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		<title><![CDATA[Theme Park Builder 3D - All Forums]]></title>
		<link>http://www.tpb3d.net/</link>
		<description><![CDATA[Theme Park Builder 3D - http://www.tpb3d.net]]></description>
		<pubDate>Sat, 04 Jul 2009 00:28:36 -0500</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Official IRISH theme proposal.]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=2772</link>
			<pubDate>Wed, 01 Jul 2009 18:37:40 -0500</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=2772</guid>
			<description><![CDATA[The original Irish theme proposal was rejected, but I have researched Ireland enough that I believe the bulk Ireland as a separate culture and country and a lot of culture and myth at that are deserving to be passed to you in the community for an immediate vote. You have approximately 14 days from today to vote for or against an Irish top level theme. Thanks and please do not waste your vote. Just vote your heart and common sense as well. The original topic thread of the proposal is here, though locked.<br />
<br />
http://www.tpb3d.net/showthread.php?tid=2412]]></description>
			<content:encoded><![CDATA[The original Irish theme proposal was rejected, but I have researched Ireland enough that I believe the bulk Ireland as a separate culture and country and a lot of culture and myth at that are deserving to be passed to you in the community for an immediate vote. You have approximately 14 days from today to vote for or against an Irish top level theme. Thanks and please do not waste your vote. Just vote your heart and common sense as well. The original topic thread of the proposal is here, though locked.<br />
<br />
http://www.tpb3d.net/showthread.php?tid=2412]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Let's discuss vending machines for the parks and large attractions.]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=2771</link>
			<pubDate>Wed, 01 Jul 2009 12:43:51 -0500</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=2771</guid>
			<description><![CDATA[Gumball machines, everyone remembers those. Basically vending machines are simple to model and can be flagged later on. In modeling they are main squares or rectangles and then an image for the front end, paint for the back end and if you really wanna be exact a floor alpha for a power wall plug. But the last isn't really necessary as most machines will be against the walls anyhow.<br />
<br />
Bubble Gum Machine ideas.<br />
<br />
<br />
<br />
<br />
<br />
<br />
Combo Toy prize and gum/candy vending machines.<br />
<br />
<br />
<br />
<br />
Snack foods vending machines.<br />
<br />
<br />
<br />
<br />
<br />
<br />
Drinks Vending Machines.<br />
<br />
Remember you might consider this texture for a front but you cannot display the logos as they are trademarked properties of the respective vendors. For actual pics of photos you can use freely and legally, check out the Morguefile.com and search for soda vending machines etc.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
Anyhow a vending machine pack for the game with fuzzy logos of drinks as we cannot show trademarked names would be great. You can use them in your park and on major rides like the decks of the big boats too.]]></description>
			<content:encoded><![CDATA[Gumball machines, everyone remembers those. Basically vending machines are simple to model and can be flagged later on. In modeling they are main squares or rectangles and then an image for the front end, paint for the back end and if you really wanna be exact a floor alpha for a power wall plug. But the last isn't really necessary as most machines will be against the walls anyhow.<br />
<br />
Bubble Gum Machine ideas.<br />
<br />
<br />
<br />
<br />
<br />
<br />
Combo Toy prize and gum/candy vending machines.<br />
<br />
<br />
<br />
<br />
Snack foods vending machines.<br />
<br />
<br />
<br />
<br />
<br />
<br />
Drinks Vending Machines.<br />
<br />
Remember you might consider this texture for a front but you cannot display the logos as they are trademarked properties of the respective vendors. For actual pics of photos you can use freely and legally, check out the Morguefile.com and search for soda vending machines etc.<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
Anyhow a vending machine pack for the game with fuzzy logos of drinks as we cannot show trademarked names would be great. You can use them in your park and on major rides like the decks of the big boats too.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Is the BG Handeling Photo Booths?]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=2769</link>
			<pubDate>Mon, 29 Jun 2009 21:11:12 -0500</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=2769</guid>
			<description><![CDATA[I was thinking today about photo booths, the ones that are after the ride that show your pictures, and wondered how it would be done. Just now I thought :o that the BG would be working with those, so I thought of a way they work. You select the Photo Booth Option in the BG and then select from a list of rides with cameras which one you want it to be. Is this how it will work?]]></description>
			<content:encoded><![CDATA[I was thinking today about photo booths, the ones that are after the ride that show your pictures, and wondered how it would be done. Just now I thought :o that the BG would be working with those, so I thought of a way they work. You select the Photo Booth Option in the BG and then select from a list of rides with cameras which one you want it to be. Is this how it will work?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[tpb3D avatar]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=2768</link>
			<pubDate>Mon, 29 Jun 2009 19:02:08 -0500</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=2768</guid>
			<description><![CDATA[i'd like to donate this avatar I made for everyone to use. <br />
:tpb3d:<br />
<br />
<br />
]]></description>
			<content:encoded><![CDATA[i'd like to donate this avatar I made for everyone to use. <br />
:tpb3d:<br />
<br />
<br />
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Music?!]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=2766</link>
			<pubDate>Mon, 29 Jun 2009 10:19:08 -0500</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=2766</guid>
			<description><![CDATA[I might be a little late or something but I could help with the music because i play the guitar and have made a few songs (I'm only 13! :160: ) but I don't have a drum set, even though I'm insanely good on drums, but I'll make the rock/punk/metal sounding music.<br />
<br />
If you want to see what I can do on Guitar see:<br />
MassDisaster221]]></description>
			<content:encoded><![CDATA[I might be a little late or something but I could help with the music because i play the guitar and have made a few songs (I'm only 13! :160: ) but I don't have a drum set, even though I'm insanely good on drums, but I'll make the rock/punk/metal sounding music.<br />
<br />
If you want to see what I can do on Guitar see:<br />
MassDisaster221]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Other Organic Coaster Approach]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=2765</link>
			<pubDate>Sat, 27 Jun 2009 14:43:43 -0500</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=2765</guid>
			<description><![CDATA[Okay we discussed making traditional Organic coaster builds a cross between TORCG3 the game by that evil publisher and of course the famous TORCG NL simulation, well to dignify No Limits we can remove their TORCG status :aktion:<br />
<br />
Okay let us build the alternate coaster way. You select station, then station theme. Grab the end of the station and stretch its length. Happy so far, great. Is this a standard coaster, mirrored coaster or racing coaster. How many tracks, okay in this instance only one. Now that you have the station click the trackline button. Notice a bit of a thread hangs out. Click this thread and a drop down menu of different track options appears. Since that station was set to chain lift instead of the shuttle or "Other Lift Method"s being checked option for the thread is lift. Select lift. Notice the small thread is now an animated chain complete with clinking noise too.<br />
<br />
Grab the end of the thread or track and pull it out. It stretches along. On the sides of this wooden coaster are flat steps. Now lift the end of the track thread and shebang, ya get auto supports. Make it a giant lift hill and side supports appear too. The dot on the end, click that and another thread is added. Stretch it and notice how little adjustment dots begin to appear along the line. Why don't we make this a 2,000 foot long ( 609.60 meters ) ride coaster. Long line :r<br />
<br />
Highlight the section following the lift hill with the mouse and holding your shift key down. Right click select steep dive and instantly a steep dive is created for a downhill only on the highlighted section. The Steep dive also ascends equally to the continuance of the track. Highlight the next section and now select large curve. A 180 curve is created. Let's make the curve banked. Select the degree curvature. The Steep Dive leading into the banked curve auto adjust for you though you can click a dot inbetween them and make the adjustments you want to. From the curve, select the next area and create a shallow dive. Same height as steep dive, but stretched lout and longer over all. After this select "Create Loop" and bang a loop is created. Now there are several shapes of loops. In this case we went medium looping. Grab the elongated apex of the loop and pull it up a bit higher, not too much though. We will have the auto-engineer fix stuff later so hang on for a bit. The lead out of the loop is as high as the top of the long hill drop. Now select small hills option, type in the number you want maybe 4 should do. A series of small steep and condensed hills now are tagged along the length following the loop. Now select the portion you want for a banked curve back to the station. Create this. Finally grab the end of the track thread and attach it to the back of the station. Select the anchor option and the coaster has initially been created. We can tweak from here but let's force the system to test adjust and make add-ons for it.<br />
<br />
First we have to determine if this will be a gentle coaster, normal or high thrill ride. Once you have selected in this case a normal coaster, then it is time to "auto-calculate" the brakes option for the ride. Based on a normal coasters speed average, brakes are applied along the track where necessary. Time to send the coaster's auto engineer for a ride. The coaster will always start with 4 cars. Note it ascends the main lift hill and begins to ride slowly thwarting gravity and estimating all the tweaks. As the cars slowly move through the process, curves, hilss, drops all get auto-adjusted. The cars finally arrive at the station, now they go through the entire ride at normal speeds. Note a Booster was added midway through the bottom of the first hill drop and braking added before the exit of the first curve. You can right click and tweak these as suits. Once this coaster has been created, click the weld button and the coaster is ready to pick up and face the direction you want where you want it. It started with the station and then one basic line the computer tweaked along the way. No separate pieces, just a single stretched line with textures, alphas, cars and passengers too.]]></description>
			<content:encoded><![CDATA[Okay we discussed making traditional Organic coaster builds a cross between TORCG3 the game by that evil publisher and of course the famous TORCG NL simulation, well to dignify No Limits we can remove their TORCG status :aktion:<br />
<br />
Okay let us build the alternate coaster way. You select station, then station theme. Grab the end of the station and stretch its length. Happy so far, great. Is this a standard coaster, mirrored coaster or racing coaster. How many tracks, okay in this instance only one. Now that you have the station click the trackline button. Notice a bit of a thread hangs out. Click this thread and a drop down menu of different track options appears. Since that station was set to chain lift instead of the shuttle or "Other Lift Method"s being checked option for the thread is lift. Select lift. Notice the small thread is now an animated chain complete with clinking noise too.<br />
<br />
Grab the end of the thread or track and pull it out. It stretches along. On the sides of this wooden coaster are flat steps. Now lift the end of the track thread and shebang, ya get auto supports. Make it a giant lift hill and side supports appear too. The dot on the end, click that and another thread is added. Stretch it and notice how little adjustment dots begin to appear along the line. Why don't we make this a 2,000 foot long ( 609.60 meters ) ride coaster. Long line :r<br />
<br />
Highlight the section following the lift hill with the mouse and holding your shift key down. Right click select steep dive and instantly a steep dive is created for a downhill only on the highlighted section. The Steep dive also ascends equally to the continuance of the track. Highlight the next section and now select large curve. A 180 curve is created. Let's make the curve banked. Select the degree curvature. The Steep Dive leading into the banked curve auto adjust for you though you can click a dot inbetween them and make the adjustments you want to. From the curve, select the next area and create a shallow dive. Same height as steep dive, but stretched lout and longer over all. After this select "Create Loop" and bang a loop is created. Now there are several shapes of loops. In this case we went medium looping. Grab the elongated apex of the loop and pull it up a bit higher, not too much though. We will have the auto-engineer fix stuff later so hang on for a bit. The lead out of the loop is as high as the top of the long hill drop. Now select small hills option, type in the number you want maybe 4 should do. A series of small steep and condensed hills now are tagged along the length following the loop. Now select the portion you want for a banked curve back to the station. Create this. Finally grab the end of the track thread and attach it to the back of the station. Select the anchor option and the coaster has initially been created. We can tweak from here but let's force the system to test adjust and make add-ons for it.<br />
<br />
First we have to determine if this will be a gentle coaster, normal or high thrill ride. Once you have selected in this case a normal coaster, then it is time to "auto-calculate" the brakes option for the ride. Based on a normal coasters speed average, brakes are applied along the track where necessary. Time to send the coaster's auto engineer for a ride. The coaster will always start with 4 cars. Note it ascends the main lift hill and begins to ride slowly thwarting gravity and estimating all the tweaks. As the cars slowly move through the process, curves, hilss, drops all get auto-adjusted. The cars finally arrive at the station, now they go through the entire ride at normal speeds. Note a Booster was added midway through the bottom of the first hill drop and braking added before the exit of the first curve. You can right click and tweak these as suits. Once this coaster has been created, click the weld button and the coaster is ready to pick up and face the direction you want where you want it. It started with the station and then one basic line the computer tweaked along the way. No separate pieces, just a single stretched line with textures, alphas, cars and passengers too.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Cemetery Land rejected and here is why.]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=2764</link>
			<pubDate>Sat, 27 Jun 2009 00:41:00 -0500</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=2764</guid>
			<description><![CDATA[Because the idea was dead before it got started. Unless you can give me my friend a better reason  this is a no go, or  in otherwords a deceased issue. You can have your dead people in the Horror or Gothic genres.<br />
<br />
R.I.P. :9]]></description>
			<content:encoded><![CDATA[Because the idea was dead before it got started. Unless you can give me my friend a better reason  this is a no go, or  in otherwords a deceased issue. You can have your dead people in the Horror or Gothic genres.<br />
<br />
R.I.P. :9]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[RRCS and 1st person views.]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=2763</link>
			<pubDate>Fri, 26 Jun 2009 21:09:49 -0500</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=2763</guid>
			<description><![CDATA[Beside being in the driver's seat comes with how will we enjoy these rides? Go Karts, Bumper Karts on the track. Well the left mouse button is go, the right for braking on the Go-Karts, Bumper cars are no braking. Mouse steers cars right or left. Or you can use the standard keyboard equivalents of QWES to move your car if you want to save the mouse.<br />
<br />
Will these like other FRCS and TRCS rides be a blast with ride control interactions by you and other passengers across the net, you bet they will, so let's get this discussion kicked off and going...]]></description>
			<content:encoded><![CDATA[Beside being in the driver's seat comes with how will we enjoy these rides? Go Karts, Bumper Karts on the track. Well the left mouse button is go, the right for braking on the Go-Karts, Bumper cars are no braking. Mouse steers cars right or left. Or you can use the standard keyboard equivalents of QWES to move your car if you want to save the mouse.<br />
<br />
Will these like other FRCS and TRCS rides be a blast with ride control interactions by you and other passengers across the net, you bet they will, so let's get this discussion kicked off and going...]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Is the flood about to come?]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=2760</link>
			<pubDate>Thu, 25 Jun 2009 18:46:44 -0500</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=2760</guid>
			<description><![CDATA[The dog days of summer are about to replace the June gloom in the northern hemisphere while down under, winter is under way. So what are you going to do this summer? Well, most people in this global economy of slow downs are going to stay local, and honestly online, others will be busy for a while then settle down, and the tpb3d community will have new wonderful stuff too. That is the beauty here. Over at the TORCG3 community a desperate abandoned swath of our many friends and future TPB3D’ers are busy trying to prop that app up, so that a publisher whose logo flips its users the bird ( well at least that is what it reminds me of :D ) will continue to prosper from what sales this long ago abandoned and dead product would have been had it not been for desperate cultural community fellow members. So while they are going nuts making any and everything including flat and tracked rides and variants, they cannot make code changes to the game, nope not at all, and that is the major difference between TORCG3 and TPB3D which continues to grow with your participation. During the summer, we might see more trademark infringements in TORCG3 while TPB3D makes advances towards real life and reality.<br />
<br />
In TPB3D we are not just the new community, we are now becoming a culture. The main media even knows about us, is watching us, is waiting for a major release as are tens of thousands of folks by now, why just last week, many folks from China were visiting TPB3D, scouring the ride topics, taking a break or more from daily life’s conundrums and discovering there is fun in the big world beyond a great wall or two. If you think the Chinese were pouring in last week, wait till we get a Great Wall set available, they’ll be flocking in droves to build their first Dragon coasters. So here we are at the dog days of summer, but instead of an old dog lying quietly at the doors edge, keeled over and resting away like an older and bug riddled TORCG3, or a too-sophisticated simulation only app, we are like a leashed Rottweiler, ready to get off-leash and prance the neighborhood fearlessly, or at least until the dog catcher and animal control arrives :e<br />
<br />
The bits and pieces are beginning to rapidly come together for TPB3D, 120 plus attractions with many more in the planning, coding for the game base rapidly getting nailed down, in fact at some point it will all hit and bang!!! You will know the future is not only ours, but has finally arrived. The fact that so many are participating in this endeavor, that it is almost 3 years old, has now grown its own culture and following including pics, vids even music vids. These facts mean this is bigger than one or two original founders. It is massive and growing to a much bigger level with every day that passes. In essence, this culture exists and the platform has arrived and now it is growing from being an infant into a young child. Can you imagine that we are almost at the child phase, how it is active and full of promise, what this game will be like in the child years, later the energetic teen years and finally the raging adult years where this is going?<br />
<br />
Yes this summer will see many interesting things happening especially on the coders side of it, but the flood is coming, the flood of new users seeing this happening and the flood of the technology that will be making this all happen and it is here some of it, and other parts in the works and finally, the flood will be here and sooner than most of you even realize. At the end of the summer, we will be at 3 years celebration but nobody ever said an infant grows overnight, rather through the times and what times they have been, times they currently are and the grand futures around the globe that will be. The future always belongs to those willing to make it happen, seize it and enjoy it with their many new friends and family too.]]></description>
			<content:encoded><![CDATA[The dog days of summer are about to replace the June gloom in the northern hemisphere while down under, winter is under way. So what are you going to do this summer? Well, most people in this global economy of slow downs are going to stay local, and honestly online, others will be busy for a while then settle down, and the tpb3d community will have new wonderful stuff too. That is the beauty here. Over at the TORCG3 community a desperate abandoned swath of our many friends and future TPB3D’ers are busy trying to prop that app up, so that a publisher whose logo flips its users the bird ( well at least that is what it reminds me of :D ) will continue to prosper from what sales this long ago abandoned and dead product would have been had it not been for desperate cultural community fellow members. So while they are going nuts making any and everything including flat and tracked rides and variants, they cannot make code changes to the game, nope not at all, and that is the major difference between TORCG3 and TPB3D which continues to grow with your participation. During the summer, we might see more trademark infringements in TORCG3 while TPB3D makes advances towards real life and reality.<br />
<br />
In TPB3D we are not just the new community, we are now becoming a culture. The main media even knows about us, is watching us, is waiting for a major release as are tens of thousands of folks by now, why just last week, many folks from China were visiting TPB3D, scouring the ride topics, taking a break or more from daily life’s conundrums and discovering there is fun in the big world beyond a great wall or two. If you think the Chinese were pouring in last week, wait till we get a Great Wall set available, they’ll be flocking in droves to build their first Dragon coasters. So here we are at the dog days of summer, but instead of an old dog lying quietly at the doors edge, keeled over and resting away like an older and bug riddled TORCG3, or a too-sophisticated simulation only app, we are like a leashed Rottweiler, ready to get off-leash and prance the neighborhood fearlessly, or at least until the dog catcher and animal control arrives :e<br />
<br />
The bits and pieces are beginning to rapidly come together for TPB3D, 120 plus attractions with many more in the planning, coding for the game base rapidly getting nailed down, in fact at some point it will all hit and bang!!! You will know the future is not only ours, but has finally arrived. The fact that so many are participating in this endeavor, that it is almost 3 years old, has now grown its own culture and following including pics, vids even music vids. These facts mean this is bigger than one or two original founders. It is massive and growing to a much bigger level with every day that passes. In essence, this culture exists and the platform has arrived and now it is growing from being an infant into a young child. Can you imagine that we are almost at the child phase, how it is active and full of promise, what this game will be like in the child years, later the energetic teen years and finally the raging adult years where this is going?<br />
<br />
Yes this summer will see many interesting things happening especially on the coders side of it, but the flood is coming, the flood of new users seeing this happening and the flood of the technology that will be making this all happen and it is here some of it, and other parts in the works and finally, the flood will be here and sooner than most of you even realize. At the end of the summer, we will be at 3 years celebration but nobody ever said an infant grows overnight, rather through the times and what times they have been, times they currently are and the grand futures around the globe that will be. The future always belongs to those willing to make it happen, seize it and enjoy it with their many new friends and family too.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Come On Down, the chats are open...]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=2759</link>
			<pubDate>Thu, 25 Jun 2009 14:53:29 -0500</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=2759</guid>
			<description><![CDATA[Join the Live chats and take TPB3D to a live level with your friends...come on down.<br />
<br />
<br />
<br />
http://chat.tpb3d.net]]></description>
			<content:encoded><![CDATA[Join the Live chats and take TPB3D to a live level with your friends...come on down.<br />
<br />
<br />
<br />
http://chat.tpb3d.net]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Ride Sandbox]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=2758</link>
			<pubDate>Thu, 25 Jun 2009 00:43:13 -0500</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=2758</guid>
			<description><![CDATA[This is just a sandbox for playing with rides. Over time this will develop and I'll change pictures as I get more working.<br />
<br />
<br />
<br />
This is not TPB3D as the main code is being written at this time. This will serve as a proving ground for techniques we develop and rides that our team are building.]]></description>
			<content:encoded><![CDATA[This is just a sandbox for playing with rides. Over time this will develop and I'll change pictures as I get more working.<br />
<br />
<br />
<br />
This is not TPB3D as the main code is being written at this time. This will serve as a proving ground for techniques we develop and rides that our team are building.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Summer Vacation:]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=2757</link>
			<pubDate>Wed, 24 Jun 2009 12:39:32 -0500</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=2757</guid>
			<description><![CDATA[Just an FYI to all, I will be away on vacation from 07.02.2009 till 07.12.2009<br />
<br />
This means that I'll not be updating any projects that I havent sent off by then, nor will I be available to provide feedback during those dates.  *DUH*<br />
<br />
Ya'll behave now, or I'll sick Slick on ya when I get back.]]></description>
			<content:encoded><![CDATA[Just an FYI to all, I will be away on vacation from 07.02.2009 till 07.12.2009<br />
<br />
This means that I'll not be updating any projects that I havent sent off by then, nor will I be available to provide feedback during those dates.  *DUH*<br />
<br />
Ya'll behave now, or I'll sick Slick on ya when I get back.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Round n Round]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=2755</link>
			<pubDate>Tue, 23 Jun 2009 01:22:02 -0500</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=2755</guid>
			<description><![CDATA[Roundabouts R Us...<br />
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[attachment=535]]]></description>
			<content:encoded><![CDATA[Roundabouts R Us...<br />
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[attachment=535]]]></content:encoded>
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			<title><![CDATA[How are maps going to be handled?]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=2754</link>
			<pubDate>Tue, 23 Jun 2009 01:20:40 -0500</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=2754</guid>
			<description><![CDATA[I've been thinking about this, and I realize that I don't remember hearing anything about how this game will handle the player's own map, the one that TORCG used to monitor traffic levels, or just look at the park layout from a different perspective. I doubt we want to copy TORCG because that map was horrid. It was hard to discern anything, it was too small, it never really gave you anything that you wouldn't learn just from zooming out. I particularly want this changed as it's one thing that'll separate this game from TORCG if we can make this as commonly used as the finances tab.<br />
<br />
I've got some ideas that I want to throw out before I forget in my sleep.<br />
<br />
1) Make the map look different than just a zoomed-out screenshot.<br />
And certainly not like TORCG. I figure we could base its design off of real park maps, like Sea World's which has logos for each ride plastered over it. I don't know how we'll make the logos, but tracked rides could have a shot of the ride vehicles, and flat rides would of couse feature themselves, as rendered during construction. To make the look stylized, we could highlight the borders and add a slight warping to the image, as if you shot it with a fish-eye lens. Then of course to keep the map functional, we scale each logo so that it doesn't cross over any important info like path traffic, which while I'm on that could be displayed as varying colors that represent density. Path sides would be highlighted to match the stylized look and to separate the varying path colors from anything else. The background could just be a static shot of the park, with contrails following coaster cars to match the stylized look.<br />
<br />
2) Give the poor map some use!<br />
When the player floats their mouse over an attraction, a tooltip is displayed giving the player some quick info on each ride like status, queue length, est. profit, and est. hourly capacity. Under the map would be the ride list, layed out like a real park map, displaying locations, also showing tooltips, and scheduled events like parades and fireworks. This could eliminate the need for a separate ride list.<br />
<br />
Critique as you will, I just wanted to throw out some ideas while they were fresh in my mind.]]></description>
			<content:encoded><![CDATA[I've been thinking about this, and I realize that I don't remember hearing anything about how this game will handle the player's own map, the one that TORCG used to monitor traffic levels, or just look at the park layout from a different perspective. I doubt we want to copy TORCG because that map was horrid. It was hard to discern anything, it was too small, it never really gave you anything that you wouldn't learn just from zooming out. I particularly want this changed as it's one thing that'll separate this game from TORCG if we can make this as commonly used as the finances tab.<br />
<br />
I've got some ideas that I want to throw out before I forget in my sleep.<br />
<br />
1) Make the map look different than just a zoomed-out screenshot.<br />
And certainly not like TORCG. I figure we could base its design off of real park maps, like Sea World's which has logos for each ride plastered over it. I don't know how we'll make the logos, but tracked rides could have a shot of the ride vehicles, and flat rides would of couse feature themselves, as rendered during construction. To make the look stylized, we could highlight the borders and add a slight warping to the image, as if you shot it with a fish-eye lens. Then of course to keep the map functional, we scale each logo so that it doesn't cross over any important info like path traffic, which while I'm on that could be displayed as varying colors that represent density. Path sides would be highlighted to match the stylized look and to separate the varying path colors from anything else. The background could just be a static shot of the park, with contrails following coaster cars to match the stylized look.<br />
<br />
2) Give the poor map some use!<br />
When the player floats their mouse over an attraction, a tooltip is displayed giving the player some quick info on each ride like status, queue length, est. profit, and est. hourly capacity. Under the map would be the ride list, layed out like a real park map, displaying locations, also showing tooltips, and scheduled events like parades and fireworks. This could eliminate the need for a separate ride list.<br />
<br />
Critique as you will, I just wanted to throw out some ideas while they were fresh in my mind.]]></content:encoded>
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			<title><![CDATA[Martine Maritime Diving Bell(s) Ride]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=2753</link>
			<pubDate>Sun, 21 Jun 2009 15:03:09 -0500</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=2753</guid>
			<description><![CDATA[Can someone take some breaks and please nail this ride on the longtime list? I know what some will be thinking. "There he goes again with pier rides :logflumer: "<br />
<br />
Actually there were two versions of this ride. The common ride with two diving bells and the more rare version with one diving bell, so two tank sizes and actually two separate rides to provide photos of. The single diving bell used a similar sized DB as the dual ride only it had a winch and hydraulics for the one bell and a smaller diving aquarium tank as well usually about 40 feet deep. It had one superstructure walkway for the ride. Photos of the rides are rare but there are some BP's for those wanting to model it as well luckily of a youtube video showing the ride in action and some rare photos as well, enough to go by, but this ride would be greatly appreciated, by of course a modeler not too bogged down right now, a modeler who has finished rides already and finally a modeler able to get this ride correct.<br />
<br />
<br />
<br />
Here is the Nupike video showing the diving bell single version in action plus other rides too. Occurs in video at frame 1:34 I believe.<br />
<br />
http://www.youtube.com/watch?v=rXbEqX6OQWw<br />
<br />
Below is the Pacific Ocean Park video showing the more common dual diving bells in action at about frame 1:23. Supposedly a New England amusement park still has the duals in action not sure of the name of that park though I had heard it rumored six flags might have owned them.<br />
<br />
]]></description>
			<content:encoded><![CDATA[Can someone take some breaks and please nail this ride on the longtime list? I know what some will be thinking. "There he goes again with pier rides :logflumer: "<br />
<br />
Actually there were two versions of this ride. The common ride with two diving bells and the more rare version with one diving bell, so two tank sizes and actually two separate rides to provide photos of. The single diving bell used a similar sized DB as the dual ride only it had a winch and hydraulics for the one bell and a smaller diving aquarium tank as well usually about 40 feet deep. It had one superstructure walkway for the ride. Photos of the rides are rare but there are some BP's for those wanting to model it as well luckily of a youtube video showing the ride in action and some rare photos as well, enough to go by, but this ride would be greatly appreciated, by of course a modeler not too bogged down right now, a modeler who has finished rides already and finally a modeler able to get this ride correct.<br />
<br />
<br />
<br />
Here is the Nupike video showing the diving bell single version in action plus other rides too. Occurs in video at frame 1:34 I believe.<br />
<br />
http://www.youtube.com/watch?v=rXbEqX6OQWw<br />
<br />
Below is the Pacific Ocean Park video showing the more common dual diving bells in action at about frame 1:23. Supposedly a New England amusement park still has the duals in action not sure of the name of that park though I had heard it rumored six flags might have owned them.<br />
<br />
]]></content:encoded>
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			<title><![CDATA[Ride and Building files.]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=2752</link>
			<pubDate>Sat, 20 Jun 2009 23:06:36 -0500</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=2752</guid>
			<description><![CDATA[While attempting to load some of the rides I found a bug in the 3DS files.<br />
<br />
If your texture names are longer than 8 chars the extension get lopped off.<br />
<br />
Example: biplanemstrtx.png in Barnstarmer is loaded as "biplanems" loping off the rest of the name. Being a developer, I first looked at the file in binary to see if I had a code issue but it is stored that way. This is what is blowing the textures off of the rides.<br />
<br />
ASE files, the textures are missing completely.<br />
<br />
Please don't take this as an offense on your work modelers, it's the tools that have the problems.]]></description>
			<content:encoded><![CDATA[While attempting to load some of the rides I found a bug in the 3DS files.<br />
<br />
If your texture names are longer than 8 chars the extension get lopped off.<br />
<br />
Example: biplanemstrtx.png in Barnstarmer is loaded as "biplanems" loping off the rest of the name. Being a developer, I first looked at the file in binary to see if I had a code issue but it is stored that way. This is what is blowing the textures off of the rides.<br />
<br />
ASE files, the textures are missing completely.<br />
<br />
Please don't take this as an offense on your work modelers, it's the tools that have the problems.]]></content:encoded>
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			<title><![CDATA[A Possible Interface?]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=2751</link>
			<pubDate>Sat, 20 Jun 2009 21:38:47 -0500</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=2751</guid>
			<description><![CDATA[After looking through the web I finally found this flash game that lets you simulate a roller coaster.  Is it possible for us to do something like that from a ride manager's viewpoint?<br />
<br />
http://www.themagical.nl/index.php<br />
<br />
any of their disney sims.]]></description>
			<content:encoded><![CDATA[After looking through the web I finally found this flash game that lets you simulate a roller coaster.  Is it possible for us to do something like that from a ride manager's viewpoint?<br />
<br />
http://www.themagical.nl/index.php<br />
<br />
any of their disney sims.]]></content:encoded>
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			<title><![CDATA[Santa's Village Alice In Wonderland Fantasy theme tie-in]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=2749</link>
			<pubDate>Sat, 20 Jun 2009 12:11:58 -0500</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=2749</guid>
			<description><![CDATA[http://www.tpb3d.net/showthread.php?tid=2747<br />
<br />
Since Santa's Village has had a real life tie-in with several fantasy characters, the link to Alice and Wonderland has been added here.]]></description>
			<content:encoded><![CDATA[http://www.tpb3d.net/showthread.php?tid=2747<br />
<br />
Since Santa's Village has had a real life tie-in with several fantasy characters, the link to Alice and Wonderland has been added here.]]></content:encoded>
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			<title><![CDATA[Alice In Wonderland]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=2747</link>
			<pubDate>Sat, 20 Jun 2009 12:04:36 -0500</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=2747</guid>
			<description><![CDATA[Can we make Alice In Wonderland or is this exclusive to Disney only?<br />
<br />
Is it in the public domain?<br />
<br />
http://wiki.answers.com/Q/Is_%27Alice_in...lic_domain<br />
<br />
The original book is, yes.<br />
<br />
Movie versions and other unique adaptations may or may not be, as well as certain illustrations. It depends on when they were released.<br />
<br />
Being well over one hundred years old, the original story as written by Lewis Carroll is in the public domain, which may account for the thousands of versions of children's books, plays, etc. that you can find based on it.<br />
<br />
The original Tenniel illustrations are also in the public domain. <br />
<br />
More in depth answers can be found here:<br />
<br />
http://answers.google.com/answers/thread...86712.html]]></description>
			<content:encoded><![CDATA[Can we make Alice In Wonderland or is this exclusive to Disney only?<br />
<br />
Is it in the public domain?<br />
<br />
http://wiki.answers.com/Q/Is_%27Alice_in...lic_domain<br />
<br />
The original book is, yes.<br />
<br />
Movie versions and other unique adaptations may or may not be, as well as certain illustrations. It depends on when they were released.<br />
<br />
Being well over one hundred years old, the original story as written by Lewis Carroll is in the public domain, which may account for the thousands of versions of children's books, plays, etc. that you can find based on it.<br />
<br />
The original Tenniel illustrations are also in the public domain. <br />
<br />
More in depth answers can be found here:<br />
<br />
http://answers.google.com/answers/thread...86712.html]]></content:encoded>
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			<title><![CDATA[Christmas Gift 2009 for the globe from tpb3d]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=2746</link>
			<pubDate>Sat, 20 Jun 2009 01:28:21 -0500</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=2746</guid>
			<description><![CDATA[Unzip and you have a working early snow covered landscape. The landscape has snow covered trees mostly custom scenery for now, a Santa's Village building and accessory set, distant mountain backdrop and compiled working FRCS rides. The Landscape is basically an early alpha flat plane, no tunnels yet, but enough to say Merry Christmas 2009 and here we wanted to show you it is the real deal.<br />
<br />
After talking with coders modelers last night, we feel this is doable and what better thing to deliver as a present to the global community around the month of giving.<br />
<br />
Infamousone working on trees.<br />
<br />
Cook-AlabamaCajun doing tie ups on FRCS.<br />
<br />
Groovedafied making scenery and pre-made structures for Santa's Village about 25% done so far heading to the repository later. The entire Santa's Village stuff to date and updated weekly is here in the wiki http://sebar.com/tpb3dwiki/index.php?tit...7s_Village<br />
<br />
AlabamaCajun tie ins with Cook, DoctorJ, Duesuk on landscaping.<br />
<br />
AlabamaCajun simple TRCS allows us simple tracked rides.<br />
<br />
Existing rides for the Christmas Gift game for 2009 already are, The Tannenbaum by Surfingoz, soon the Himalayas by djfriktion, Eli 16 Ferriswheel by WCBoudreaux, Bumble Bee Monorail by aelk2004, Flying Elephants by Surfingoz other rides and ideas in the works for summer.<br />
<br />
This is very doable with a snow covered plain landscape. Things can be added later on, but this would go a very long way to busting this game wideopen more than it is and is one of the greater gestures one could offer a dreary world. Nothing beats sharing things with others especially their jubilation, delights and happiness.<br />
<br />
I say let's go for it. No the A.I. isn't there and probably won't be, but at least we can get most of the other things going and let people have some early fun. Enough here to make it all happen. Feel free to weigh in and be careful ;) and quite shy of killing this miniature grand idea. Never say never. Can-do attitudes are what make we might be able to into yeah, bring it on.]]></description>
			<content:encoded><![CDATA[Unzip and you have a working early snow covered landscape. The landscape has snow covered trees mostly custom scenery for now, a Santa's Village building and accessory set, distant mountain backdrop and compiled working FRCS rides. The Landscape is basically an early alpha flat plane, no tunnels yet, but enough to say Merry Christmas 2009 and here we wanted to show you it is the real deal.<br />
<br />
After talking with coders modelers last night, we feel this is doable and what better thing to deliver as a present to the global community around the month of giving.<br />
<br />
Infamousone working on trees.<br />
<br />
Cook-AlabamaCajun doing tie ups on FRCS.<br />
<br />
Groovedafied making scenery and pre-made structures for Santa's Village about 25% done so far heading to the repository later. The entire Santa's Village stuff to date and updated weekly is here in the wiki http://sebar.com/tpb3dwiki/index.php?tit...7s_Village<br />
<br />
AlabamaCajun tie ins with Cook, DoctorJ, Duesuk on landscaping.<br />
<br />
AlabamaCajun simple TRCS allows us simple tracked rides.<br />
<br />
Existing rides for the Christmas Gift game for 2009 already are, The Tannenbaum by Surfingoz, soon the Himalayas by djfriktion, Eli 16 Ferriswheel by WCBoudreaux, Bumble Bee Monorail by aelk2004, Flying Elephants by Surfingoz other rides and ideas in the works for summer.<br />
<br />
This is very doable with a snow covered plain landscape. Things can be added later on, but this would go a very long way to busting this game wideopen more than it is and is one of the greater gestures one could offer a dreary world. Nothing beats sharing things with others especially their jubilation, delights and happiness.<br />
<br />
I say let's go for it. No the A.I. isn't there and probably won't be, but at least we can get most of the other things going and let people have some early fun. Enough here to make it all happen. Feel free to weigh in and be careful ;) and quite shy of killing this miniature grand idea. Never say never. Can-do attitudes are what make we might be able to into yeah, bring it on.]]></content:encoded>
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