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wolfpaw

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Everything posted by wolfpaw

  1. The Main square really comes alive at night, love all the little details you guys have added around the buildings along the path walkways - loving this project so much!
  2. Still love how that resort came out, such a spot on recreation of the real one! It's looking lovely so far.. I may need to book a couple rooms 😉
  3. Just to double check to understand what you are asking, are you trying to take a car from Custom Track A and use it on Custom Track B instead of Custom Track B's original car?
  4. Us pyro people recently found of a new way to record our shows so the result is a lag free 4K in 60fps. It uses the cheat engine software to slow down your game which you then just record your screen using shadowplay and then speed up the footage in post production. The end result is really good and lag free! You can see an example of my latest show here on how it looks, you can also look at any recent pyro show posted here to see how it looks too. A tutorial for it hasn't been written yet but I'll look to write it up soon so you can test it out on your end as well!
  5. Have you tried using a third-party tool to record if the in-game recorder is failing you? There's a way to record RCT3 in 60fps in 4K if your game doesn't normally lag while just viewing/working on the park.
  6. Custom Tracks Creation Tutorial originally created by Superlegochannel 2012. PDF version of this tutorial is attached to this post. This is a very detailed explanation on how to make a Custom Track for RCT3. You need to read everything if you want to make your CT work. Note: if you don't want to use NoLimits, go to chapter 2 aline 3 Difficulty: advanced (once you learned this it will be easy) You need to have the following: Blender 2.49b Blender 2.64 Python 2.6.2 Blender scripts Blender scripts bug fixer RCT3Importer latest version TrackMake NL Construction Kit CTRcreator v0.85 OVLmake latest version Due to the passage of time, some of these links may no longer work. We recommend trying the more updated versions of these software, searching for these on search engines, or checking our Downloads library for some of these tools. IMPORTANT Install Blender 2.49b just normally. After doing that go to the Program Files (86x). Make a folder called blender2.64, now install Blender 2.64. But the directory where you want to save it to is: computer\ProgramFiles\blender2.64 First place all the Blender scripts in: C:\ProgramFiles\BlenderFoundation\.blender\scripts Once done this step, place the Blender script bug fixer in the same directory, click on:"copy and replace" If you want to export tracks from NL, then NL Construction Kit will be very helpful. Code and password are included. CHAPTERS Importing from NoLimits Modeling Spline Creation Exporting the Spline Importer Making the Spline MODXML TrackMake + CTRCreator Flags Specials Extra info 1. Importing from NoLimits I first want to warn you: Downloading someone else's track is illegal! So make your own track(s)! Let's get started! You'll have to make the track first, save your .nltrack file In a folder that's nearby. (desktop for example) Open the NL construction kit, and open the file that you just saved. Go to: Settings > Save Model as, click on that button. You'll get a window that says where you want to save your .3ds file to. Save it wherever you want to. You can select for exporting: the ground, water, track, tunnels and supports. Just click on what you like! I'll only export the track. The supports I'll be exporting later. Now click export. (larger coaster means that you have longer waiting time) 2. Modeling Import your .3ds file in Blender 2.64. On the left bottom you'll see a bar with the number 10.00 in it: Slide that to 1000, and import the .3ds. You'll see your track has different segments, one for the bottom one for the connectors and upper track (left and right) You will have to delete the connectors and bottom track. Those we'll be exporting later. (see chapter 10) What you'll get is a left and a right track, only these you'll need to have. 3. Spline Creation From the track I made different segments, station, lift hill, curve, straight etc. (see chapter 10 for more info). Now comes the hardest part, read these steps very carefully! Start blender 2.64. Delete splines (if you have made them earlier) Select the right/left track Go to edit mode Press: W Remove doubles Press: ALT+J Press CTRL+R Make the purple line go in the middle of the track. the line goes automatically in the middle of the track, if you hold your mouse here: Press enter when it's in the middle, DO NOT MOVE THE MOUSE! Press enter after that. Now you'll have a line orange line. Hit: enter Without moving the mouse press: SHIFT+D DO NOT MOVE THE MOUSE! And hit enter Go back to object mode and select the line that we created. It will select the whole line. Now go to object> convert to> click: Bezier Curve You'll see that main track is gone, that's normal because we are going to export it later (see chapter 10). Now do the whole track like this. Here you see an example of a complete spline track: Save your file somewhere in a folder. Now open Blender 2.49b, in there you need to open the .blend file that we saved in the previous step. select the spline, now go to edit mode. Now transform it to bezier curve as shown here: Now click on the 3d view. The track will be flat, hit CTRL+Z. Now the track will be normal again but the 3d view is still selected! Name your spline as: Trackname_Side Trackname= Station, Straight or Curve etc. Side= R or L Example: Station_R Hit enter once the name is typed in. Do all these steps with the other track side (if you made a Right Station track, do the Left Station track. Or the other way around). 4.Exporting the Spline Select the bezier curve, select one! Not two, if you did the left one you can do the right one or the other way around (if you haven't selected it yet). In object mode, if you don't have it in object mode it will not export the track spline. Once you done that go to: file> export> MODXML V1.1 Click on MODXML V1.1. Choose a folder where you want to save the MODXML to, I made a folder on my desktop. Once you've chosen the directory you want to save it to, give it a name (is optional, you later can change the name) click: OK Your spline will now be exported as a MODXML (it takes about 0,02 to 1 second, it depends on which computer you use) Now go to the folder where you saved the MODXML to. Open the spline XML that we created. You'll see this: Lots of complicated numbers, coordinates and positions. 5. Importer This is the easy part, the only thing you'll need to have is the RCT3Importer and a track, I made a track earlier, only a station (see chapter 10 for more info) Start up the RCT3importer and go to: create OVL. Import a texture (import just one you like). And select the track model (I previously made a station) You will have to set the static model to an animated model. Add a LOD with a distance of 4000.0. Click on: save file as, and name it as you like, I called it: Station. Now save the model by clicking on the button that’s at the end of the arrow. 6. Making the spline MODXML We first want to make an empty .txt file. Now open your left spline MODXML file that we saved in chapter 6. Copy the above text till here: Paste that in the empty text file. Now copy the first coordinates as shown, note that you opened your left spline MODXML! Please note that if you start with the left spline it goes like this: left spline, right spline, left spline, right spline etc. Close your left spline MODXML. Open your right spline MODXML. Copy the text till the </spline> at the end as shown here: till here: Paste the copied text under the <system handedness="right" up="z"/> in the empty .txt file. Do all this with right track, but the text needs to be like this: One thing is still missing! Paste this text </model> Now go to file > save as, name your file MainSpline.modxml Be sure that you selected the option all files! Save it to the same folder as the left and right splines. Example: I saved all my MODXML splines to my documents, then I'll have to save the MainSpline.modxml to my documents. 7. Trackmake + CTRcreator Open TrackMake. Here you fill in your name of the CT, but TrackCTR_ needs to stand there! Example: TrackCTR_Goliath Open the spline MODXML that we created in the previous chapter. Search for OVLMake, once you found it, click open. If everything is ready click on save. Click on this icon: This will add a track segment. A track segment means that it has the feature: straight, curve, lift hill etc. You'll now have a window, fill it in like this: Fill in the name of the track segment, for example: Station Select the XML file that we created in the RCT3Importer. Fill in the left spline name, I named in chapter 3 my spline: Station_L, so you'll have to fill in Station_L Fill in the right spline name, this is the same story as the 3rd point. But not Station_L but Station_R. This is the same as the 3rd point: Station_L This is the same as the 4th point: Station_R Click on Basics(1) You'll get a screen with coordinates: Now I'll explain what numbers you need to fill in. Specials See chapter 9 Direction 0= straight, 1= left, 2= right. Entry+Exit Curve 0= none 1= CurveBigLeft, 2= CurveMedLeft, 3= CurveTigLeft 4= CurveBigRight, 5= CurveMedRight, 6= CurveTigRight, 7= special. Flags See chapter 9 Bank 0= flat, 1= bank left, 2= bank full left, 3= inverted bank left, 4= inverted, 5= inverted bank right, 6= bank full right, 7= bank right. Unknown Please do not change this. Slope 0= flat, 1= medium up, 2= medium down, 3= steep up, 4= steep down, 5= vertical. Group It has an unknown effect in-game. That was Basics(1). If you made Basics(1) you don't have to do Basics(2), because all those coordinates in Basics(1) made a icon on the building plane. I'm not going to explain what Animations are so leave those alone! maybe in a other tutorial I'll explain that. Now click save. Now do all these steps with the other track segments you made. PLEASE NOTE! If you make a track with the same entry as a other track it will NOT work! See chapter 10 For more info of entry and exit. Now click the blue icon here: You save it because you don't want to lose what you made in TrackMake if there are problems. Name it as you like. Before doing the next step go to the folder where you saved the MODXML to, and only the MainSpline and a folder may stay there! (don’t mind the crazy name I gave the folder…) also in the Now we (OVLMake) are going to make the working Custom Track! Click on this Tab: and click on generate bahndaten, it will look like this: Now click on this icon: Save it in the same folder as the MODXML, otherwise you'll only get a folder called Output with nothing inside it. If you click save, TrackMake will ask you if you want to compile it with OVLMake. Click: yes Note: you will have to wait a minute or two because it takes OVLMake a bit time. Now go to the folder where you saved it to. You'll see a folder called: "Output" double click on it. Click on: Tracks> Trackedrides > and there's your custom track folder! In TrackMake I set the name to TrackCTR_Goliath and this folder also is called: TrackCTR_Goliath. Place this folder in C:\ProgramFiles*\Atari\Rollercoastertycoon3platinum*\Tracks\trackedrides *is not the same at everyone. Your CT will not work yet. That's why you need the CTRCreator v0.85 (v0.95 doesn't contain an empty Bahndaten file) Go to the folder of the CTRCreator, and open an empty Bahndaten file Ridename= the name of ride, I use: Goliath RideDescription= the description of your ride RideIcon= CTR, in a other tutorial I’ll show you how to make a CTR icon RideCategory= 3 CarTypeName= can be a CTR or already in game car. If you downloaded a CTR then you’ll have to put it in the cars folder TrackType= the name of the TrackCTR_ You can copy it from TrackMake: TrackSectionName= the segments of the CT You can also copy this from TrackMake: I only created a station so that will be it! Here’s the bahndaten when you filled in everything correctly: Now go to file> save as CTR_BahnDaten still needs to stay there! Now click save. Open the CTR_Creator and click on: Read CTR_BahnDaten.txt Find the file that we just created. When you opened it, click on: Write CTR_BahnDaten. Now it will create a folder with you track. Place that folder in Tracks/TrackedRides Now open up RCT3 and see if your CT works. Congratulations! You now made your own Custom Track! A few notes: The track that I use was for someone else, this track will not be released it’s for personal usage only! You may NOT publish this tutorial somewhere else without my permission! If you do want to publish it to your site or somewhere else, mail me! Then I say if you get permission or not. The car I used was made by a other creator I do not give this as a download, which means that this just was an example CTR! 8. Flags This is the complete Flags list: Note: this is a copy of the TrackMake Readme 9. Specials Note: this was a copy of the RCT3-constants 10. Extra Info First point (chapter 2), in the NLConstructionKit you can export the supports just check the supports button! Second point (chapter 3), if you make the curve and lifthill as one object, the track will only be a lift. Third point (chapter 3) in sketchup I recommend you to make the left and right track. Fourth point (chapter 5) this is the track I exported in ketchup. Fifth point, entry and exit. I will explain how to make the CT work if you use more than one segment. You can leave everything to -1 except for direction and special. This will add a ? in the right of the CT. Created by Superlegochannel 2012. How to make a CT.pdf
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    Luigi's CTR Test Track Car! TURN OFF SHADOW Detail in RCT3 options or else the game could crash! To install... Put the folder "CTR_TestTrack" into the "rollercoaster tycoon 3gold\tracks\TrackedRides" Folder. Put the folders "CTR_TTCar1" and "CTR_TTCar1OnTrack" into the "rollercoaster tycoon 3 gold\Cars\TrackedRideCars" Folder. Enjoy! Originally created by Luigi.
  7. That skyway station is g o r g e o u s. I'm so jelly of your building skills, I really need to dab more into Planco parks 😆
  8. Those corkscrew shots look awesome! POV was fun to watch too, another winner M'LORD.
  9. Ahh my favorite thing about this project are your structures and buildings - they are SO good. Loving the theming and all the little details everyone is picking up on!
  10. Can't even remember the last time I went to a zoo, haha but these pictures came out nice! Thanks for sharing!
  11. Being Spanish and seeing this architecture a lot from living and growing up in Miami their whole life, it's nice to finally see someone tackle on this art deco and style! I love Spanish deco and architecture and you did a great job with it!
  12. That looks so much better than my coasters and you call it a long lost dead project 😆 I never liked starting projects and quitting them so I don't have many but I still definitely do have some. Of course they're all pyro shows since that's what I was into but one of them was going to be a really dark mature show themed to the music from Pans Labyrinth. I started on this project when I still was relatively new to making shows in RCT3 but I realized that I was too noobish and dumb at the time to take on something like that... so into abandoned projects folder it went, haha
  13. That's super interesting! You might be the first person I know who builds downgraded PCs instead of upgraded ones 😆
  14. Very cool show! I've seen you a lot on the Discord server messing with some really cool things in RCT3 - how did you do all the lights on the water? Was that all one effect? Also LOVED how you treated the spinning fans and made them look like crashing waves - most just spin the fan alone but you made them look incredibly cool!
  15. Welcome to ParkCrafters and back to RCT3! Looking good so far, one piece of advice I can give is to always play with landscaping! Now that you mostly have a clean slate, making your park not 100% flat always adds realism and depth to your park and it's always easier to move the ground with nothing on it 😉 Excited to see updates on this!
  16. Great now you have Frozen songs stuck in my head... dangit Cody Looking forward to your progress and updates on this park too!
  17. wolfpaw replied to kraan's topic in Support
    Yea, don't think I've ever seen popcorn stalls in RCT3 before but you can always use custom scenery for that!
  18. The layout and realism continue to impress - great updates on this project so far. Absolutely loving that circular centerpiece you have on the road!
  19. These streets remind me of your other attraction... don't set these buildings on fire this time! 😆
  20. Love the shot with the water tower, gives me some old backlot tour vibes!
  21. Some pretty cool angles on that train ride, looks like such a peaceful and nice park - Jimmy Buffet would have loved it 😍
  22. COMMUNITY UPDATE #4 - MARCH 9, 2024 Hey everyone! It's been a while since we've had our last community update and lots has happened since then! We've got some new features, new looks, and new updates regarding ParkCrafters and the future of ParkCrafters to share with you all today. Overall, we're very happy with the state of the community and pleased with how fast this community is growing! I feel like we've now become a staple name in all things Planet Coaster, Planet Zoo, RCT 1 - 3, NoLimits 2, and more. Our downloads library continues to expand and more and more members are sharing their awesome projects. Our Discord server continues to see increased activity and more people continue to join our community every day. For a community built around such niche and old games, I'm very pleased with how everything is turning out so far! Big thanks to everyone for your continued support and the staff team here for helping to continue to grow ParkCrafters. I'm sure all of you are eager to see what new features and information we have to share with this first update of 2024, so read on below to see what's new and coming to ParkCrafters! --- DOWNLOADS GETS A NEW REFRESHED LOOK Our downloads section, while continuing to grow and seeing lots of downloads every day, was a bit confusing to navigate. You would click on a category and it would show no files were available in that category unless you clicked a small link on the sidebar to actually see the files in each category. We've streamlined this process and made it easier to both navigate and find the files that you want to find. Our new and improved downloads layout now features all the categories for all of our hosted files on the community. It also nicely displays all recently added files, reviews, and comments for every category. Feel free to look around and check it out on our Downloads section here! --- FURTHER CHANGES TO USER PROFILES We've added a new requested field to everyone's profile on ParkCrafters - pronouns! You can now add and share what pronouns you identify as on your ParkCrafters member profile. Just head to your profile and click on 'Edit Profile' and add your pronouns under the 'Additional Details' category. This field is optional, so if you don't want to share this information feel free to leave it blank. We've also added a cover photo file limit size to all profiles moving forward as of this point. We were seeing some users uploading 4K+ resolution cover photos which are eating up our server's available disk space. As of now, cover photos now have a file size limit of 5MB. Current cover photos that are up will not be affected by this change. --- PARKCRAFTERS DISCORD SERVER GETS LEVELED UP! If you frequently visit and engage in chats on our ParkCrafters Discord server, you'll notice a few new changes! We've added some new visual features and fun things on our Discord server to improve member interaction! Our Discord server now features an image of the community's current featured project, new role icons, new soundboards, and new emojis. These can all be used in our Discord server when chatting with other members both via text or on a voice/video call. We still have lots of slots for additional emojis and soundboards, so if anyone has any suggestions feel free to reach out to any staff member and we can get them added for you! If you aren't on our Discord server... what are you waiting for? Join here to start chatting with other members and to enhance your ParkCrafters experience! --- CSDEPOT MIGRATION IS COMPLETE! This has been previously announced already but wanted to give a special shoutout since this wasn't properly announced in a community update. The migration of all the files from the now closed CSDepot from ShyGuysWorld has been fully moved over to ParkCrafters! This was a huge effort and lift from multiple members and I can't thank them all enough. If you'd like to read more about this, view the official announcement here. --- MORE BUGFIXES! We've squished and fixed numerous bugs with this update. One of the bigger ones being registration emails not properly sending out. Feel free to read the full bugfix list below: Added the embed.php controller to the robots.txt file and added a noindex tag so that search engines don't index the content. Added the referring URL to the content of the Contact Form. Changed PHP version to 8.1. Changed MySQL version to 8.0.13. Improved the contact us form UX for guests. Improved the queued comments count handling. Improved the description for the similar content widget to highlight the different flow when ES is used. Improved the thumbImage template to add an alt tag and optimize lazy loading. Fixed a design issue on the error page. Fixed an issue in the DELETE /core/members/{id}/secgroup/{groupId} REST endpoint, where members could lose a secondary member group. Fixed an issue where calling the GraphQL API without a query would throw an EX0 exception. Fixed an issue with the x hashtag not being set. Fixed an issue where members with a false validation flag would be unable to login. Fixed an issue with reliability of logging early in the boot process. Fixed an issue with invalid page URL parameters. Fixed an issue where profile fields weren't shown on content submissions. Fixed an issue on the registration form, where one could submit any coppaa/birthday combination. Fixed an issue where tags were not showing in alphabetical order (when enabled) for search results. Fixed an issue where the webhook payload from Status Posts wasn't properly formatted. Fixed Member List Exports not properly formatting Yes / No and Checkbox profile fields. Fixed an issue where disabled login handlers would still be accessible in the UCP. Fixed an issue where the member webhook payload contained a false value for the allowAdminEmails key. Fixed an issue parsing <video> elements with multiple <source> elements when lazy-load is enabled. Fixed an issue in the follower template where it didn't cast the page as an integer. Fixed an issue where giving cookie consent to the IPS cookies would result in an empty page. Fixed an issue where web app icons may be cached by a CDN and show older versions. Fixed a regression when copy & pasting files in an editor by reverting a previous fix. Deleting a webhook will now also delete the data from core_api_webhook_fires. Removed the deprecated twitter_hashtag` setting. Removed the profile blocking from the default robots.txt file. Fixed an issue where Status Feeds don't update after saving statuses and replies. Fixed an issue where registration validation emails weren't properly sending. --- THE FUTURE OF PARKCRAFTERS These past 9 months have just been the tip of the iceberg! We've got loads of exciting new features coming to ParkCrafters in 2024, along with our first anniversary May! Staff is currently discussing future features that we know you all will love from further improving the organization of download categories to clubs. I will say this... it might be time to put on those competing hats soon 😉 --- STATE OF THE SITE UPDATE As always, I'll leave you all with some of the info numbers as of today compared to when our last community update was released! 512 Total Members (+321 new members) 3,286 Current Files on our Downloads Section (+759 new files) 231 Topics Created (+37 new topics) 2,963 Posts Created (+542 new posts) 2,166 Reactions Given (+510 new reactions) 21,690 Downloads (+19,242 new downloads) 3,861,065 Visits Since Launch (+2,089,791 visits) --- That's it for now! Thanks again for all the continued support on ParkCrafters! We're so happy with how the community is expanding and to continue to see all your awesome projects being shared on both the site and our Discord server! Until next time! - ParkCrafters Staff Team
  23. Looking good so far! My most interested thing about this show currently is that soundtrack - I'm super curious what you did and the flow of the mix! Looking like another Bookworm classic in the making 🥰
  24. I am still constantly amazed at your RCT3 coaster videos and pics. RCT3 definitely looks dated but somehow your projects always look so pretty and realistic... like that drop photo you have and that last screenshot - SO HOT.

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