Ask the Experts / Landmark maker for rct2

  • Arjan v l%s's Photo

    Does anybody have the latest version of landmark maker for rct2?

     

    If so, could you post a download.

     

    Thanks.

  • RCTER2%s's Photo
    Rct2 Landmark Maker - Rct 2 Object List
    RCT2 Landmark Maker 1.3 - Rct 2 Object List
    RCT2 Landmark Maker Tutorial - Rct 2 Object List
  • Arjan v l%s's Photo

    Thanks.

     

    Must say that i've downloaded a virus last time at rct2object.com

    I'll check again though.

  • Cocoa%s's Photo

    yeah my antivirus program is warning me about that page

  • IceKnight366%s's Photo

    How did you end up getting this program Arjan?  Did you just risk it and download it anyway?  That seems to be the only location I can find it.

  • IceKnight366%s's Photo

    Never mind, it turns out the links don't even work anymore...  Does anyone still have landmark maker?  Need to use it to make an animated large scenery (apparently... http://www.nedesigns...large-scenery/)

  • X7123M3-256%s's Photo

    Is this what you're looking for?

     

    Also, I'm 99% sure you can't have animated large scenery. The thread you linked suggests making several small scenery objects and piecing them together in game.

  • IceKnight366%s's Photo

    Yes, that is what I was looking for!  Thank you!

    Ahhh... I see...  I'm making quite a bit of simple and animated scenery right now and was just about to try a custom animated large when I ran into this problem.  That sucks... hmm... Well perhaps I'll just try to link them together like the thread suggests.  Although that'll use up a lot of small scenery spaces so I don't know...  Like using 4 small scenery spaces out of the 256 just for one piece of scenery... Tough call...

  • X7123M3-256%s's Photo

    I don't see a way around it. Large scenery doesn't do animation and small scenery can only occupy one tile, so you'd have to split it into multiple objects.

     

    But, if you have a set of full tile,non-animated small scenery objects of a similar height, you could theoretically save object slots elsewhere by packing them all into a single large scenery item (since it is possible to place individual sprites from a large scenery object). I have yet to actually try this though.

  • inthemanual%s's Photo

    I don't see a way around it. Large scenery doesn't do animation and small scenery can only occupy one tile, so you'd have to split it into multiple objects.
     
    But, if you have a set of full tile,non-animated small scenery objects of a similar height, you could theoretically save object slots elsewhere by packing them all into a single large scenery item (since it is possible to place individual sprites from a large scenery object). I have yet to actually try this though.


    Genius. Although probably a pain in the ass, you could get a ton more objects on a bench this way.
  • IceKnight366%s's Photo


    I don't see a way around it. Large scenery doesn't do animation and small scenery can only occupy one tile, so you'd have to split it into multiple objects.

     

    But, if you have a set of full tile,non-animated small scenery objects of a similar height, you could theoretically save object slots elsewhere by packing them all into a single large scenery item (since it is possible to place individual sprites from a large scenery object). I have yet to actually try this though.



    Yeah... that went over my head hah.
  • X7123M3-256%s's Photo

    Yeah... that went over my head hah.

     
    Large scenery objects are split up into mulitple sprites. This is done because RCT2 has no depth buffer, and relies on the grid to determine the right order to draw things. A single sprite that's larger than a tile will glitch.

     

    Each of these sprites is a seperate map element placed on a seperate tile - so there's no reason they actually have to be related. You could use the large scenery item as a group of objects, which would only take up one scenery slot. Of course you're subject to the limitations of large scenery - no animations, transparency, quarter tile objects, etc.

     

    It would also be extremely awkward to actually use this because you'd have to place the scenery object and then delete all the sprites you don't want. I think if I did it, I'd probably build it initially using seperate scenery objects, then have a script do the substitution and free up the scenery slots used. But at the moment, I still can't write scenery objects, so this is just theoretical for now. If you're short on object slots and really can't remove anything, them maybe it would be worth freeing up a few of them this way.

  • IceKnight366%s's Photo

    Thanking for that detailed explanation... that's very interesting

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