• Space Station 77
    5 replies, posted
[IMG]http://www.spacestation77.com/77/wp-content/uploads/2010/12/SMrenderwire11.jpg[/IMG] ----------------------------Space Station 77 - Space Mountain Disneyland, California Recreation---------------------------- Hello all, so I have a love for themed roller coasters and dark rides and have made recreations on a program called, '[URL="http://www.nolimitscoaster.com/"]No Limits[/URL]'. I thought it might be cool to recreate the Disneyland Space Mountain Ride in Source, I have a problem though, I haven't the slightest idea how hammer works. That's were facepunch comes to play, I want to coordinate a collaborative map in an effort to recreate Space Mountain at Disneyland. I am going to provide some information about the ride to help you better understand Space Mountain @ Disneyland: •Originally Opened in 1977 •Height 85 ft (26 m) •Length 3,035 ft (925 m) •Speed 34.8 mph (56.0 km/h) •Duration 2:45 •2 Across and 3 in a car for a total of 12 passengers •[URL="https://soundcloud.com/disneyland_resort/space-mountain-ride-music"]Music[/URL] (From the second the cart moves towards the control tower after boarding, all the way until un-loading station.) •Steel Coaster & Enclosed + Dark Ride Effects Images: ----------------------------- Track Layout: [IMG]http://www.scottware.com.au/theme/images/tracks/trk_dl_space2.jpg[/IMG] Flyer: [IMG]http://www.spacestation77.com/77/wp-content/gallery/05/Disneyland_New_Space_Mountain_Poster.png[/IMG] ----------------------------- Please understand this is not a way for people to make me a map that I want to have, nor will I take credit for the work. Not only that it might be a good way to bring another collaboration group together. Leave feedback and how you think a group of people could go about organizing this.
I love your ambition but this is a big project, and hammer really doesn't like complex brushes so the tracks will most likely have to be models. To be honest you're better off using no limits because it's all there.
[QUOTE=UnknownPredator;46589761]I love your ambition but this is a big project, and hammer really doesn't like complex brushes so the tracks will most likely have to be models. To be honest you're better off using no limits because it's all there.[/QUOTE] I have made one in no limits 1, but no limits 2 doesn't allow me to port the custom models anyway. I thought it would be cool to make a version that you can walk around in.
[QUOTE=psewolf;46589963]I have made one in no limits 1, but no limits 2 doesn't allow me to port the custom models anyway. I thought it would be cool to make a version that you can walk around in.[/QUOTE] if there is a way to export the models, that would be a a huge help (it also depends on the model) but this is a huge project
Funny, I just bought No Limits 2 when I realized it had Oculus support now. I've always been obsessed with coasters, even wanted to be a designer for probably 12 years of my life. I've only seen a few coasters built in Source, and they were... sketchy. Funny story... The first one was WAY back when the SDK was first released, my buddy and I were building maps for HL2DM, mostly doing what we could to abuse the cool new physics engine. We also loved joining all the servers that had new maps that people were either testing or still works in progress. This one guy, was building a coaster, not even sure how it worked. The front car would stay on the track while the rest of the train whipped around violently behind it. Hilarious. Over the next few weeks we'd check every few nights to see what he'd added, dunk tanks, ferris wheel, swing ride. This janky amusement park was really starting to come together! Then, it happened. I decided to take a spin on the coaster, it didn't have "seats" that were used to in Gmod, it somehow actually forced the player to be stuck in the car. I went down the hill, and around the first jagged corner when the whole train derailed and soared into the swing ride, which was ON with people in it. At the moment of impact, my computer froze, my buddy's computer froze and I'm guessing everyone else on that server. After a reset of my computer, I had the pleasure of realizing the coaster crash had also crashed my hard drive. Everything gone. My friend's computer faired a little better but the BSP would never load again, and despite us checking religiously for weeks, we never saw that map online ever again. So... sadly, there's not an easy way to make a coaster work properly in Source, at least with brush based mechanics. The actual building and some of the ride's effects wouldn't be too hard with enough time. If you're interested in learning how to map, I'd be happy to help you get started in the basics and help with any questions you might have along the way.
Well, in no limits 2 you can export SOME models into a csv, although I have never experimented with it I do have the capability of doing it because I have the pro version from the website (not from steam.) I cannot place the No Limits 1 track into no limits 2 because the space mountain track is an .nlpgk and the track packager does not allow access to the files. I can remake space mountain in No limits 2 but I won't be able to make the scenery. Here is a no limits recreation: (this is not mine), I just used the scenery from it on my own layout. [video=youtube;gBFfI9j2cFk]https://www.youtube.com/watch?v=gBFfI9j2cFk[/video] EDIT: Ok, I can confirm it works, I tried it on a coaster and was able to put it into Cinema 4 & Sketchup. [url]https://www.youtube.com/watch?v=d0YzDTD9D80[/url]
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