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  • Ztitus's Avatar
    Today, 8:14 AM with 5 replies | 158 view(s)
    Ztitus replied to a thread Windows in Toolkit Tutorials & Help
    Just ask guys. It's quite simple, you have to use a texture with the suffix "_AL". After that it is the same principle as with other textures, white = 0, black = 100.
  • KaiRubix's Avatar
    Today, 6:32 AM with 0 replies | 13 view(s)
    So this is a weird Error I'm getting and it seems to happen when I add 2 or more Flexicolors. I've tested all my other maps and they seem to work fine. I only have a BC, RN and NM maps applied to my object. Its when I add 2 or more flexicolor maps is when I start getting the error. I have two materials for my object so I can have two seperate UV maps. this is how I have the naming setup and if it helps I'm using Blender. Materialname_1 -material name_1_BC -material name_1_RN material name_1_NM material name_1_F1
  • redrum's Avatar
    Today, 6:26 AM with 369 replies | 97312 view(s)
    ok but it's a one line, 2 min job <param name="allowFullScreen" value="true" /> or similar....a flag that you set or don't set.
  • Bullethead's Avatar
    Today, 5:39 AM with 5 replies | 173 view(s)
    Thank you very much! But it's really CCI's doing. I just copied their work as best I could.
  • Bullethead's Avatar
    Today, 5:34 AM with 14 replies | 448 view(s)
    Well, if my existing body of work and posts doesn't speak for themselves, just keep watching ;)
  • brett's Avatar
    Today, 4:12 AM with 14 replies | 448 view(s)
    There was a Valve leak back in July2018 that Ars Technica showed 1,682,734 users had played at least once, extrapolated from Achievement percentage data from the Steam API. They've plugged that hole, and there's a lot of caveats about the data, but basically there's seemingly been a lot of us out here. I didn't ever touch RCT3 until it came out on Mac about 10 years post-release, so i bet PC could have long legs too.
  • Bullethead's Avatar
    Today, 3:34 AM with 0 replies | 20 view(s)
    EPISODE 1: Infrastructure PROLOGUE: US Highway 61, which runs (or at least used to run) up the Mississippi River from New Orleans to Canada, has many nicknames along its length. In various places, it's known as "Airline Highway", "the Blues Highway", "The Great River Road", and "Scenic Highway". It has seen many momentous events, about which many songs have been written. But this story takes place just off an obscure stretch of it near the SW corner of Mississippi, where the road is just called "Highway 61" or even just "61", and where large sections of it slide off the loess hillsides periodically. Welcome to Pharqueson Farms.
  • Brett C's Avatar
    Today, 2:07 AM with 369 replies | 97312 view(s)
    Currently, at this time - no further changes will be made to vBulletin. We'll be migrating to XenForo 2 in the coming months.
  • redrum's Avatar
    Today, 1:43 AM with 369 replies | 97312 view(s)
    Can we please enable the full screen option for Youtube embeds? Currently on this forum, youtube videos posted in any thread has full screen "disallowed". This is because "allowfullscreen" is missing from the iframe embed tag. There's no good reason to disable full screen, it makes watching videos unsatisfying. I suspect it's not a deliberate decision, but was overlooked when video embeds were set up.
  • heatherg23's Avatar
    Today, 1:41 AM with 4 replies | 158 view(s)
    I really miss using that. It was perfect. So easy to get music to time with the firework show and also get fireworks lined up with each other. or if you just want to end some fireworks at the same time we could do that. I'm getting nostalgic!
  • Tandurin's Avatar
    Today, 1:18 AM with 4 replies | 158 view(s)
    I'm not talking about the mixmaster system to be honest. While it's kind of a nuissance to not have a visible timeline editor it's easily circumventible by categorizing your Show Controllers, and chaining them within each sub-group of effects. I'm talking about the actual editor that would let you make and design your own lighting and particle effects. Like in the picture below.
  • KaiRubix's Avatar
    Today, 12:29 AM with 9 replies | 706 view(s)
    I was thinking they'd program a dedicated path type where guests can still walk on it but when the parade time starts they are restricted to only walking on the sides of the path when the show begins. then there would be a warehouse type shop stall where the parade floats will enter and exit out of.
  • KaiRubix's Avatar
    Today, 12:26 AM with 1 replies | 30 view(s)
    Id like to hope it's already being programmed into the game right now but because of the new mechanics of acceleration that is called for in this type of ride, its taking a bit longer to work out the bugs for us to use it.
  • KaiRubix's Avatar
    Today, 12:22 AM with 10 replies | 691 view(s)
    I like the attention you gave to the surrounding of the park. I like seeing realistic details like this.
  • KaiRubix's Avatar
    Yesterday, 11:12 PM with 4 replies | 92 view(s)
    Cool thanks for the answers! I've been having an error when uploading so I was curious if it was a naming issue but I believe its the size of my textures. I have 2 materials assigned to my object and both UV Maps are 2048x2048. I'm guessing thats was my issue just in case though, my understanding now is that you can have up to 8 Materials but as long as their BC maps don't exceed 2048x2048 combined. so if I use a 2048x2048 BC map I can only use that one. but if it was smaller I can have multiple maps.
  • shooter mcgavin's Avatar
    Yesterday, 11:02 PM with 10 replies | 691 view(s)
  • BigSpaceRex's Avatar
    Yesterday, 10:32 PM with 1 replies | 30 view(s)
    So this has been suggested before, and I've looked through all of the threads I could find on the topic- here I'm just going to summarize everything I've seen, what I'd personally want, and throw a new idea out there. So, first: What exactly does everyone seem to want? A lot of the things I've seen boil down to this: a dark-ride type vehicle, similar to the Huntsman and Tracker, but in the form of a Jeep, which makes it basically an in-game version of Disney's EMV model. Another widely suggested idea for this topic is to be able to accelerate and brake during the ride, and not being limited to a single, uniform speed the entire ride. A lot of people say it'd be nice to have a "bumpy" sort of track as an alternative piece, but in my opinion a decent effect can be made with just the current Tracked Motion Platform controls. What could be done with this? I think it's obvious at this point, nearly everyone wants to re-create Disney's Indiana Jones Temple of the Forbidden Eye at Disneyland.
  • SarrahW's Avatar
    Yesterday, 10:01 PM with 4 replies | 92 view(s)
    Yep! And in fact, you can also have multiple materials that can use the same flexicolor, like this: Material_1 -Material_1_BC -Material_1_F1 - Uses the first color chosen in the Toolkit Material_2 -Material_2_BC -Material_2_F1 - Also uses the first color -Material_2_F2
  • Samplerocker's Avatar
    Yesterday, 9:46 PM with 0 replies | 55 view(s)
    Here is my finaly completed Guitar Girl. This is without animations, but I like it as a static model, too. Hope you enjoy...
  • KaiRubix's Avatar
    Yesterday, 9:42 PM with 4 replies | 92 view(s)
    Thanks for the confirmation! One last question if I may. can we distribute the Flexicolour maps to different materials. as an example: Material_1 -Material_1_BC -Material_1_F1 Material_2 -Material_2_BC -Material_2_F2 -Material_2_F3
  • SteelCyclone's Avatar
    Yesterday, 9:19 PM with 86 replies | 8284 view(s)
    Congratulations on hitting 200,000 workshop items, this community keeps on growing and growing and there is no surprise why. I hope this community and game continues to grow and again congrats!
  • willibix's Avatar
    Yesterday, 8:41 PM with 0 replies | 30 view(s)
    This guide covers how to export material from VR sculpting software Medium (free with an oculus Rift) and make them compatible to the Thememaker's toolkit (TMTK) to create Planet coaster custom assets. I will use an exemple to illustrate how to process your FBX file using blender and your texture files with photoshop. In details, the guide will explain 1) how to export a model from medium, 2) import it to blender, 3) adjusts the physics, 4) create the UV maping for texture, 5) create the texture using image files, 6) create the levels of details for your 3d model, 7) export and package the file. There's also a last section about file size to help you make the best choices in your creation process. PS: Same guide is also available as Steam guide here Enjoy! --------
  • Fisherman's Avatar
    Yesterday, 8:12 PM with 7 replies | 498 view(s)
    I'd actually love to see fake peeps too...standing and seated, but without poles up their rears. Would be great for fake rides and restaurants...but not giant-sized like the Studios Pack animatronics.
  • spoonetti's Avatar
    Yesterday, 7:26 PM with 5 replies | 158 view(s)
    spoonetti replied to a thread Windows in Toolkit Tutorials & Help
    Thx,. That what I thought, too ;)
  • wowman's Avatar
    Yesterday, 7:06 PM with 16 replies | 1241 view(s)
    wowman replied to a thread Fairytale Forest in Other Creations
    I like the random pathways
  • heatherg23's Avatar
    Yesterday, 6:44 PM with 14 replies | 448 view(s)
    I enjoy it very much.
  • Ramm's Avatar
    Yesterday, 6:41 PM with 28 replies | 2706 view(s)
    They are controlfreaks, unfortunately that isn't good for a game like this cause this should be a sandbox game but yet it feels too limited to be one because of all the restrictions. Same for mods, instead of full mod support you first get a custom image on a billboard prop and years later finally the ability to add custom models, but still we can't change anything that actually improves gameplay.
  • g3rox's Avatar
    Yesterday, 6:39 PM with 14 replies | 448 view(s)
    People who enjoy management rly donīt enjoy the game. Do not lie to yourself. People who enjoy creative sandbox builders love the game. But not everyone
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