Jump to content
  TPR Home | Parks | Twitter | Facebook | YouTube | Instagram 

BorisTF

Members
  • Posts

    282
  • Joined

  • Last visited

Posts posted by BorisTF

  1. At the moment, the only way to get them, is to try and find this guy:

     

     

    Once you do, ask him about time travel, and whether it is possible for you to ride in his flying train. If he says yes, proceed to a date when the programs you seek were available...pay for them to get the code, then return to the present, and use the reg code.

     

    Simple plan in theory, just try not to distort the time-space continuem.

  2. 1) Create the terrain, for the time being ignoring where the tunnels are going to go.

    2) Using the old terraformer, export the terrain as a 3ds file

    3) Use the tunnelmaker to create some tunnels for the track.

    4) With a modelling program (I use anim8or for this), import the terrain & tunnel files into the same scene, theorectically they shouild line up.

    5) Move some of the vertexes to sit just inside the tunnel walls to help avoid gaps, and remove the faces blocking the tunnel entrances.

    6) Remove all the excess terrain (anything that isn't the tunnel, but leave a little spare - i usally leave like 3 or 4 squares outside where the tunnel is to make sure) and outer tunnel walls that wont be seen to help keep polycount down.

    7) Texture however you want, then export

    8) Line up the 3ds terrain with the NL terrain, then, in the terraformer, use the cut track path tool to clear the terrain around the tunnel (Or do it all by hand), then just check nothing is poking through.

     

    VOILA! I think that's everything, it works for me.

  3. Ain't no fuckin' ballpark neither. Now look, maybe your method of massage differs from mine, but, you know, touchin' his wife's feet, and stickin' your tongue in her Holiest of Holies, ain't the same f**kin' ballpark, it ain't the same league, it ain't even the same f**kin' sport. Look, foot massages don't mean s**t.

  4. Something I've been working on for nearly a week so far...track work is 100% done, terraforming is done as much as I need to for now, and i have started supporting the 150ft lift & turn.

     

    The ride features a large prelift drop into a tunnel, before climbing 180ft to the highest part 150ft above the ground. Followed by a large airtime hill, which then falls almost the same distance again, this coaster has a height difference of approx 200ft. At this lowest point in the track, the ride experiences a quick up section followed by a 3rd hill, which follows the terrain. This hill then enters the 160° turnaround, and has a small hop at the exit, leading into a swooping downward curve. Immediately afterwards is a double up leading into a 360 degree helix. after negotiating a minor trick-track segment, the 540 degree helix leads into a quick airtime hill, which leads almost directly into 'the weavy section' which goes under/over/under the second & first hills respectively. Finally, a more heavily banked trick-track throws you off course for the final 360 degree upwards helix into the break run, where you are finally allowed to catch your breath on this relentless wooden ride.

     

    http://www.nolimitsdevcenter.net/p2262

     

    Estimated time for release so far is at least 2-4 weeks away at the earliest.

×
×
  • Create New...

Important Information

Terms of Use https://themeparkreview.com/forum/topic/116-terms-of-service-please-read/