need to set the camera to if you want them.ĪE says several things are hardcoded that are not actually hardcoded at all. It's a well known projection that was/is common in "isometric" games (it is not however a true isometric projection). I wrote my own renderer to handle all this for me but that's probably overkill depending on how many sprites you need to render (some of my rides have tens of thousands).ĭon't just guess the camera angle by trial and error. Also, the colors that AE marks as remappable aren't actually the remappable ones. I don't - it will get very tedious if you are doing a ride as they have lots of sprites. Otherwise, you might end up with non-remappable colors in remappable areas. When you are converting to indexed color, if your object is supposed to be remappable don't include the other color indices in the target palette. I wrote my own renderer to handle the process, but that's probably overkill. Render first to true color, and then convert. You're palletizing the image twice - the resulting quality loss is evident in several of AEs rides. Don't render to a GIF and then convert to RCT2's palette.
