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Dxtrrr

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Everything posted by Dxtrrr

  1. Hi all, small update again!I did some little technical infrastructure upgrades by adding speakers and road signs. I also started to play around with the first facade and some tables, chairs and benches. ~Around the roundabout~ Some go away green speakers and nice rich blue street signs! ~Pull up a chair!~ The signs are definitely not final yet and are here to get a feeling of composition and colors. ~Building a Bakery~ I started with the brick shell that is measured on the grid. Then I filled in the windows with beams first and added the glass last. After the windows came the sings to balance things out. And most recently I did the tables, chairs and benches. This was one of the easier facades (simple rectangle) so I started here. I did use the bricks from the sorcery pack at first but swapped them out for the small town ones and I think it looks way better. The in game tables and chairs are huge (not surprised) so I had to do them custom to fit. I also swapped out the trees in front because the scaled down trees have to many low branches that people would bump into. Hope you all enjoy and see you next time on Buena Vista Street! ~Dexter~
  2. I'm amazed at what people can do in RCT3 nowadays! Great job on the whole park so far. I adore the Paint the Night parade, the lights look so good in game :D
  3. Dxtrrr replied to shyguy's topic in Projects
    I really like the Blop tree idea! the collectibles are also fun!
  4. Thanks for the tip about the pole and comment! I'm happy with the final station 😃 Each single tile is made of 2 toy box pieces and 1 art piece for the flat part. It's crazy how much bigger the in game roof tiles are compared to real life! Thanks for the kind comment! I do like Disney but I will agree with you that the IP push has been annoying and in my eyes hurtful to theme parks and lands in particular. I highly prefer lands with a broader theme that have room for IP instead of single IP lands. I also dislike how this change means the whole parks loses the cohesive themed lands like Galaxies Edge in Disneyland next to the more broader and classic lands. The character and IP intergration in BVS is done very tastfull to me. I really loved the whole DCA 2.0 move. Paradise Pier 2.0 and Buena Vista Street were cool changes that added to the park and boosted the California theme. BVS also works really well with Hollywood land nextdoor and ending in Tower of Terror. Carsland is a single IP land but does feel California, Americana and car culture themed to me (as a non US citizen). I was really sad they didn't continue with that push further seeing how successful it was for the park. Some concept pieces hinted a full facade redo for the Hyperion which makes me believe the had plans for the rest of Hollywood land too! The Avengers Campus, Pixar Pier, no Trolley and Avatar chances break so much of what DCA 2.0 fixed. Thanks again for the tips and stamp of approval 🎉
  5. So good!!
  6. Current version Take 3 😋 I slightly added stones to the top and bottom of the pillars to gain height. Then I 110% scaled the whole thing which also allowed me to then scale the beams back down again from 55% to 50%. I also pushed the overhanging beams back a bit to prevent them from getting to close to the tram. I think a variation where the beams were raised above the tram windows but it warped the shape of the shelter to much. I also tried a variation of scaling it all to 120% to get above the windows but that also got to close to the tram and bench behind the shelter. I think this is the final take!
  7. Ah, good to hear it hasn't thrown you down a rabbit hole! I haven't started on recreating interiors for a recreation like this yet so I have always been able build around the limitations. I might give it a try when I get there for this park. I did manage to redo the roof for the tram stop! It looks better I think but still feels a bit low. The good thing about this rebuild is that it is fully scalable without the grid piece so I can scale it up if I still want to make it bigger. What do you think? I think I need to scale the whole thing up just a bit.
  8. I see what you see, I was wondering too what made it feel different! Thanks for the constructive feedback. I did use the elevations for scale and the in game human statues fit nicely so it isn't to low, the pitch of the roof is also steeper than in real life so that adds even more height. I think the giant in game clay roof tiles gives off a more miniature feel. The roof is 4m wide and a real tile would be around 20cm I believe, that would mean you have 20 tiles for 4m. The in game piece has just 6 tiles for 4m. Even is you have bigger tiles that are around 30cm you still need at least 13 tiles instead of 6. These are the drawings I'm working with. The grid is scaled so 1 square length = 1 m in real life. That would make the whole thing about 5m wide (2m between the pillars) and 2.75m ish tall. The one I've done in game is 5m wide and 2m between the pillars. The height in game is 3,25 when I just measured and that is probably because of the steeper roof angle. If you take these numbers and translate them for the trolley height you see that the height is a bit taller that the width of the trolley. If we say 9 feet then that would be around 2.7m. The in game trolley is around 3,25m (around 10'-6"?) so like you said it is taller then the real one. It's also a bit longer in game too! That is also why my wires are closer to the trolley roof then they are supposed to be and why the catenary pole is shorter. I think the bigger trolley and giant tiles trough of the feel for the right scaling in the end. The higher pitched roof also isn't helping making the building not wide enough. I think I'll try to go for a custom roof with smaller tiles, lower pitch and a bit smaller overhang too, I noticed when looking trough the pictures for this post the overhang is quite a bit smaller in real life too! Thanks again for the tips and I'll get back to work 😋 I currently don't have the scaling mod installed but that is mostly to prevent myself from going insane with small details, I kinda like the challenge of working within the limits of the game but the grid pieces not being having a scaling option is a hard one.
  9. I've found some more RCT3 shots from a old project that I wanted to share! I believe this was a build out park on one of the Soaked campaign maps (The Atlantis one). If the picture data is correct then these are from around 2009. The park file has been lost time. This was part of the entrance building and housed a restaurant I believe. On the beach was another research facility type building with some rides surrounding it. I believe this was the only time I tried to fully custom support a coaster.
  10. Hi all, small update!I sat down to do the little tram stop at the entrance and finished it quite quickly thanks to the viking stone wall fence piece! I debated on how to do the roof but picked the in game roof piece in the end to keep the piece count low. I stated to decorate the tram itself but have to take creative liberties because the in game model doesn't match the real cars so I can't decorate it the same way. ~All aboard!~
  11. Dxtrrr replied to shyguy's topic in Projects
    Another fun addition! I like how you keep managing to have a cohesive section feel like one habitat but it's actually made up of multiple smaller ones. The overview gives met ZT2 nostalgia. I loved building the jeep ride in that game, the jeep ride in PZ feels a lot more complicated to work with.
  12. Haha that'll work too! @citytrader I added catenary pole! The scaling is a bit wild in game but I think it'll do the trick. If my memory serves me well then the trolleys in DCA don't actually use the wires and it's all for visual show.
  13. Haha I did notice the abundance of restrooms in your parks! You are very good at building them though, they always look very detailed and realistic. I was surprised to not see any restrooms near the Fiddler, Fifer & Practical Café. It looks like they have a lot of seating but no public restrooms in the building. Thanks for the comment! I do wish to also do interiors but will give priority to facades first. I also give priority to the public accessible interiors before I possibly will do backstage backstage stuff. I have pictures and videos of most of the public stuff but no more knowledge of the backstage parts other that the layout, I don't even know what a lot of backstage rooms are used for.
  14. Thanks! Haha feel free to borrow :D Ahhh I knew I forgot something, I did plan for the catenary pole but didn't add it yet. Thanks for the reminder, I'll get right to it!!
  15. Thanks! So jealous and excited for you!! Hope yoy have a great trip 😁 Haha it's destiny!
  16. Hi all!I'm really enjoying this project and have been cleaning up some edges and working on the to-do-list for the street furniture and other street elements like the tree guards. I've closed the roundabout area with the missing piece that is connected to the Grizzly River Run & plaza in front of Clarabelle's added the brick path for the trolleys, added overhead wires for the trolleys and started on plaza area just beyond the turnstiles. Let's have a look :D ~Closing the Carthay Cirle~ The plaza in front of Clarabelle's Hand Scooped Ice Cream (white block) sidewalk for Fiddler, Fifer & Practical Café (tan building on the left) was added. The pathing system is working with me so far so I'm happy how it is all turning out. The missing piece of roundabout on top was added. It still need the little guest services building with the waiting time board and map. The building also houses the pumping system for the fountain I believe. I'm not really sure how I'm going to handle the Grizzly River Run of it all. I do plan to add more elevation change in this part but I don't plan on recreating the whole ride for this park. This is the Carthay Circle roundabout before I started on the wires and bricks for the trolley. The little blank white space on the right top is for the little guest relations building/pump house. The little white blank space on the bottom is for the Willie's Churros card ~Working the overhead wires and bricks~ I redid the paths first to include the bricks. I used those as a guide line for the new trolley tracks because I think it would be very hard to do the tracks first and then try to make the path fit around it. Then I used the purple sticks to line out the center of the tracks and with that the position of the overhead wires. I worked my way from Hollywood Boulevard all the way to the entrance of the park. \It went way easier and faster that I anticipated and makes such a cool difference in how it all looks! Bring in the Trolley! I really like how the tracks, bricks and wires flow and bend around the park, they give cool visual lines to follow. ~Prepping the entrance plaza~ I added in the little plaza between the trolley stop, Lockers (white building on top), Elysian Arcade entrance (tan tall one the left of the lockers), Restrooms (big orange building on the right) and Mortimer Market (tan corner building in the left). I also extended outwards to the Esplanade to make room for the turnstiles building. For gameplay purposes I'll extend the trolley tracks to run backstage. It's impossible to make a station at the tram stop position because of the elevation difference and size. And with that we get to the current overview of the park. I did try to down down the brightness of the sidewalks but I fear I still need to town it down more. ~Work within the walls~ I started to layout the interiors for the street. I'm lucky someone has uploaded blueprints that include a rough layout of all the interiors including the backstage rooms (shout out to Ed and his Disney Blueprints on Flickr link). I find it a cool learning experience to see how all these things are connected on the inside and how real theme parks operate. Like how the guest services building inside the park are connected to the guest relations. Hope you all enjoy and see you next time on Buena Vista Street! ~Dexter~
  17. Ohh, I like where this is going! I like the theater facade and restaurant area. The elevated tram and train station are also cool. Curious to see how your mainstreet will turn out, I like the coaster balcony idea :D
  18. Looking good! I like the upgrade in lighting for the theater. The overlook area for the river rapids look nice, I always like it when rides interact with there surroundings like this.
  19. Dxtrrr replied to shyguy's topic in Projects
    I did not suspect it to be in the basement levels at all! Should have known with the steep inclines but I just assumed you had to pass beneath some scenes, not transporting all the way to the basement. The side view gelps a lot to understand how it all fits, thanks for sharing, this is awesome!
  20. Dxtrrr replied to shyguy's topic in Projects
    It's here!! Congrats on finishing this ride, such an achievement and major part of the park. The queue is really fun, I like the how you included the lightning line queue, I keep forgetting we have that in the game. The bridge part of the queue going over the other main paths is a cool touch. The boarding calls in the background add a lot to the travel terminal vibes, very Star Toursy! It looked very realistic at multiple points. The ride itself is a joy too! I remember the RTC3 days and this is such a leap forward in technology and design. The luggage carousels where a fun detail that caught my eye. The transition to the dripping water cave was really well done. I laughed at the giant flamethrowers and went Oh no 😬 when the next room was filled with them. I also really enjoy the windows that peek into the ride from the arcade en restaurant. The windows at the station also have a cool multiplane camera effect by placing the billboards farther behind the windows. I also want to praise the sound design and dialogue, the add so much charm and energy to the ride. The robotic and deadpan delivery of "Oh dear, we just traveled trough a black whole 👁️👄👁️" got me good. Really curious if you want to share how it all fits into the building. At some points you had some very steep inclines that I assume where necessary to fit in all the show scenes and coaster track.
  21. Good luck everyone :D
  22. You're welcome :D Well it turned out great, curious to see where you'll go next with this park!
  23. Dxtrrr replied to Fox's topic in Projects
    Ah! I spot the rides in the back now, not sure how I missed those. Probably distracted by the beautiful buildings.
  24. This is so creative an clever! The smart use of billboards work really wel like the top of the box and the shadows of figures on the side of the track. It must have been a pain to make it all line up correctly, great job!
  25. Dxtrrr replied to Fox's topic in Projects
    It all looks so clean! Will you keep this build as a cityscape or will you add rides?

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