Thememaker's Toolkit Example Scenes!

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  1. This is the last staff post in this thread. #1

    Thememaker's Toolkit Example Scenes!

    Greetings Coaster friends!

    We are happy to confirm that the Thememaker's Toolkit Example Scenes are now available on our User Guide!

    If you need some extra insight into how to make the most of your Thememaker's Toolkit ideas, these will come in very handy!

    You can access the examples here!

    - Chantť

  2. #2
    Planet Coaster Ambassador JoŽl's Avatar
    Thanks for the update, Chantť!

  3. #3
    Hurrey!
    Planet Coaster makes me totally
    Visit my wish lists and ideas: https://bit.ly/2P7YElg (Rides) + https://bit.ly/2Rns8gf (Management)

  4. #4

  5. #5
    Important license agreement to read over too
    early bird : coaster head : vip

  6. #6
    Originally Posted by stuk71 View Post (Source)
    Important license agreement to read over too
    It looks the same as the license agreement that's been up on the Example Scenes page since the Toolkit was released -- any changes? But it's especially nice that (IIUC) we can use what's in the example scenes as part of our own creations if these are only used in Planet Coaster -- doesn't seem to have any sort of "credit-us" requirement (unless I missed it? I don't speak legalese), but I'd likely do that out of habit.

  7. #7
    About time ;-)

    Now I can see what I did wrong on my stuff, as I'm sure I did as Blender has a learning curve that's a bit hard on someone who worked in Gmax years ago...

  8. #8
    In the Mermaid example scene, Blender, the textures are broken because the files are in another folder.

    To fix this you can copy the content of the Texture folder (but not the folder itself) and paste it into the Source folder.

    (advanced: you can go into Node editor and re-point the files to the new location)
    E dor Planet Coaster! #TeamPC #CosmicCowWow

  9. #9
    Other than that, it is fun to see the texture files! It is big difference to many of tmt texture files including myself!

    Not scared of uploading large texture files.
    But foremost: Actual content in many different ways! Roughness with actual map, Ambient occlusion! All with actual content.

    Many just make a flat flood-fill texture file! ha! Some do not even use normal map at all.

    so these files are good examples.

    Again also good way to maybe "shut up" to people who whine about large file sizes? Showing that this is how Frontier do. The download size. Silly people comparing TMT files with blueprint files, how crazy is that?
    E dor Planet Coaster! #TeamPC #CosmicCowWow

  10. #10

  11. #11
    Originally Posted by Helena View Post (Source)
    . . . Again also good way to maybe "shut up" to people who whine about large file sizes? Showing that this is how Frontier do. The download size. Silly people comparing TMT files with blueprint files, how crazy is that?
    Not sure these are exactly the same -- we know that Frontier's in-game files use texture atlases with several different objects' uv-mapping to the same spot on the textures (the whited-texture bug showed that, aside from it being a standard resource-saving practice in game-design), but these have been remapped to individual maps (understandably, since otherwise they'd be handing us these huge textures with only a small part belonging to the object, and that the Toolkit couldn't use). Effort was put into making these files relevant and useful to Toolkitters.


  12. #12
    Originally Posted by Helena View Post (Source)
    Again also good way to maybe "shut up" to people who whine about large file sizes? Showing that this is how Frontier do. The download size. Silly people comparing TMT files with blueprint files, how crazy is that?
    The happy thing is, now we know for sure. It was a bit frustrating just guessing as to what was appropriate for our builds, both on textures and on poly counts. Believe me, I'm glad to see we don't have to be quite so strict about file sizes on our textures, too! There's a ton of useful information in these example files.
    -Sarrah W., aka Ms.RedNebula
    YouTube PlanCo shenanigans: https://www.youtube.com/c/MsRedNebula

  13. #13
    Exactly, SarrahW! Also, I think it is more important with the triangle count than texel rate. Even if in the end of course it is important to use proper texel rate, so if you make a 10x10x10 cm large object it is better to not be wasteful. haha.

    But I think there's more problem with people trying to shove in too high triangle/poly on small objects.

    But with that said, it is normal, we are amateurs and we do things by trial and error.

    And KickAir8p, yes they sure can do more things than what we can do. We still can do many things though. But share same texture between many separate TMT objects, no we can't do that, alas.
    E dor Planet Coaster! #TeamPC #CosmicCowWow

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