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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>Fri, 03 Sep 2010 04:56:18 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[2nd Hand Ride Auctions\Offers]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=3491</link>
			<pubDate>Thu, 02 Sep 2010 12:34:07 +0000</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=3491</guid>
			<description><![CDATA[Just thinking...  Two of my local theme parks which have been hit hard by recession and visitor number reduction went off and bought 2nd hand coasters/rides from other parks in the last few years. Could this be possible in this game?<br />
<br />
So your park isn't doing so well and all those shiny new coasters and flat ride price tags are way beyond your available funds but your guests are bored with what you have on offer and could just do with being given a new reason to revisit. Could you set off searching through a 2nd hand ride website or auction to buy a lower quality ride from somewhere? Maybe these rides break down more often or have less appeal than new ones? <br />
<br />
Multiplayer option, maybe even sell your own old and unused rides to the highest bidder under an auction system?]]></description>
			<content:encoded><![CDATA[Just thinking...  Two of my local theme parks which have been hit hard by recession and visitor number reduction went off and bought 2nd hand coasters/rides from other parks in the last few years. Could this be possible in this game?<br />
<br />
So your park isn't doing so well and all those shiny new coasters and flat ride price tags are way beyond your available funds but your guests are bored with what you have on offer and could just do with being given a new reason to revisit. Could you set off searching through a 2nd hand ride website or auction to buy a lower quality ride from somewhere? Maybe these rides break down more often or have less appeal than new ones? <br />
<br />
Multiplayer option, maybe even sell your own old and unused rides to the highest bidder under an auction system?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Steampunk]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=3484</link>
			<pubDate>Thu, 02 Sep 2010 00:53:08 +0000</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=3484</guid>
			<description><![CDATA[Copper. Pipes. Steam engines. <br />
<br />
"Other examples of steampunk contain alternate history-style presentations of "the path not taken" for such technology as dirigibles, analog computers, or digital mechanical computers (such as Charles Babbage's Analytical engine)." ~ Wikipedia<br />
<br />
<a href="http://en.wikipedia.org/wiki/Steampunk" target="_blank">http://en.wikipedia.org/wiki/Steampunk</a>]]></description>
			<content:encoded><![CDATA[Copper. Pipes. Steam engines. <br />
<br />
"Other examples of steampunk contain alternate history-style presentations of "the path not taken" for such technology as dirigibles, analog computers, or digital mechanical computers (such as Charles Babbage's Analytical engine)." ~ Wikipedia<br />
<br />
<a href="http://en.wikipedia.org/wiki/Steampunk" target="_blank">http://en.wikipedia.org/wiki/Steampunk</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[For those that use the Live Chats..remember]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=3477</link>
			<pubDate>Mon, 30 Aug 2010 00:12:42 +0000</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=3477</guid>
			<description><![CDATA[When visiting the forums to always check the Park Plaza live chat.<br />
<br />
<a href="http://chat.tpb3d.net/" target="_blank">http://chat.tpb3d.net/</a><br />
<br />
You will need to now register your nickname for the live chats. It is preferable that you use the same name you are known by in the forums. This way when people see you in the live chats they will instantly recognize you. Registering your forum nick name also ensures that the name you have is protected in the chats too, so that nobody can use it. Only one user nickname can be given by IP address, so keep it cool and join us live to take TPB3D to the next higher level.]]></description>
			<content:encoded><![CDATA[When visiting the forums to always check the Park Plaza live chat.<br />
<br />
<a href="http://chat.tpb3d.net/" target="_blank">http://chat.tpb3d.net/</a><br />
<br />
You will need to now register your nickname for the live chats. It is preferable that you use the same name you are known by in the forums. This way when people see you in the live chats they will instantly recognize you. Registering your forum nick name also ensures that the name you have is protected in the chats too, so that nobody can use it. Only one user nickname can be given by IP address, so keep it cool and join us live to take TPB3D to the next higher level.]]></content:encoded>
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		<item>
			<title><![CDATA[We are here tonight live in the Park Plaza]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=3476</link>
			<pubDate>Sat, 28 Aug 2010 00:01:18 +0000</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=3476</guid>
			<description><![CDATA[You will need to register if you have not your nickname and account to enter. Hopefully to see you there live.<br />
<br />
<a href="http://chat.tpb3d.net" target="_blank">http://chat.tpb3d.net</a>]]></description>
			<content:encoded><![CDATA[You will need to register if you have not your nickname and account to enter. Hopefully to see you there live.<br />
<br />
<a href="http://chat.tpb3d.net" target="_blank">http://chat.tpb3d.net</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Multiplayer]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=3474</link>
			<pubDate>Fri, 27 Aug 2010 05:25:17 +0000</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=3474</guid>
			<description><![CDATA[Okay, as we head deeper and deeper into the coding and the design decisions, this has been bugging me for a while. There is not clear cut overall design over how the multiplayer will pan out. There are a few details that I think everyone agrees on, but those details possibly require deep integration with the coding, so I think it's better if we can sort all this out now instead of later lest it become impossibly difficult to implement some of people's wishes.<br />
<br />
These are the few details that I know of, but it would help if anyone had anything else on their minds that could be posted into this thread.<br />
<br />
1. It needs to allow multiple people to browse the same park.<br />
<br />
2. People will be allowed to peruse the park as guests(whether locally or in someone else's park).<br />
<br />
3. Rides will be shareable with other people in-game, without needing to go and download files off the internet.(possibly shared through some sort of torrent like method<br />
<br />
Anyone else got anything to add? It'd be nice to get this down to details before we get too far into the project. Midway games and stuff like that aren't integrated into too much of the coding, so they'll be easy to change later on, but stuff like this needs to be thought out now to make our lives easier.]]></description>
			<content:encoded><![CDATA[Okay, as we head deeper and deeper into the coding and the design decisions, this has been bugging me for a while. There is not clear cut overall design over how the multiplayer will pan out. There are a few details that I think everyone agrees on, but those details possibly require deep integration with the coding, so I think it's better if we can sort all this out now instead of later lest it become impossibly difficult to implement some of people's wishes.<br />
<br />
These are the few details that I know of, but it would help if anyone had anything else on their minds that could be posted into this thread.<br />
<br />
1. It needs to allow multiple people to browse the same park.<br />
<br />
2. People will be allowed to peruse the park as guests(whether locally or in someone else's park).<br />
<br />
3. Rides will be shareable with other people in-game, without needing to go and download files off the internet.(possibly shared through some sort of torrent like method<br />
<br />
Anyone else got anything to add? It'd be nice to get this down to details before we get too far into the project. Midway games and stuff like that aren't integrated into too much of the coding, so they'll be easy to change later on, but stuff like this needs to be thought out now to make our lives easier.]]></content:encoded>
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		<item>
			<title><![CDATA[UK Euro theme pack consolidation]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=3473</link>
			<pubDate>Thu, 26 Aug 2010 17:31:42 +0000</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=3473</guid>
			<description><![CDATA[Shall a new theme pack be created for the Euro series theme packs called Euro - UK which encompasses England, Ireland Scotland and Wales and or any other UK  areas?<br />
<br />
Time to vote on this because any existing heme would be folded into a larger pack.<br />
<br />
Current themes that would be folded into this would be:<br />
<br />
United Kingdom<br />
Ireland<br />
Medieval<br />
<br />
These themes would fold into the Euro - UK Pack.<br />
<br />
Euro - U.K. Pack<br />
<br />
Includes the following subthemes.<br />
<br />
United Kingdom<br />
Ireland<br />
Scotland<br />
Wales<br />
Medieval]]></description>
			<content:encoded><![CDATA[Shall a new theme pack be created for the Euro series theme packs called Euro - UK which encompasses England, Ireland Scotland and Wales and or any other UK  areas?<br />
<br />
Time to vote on this because any existing heme would be folded into a larger pack.<br />
<br />
Current themes that would be folded into this would be:<br />
<br />
United Kingdom<br />
Ireland<br />
Medieval<br />
<br />
These themes would fold into the Euro - UK Pack.<br />
<br />
Euro - U.K. Pack<br />
<br />
Includes the following subthemes.<br />
<br />
United Kingdom<br />
Ireland<br />
Scotland<br />
Wales<br />
Medieval]]></content:encoded>
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		<item>
			<title><![CDATA[Toilet Poop theme denied.]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=3468</link>
			<pubDate>Mon, 23 Aug 2010 04:33:29 +0000</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=3468</guid>
			<description><![CDATA[While amusement parks have toilets I do not see how a toilet can support an entire theme nor its contents. The rest of this topic is deleted and the topic is denied. If you please consider next time something realistic then to waste time and resources of the entire community with such ridiculous energy.]]></description>
			<content:encoded><![CDATA[While amusement parks have toilets I do not see how a toilet can support an entire theme nor its contents. The rest of this topic is deleted and the topic is denied. If you please consider next time something realistic then to waste time and resources of the entire community with such ridiculous energy.]]></content:encoded>
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		<item>
			<title><![CDATA[Open/Close Park  with hotel Time shift]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=3459</link>
			<pubDate>Fri, 20 Aug 2010 03:20:03 +0000</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=3459</guid>
			<description><![CDATA[Okay we all know we cannot do real time cos its just boring but we were talking in chat earlier and i came up with an idea and AC suggested i post it. <br />
<br />
This can be done with realistic time scale to our fun factor whilst keeping it ideal to realism.<br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">Start off with time:</span></span><br />
<br />
1)Lets say we have a park at 5000 guests.<br />
<br />
2)Now i just closed the park....<br />
<br />
3) ALL rides/shops are closed (no moving except transport for as long as guests is greater than zero) no guest needs to wonder!  They know its closing time just like a human would know so they head to the exit forgetting their other priorities.<br />
<br />
4) So the way to close quickly is have a good transport sysem... during closing time your transport ride adds more cars to take demand (depending on how you see fit) - everyone is forced to go on these rides OR... people closer to the exit just walk their way out.<br />
<br />
5) Lets say a transport ride can hold 100 people takes 2 minutes to go from one end of the park to the exit. With extra trains you could unload about 3000-5000 in under 10 minutes easily - i believe this is reasonable. <br />
<br />
6) The work load is still low because all the rides are not moving or the shops.. so your pc won't explode with all the guests rushing to the exit all at the same instance.<br />
<br />
<span style="font-weight: bold;">**important part**</span><br />
7) When people leave it creates an array of the guests to save. The array would hold:<br />
<br />
Array[0] = 'First Name';<br />
Array[1] = 'Second Name';<br />
Array[2] = 'Cash';<br />
Array[3] = 'Favourite Ride';<br />
<br />
This is how the "hotel" is done (we dont need to see the hotel)<br />
<br />
Things like "carrying items" would be left in their room thus dont need to save that for the next day. Their hunger/thirst would go up and their tiredness would go down could make this some what random<br />
<br />
8) Now i open the park.... we feed the park with the array of guests until its emptied.. and that is then "the next day".<br />
<br />
<span style="font-weight: bold;">Closing a park is up to you - when ever you need to close it. We cannot do it based on set times because game time is not real time speed.</span><br />
<br />
Benefit of this array idea is you can set up a water park from the same "imaginary" hotel and the same guests could unload to that too. So you can have 2 parks under the same company as such.]]></description>
			<content:encoded><![CDATA[Okay we all know we cannot do real time cos its just boring but we were talking in chat earlier and i came up with an idea and AC suggested i post it. <br />
<br />
This can be done with realistic time scale to our fun factor whilst keeping it ideal to realism.<br />
<br />
<span style="text-decoration: underline;"><span style="font-weight: bold;">Start off with time:</span></span><br />
<br />
1)Lets say we have a park at 5000 guests.<br />
<br />
2)Now i just closed the park....<br />
<br />
3) ALL rides/shops are closed (no moving except transport for as long as guests is greater than zero) no guest needs to wonder!  They know its closing time just like a human would know so they head to the exit forgetting their other priorities.<br />
<br />
4) So the way to close quickly is have a good transport sysem... during closing time your transport ride adds more cars to take demand (depending on how you see fit) - everyone is forced to go on these rides OR... people closer to the exit just walk their way out.<br />
<br />
5) Lets say a transport ride can hold 100 people takes 2 minutes to go from one end of the park to the exit. With extra trains you could unload about 3000-5000 in under 10 minutes easily - i believe this is reasonable. <br />
<br />
6) The work load is still low because all the rides are not moving or the shops.. so your pc won't explode with all the guests rushing to the exit all at the same instance.<br />
<br />
<span style="font-weight: bold;">**important part**</span><br />
7) When people leave it creates an array of the guests to save. The array would hold:<br />
<br />
Array[0] = 'First Name';<br />
Array[1] = 'Second Name';<br />
Array[2] = 'Cash';<br />
Array[3] = 'Favourite Ride';<br />
<br />
This is how the "hotel" is done (we dont need to see the hotel)<br />
<br />
Things like "carrying items" would be left in their room thus dont need to save that for the next day. Their hunger/thirst would go up and their tiredness would go down could make this some what random<br />
<br />
8) Now i open the park.... we feed the park with the array of guests until its emptied.. and that is then "the next day".<br />
<br />
<span style="font-weight: bold;">Closing a park is up to you - when ever you need to close it. We cannot do it based on set times because game time is not real time speed.</span><br />
<br />
Benefit of this array idea is you can set up a water park from the same "imaginary" hotel and the same guests could unload to that too. So you can have 2 parks under the same company as such.]]></content:encoded>
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			<title><![CDATA[always check the chats when you visit.]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=3458</link>
			<pubDate>Fri, 20 Aug 2010 02:54:54 +0000</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=3458</guid>
			<description><![CDATA[yes yes yes check the live chats when you visit. Many friends use them unless you don't.]]></description>
			<content:encoded><![CDATA[yes yes yes check the live chats when you visit. Many friends use them unless you don't.]]></content:encoded>
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		<item>
			<title><![CDATA[Rides In the Game]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=3457</link>
			<pubDate>Thu, 19 Aug 2010 03:30:17 +0000</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=3457</guid>
			<description><![CDATA[People are asking what rides are currently in game? Here is a list as they have been added and by what author.<br />
<br />
Barnstormers - RCT4<br />
Flying Circus - Gadget<br />
Huss Jump 1 - RCT4<br />
Polyp - RCT4<br />
Techno Jump - German Taco<br />
<br />
More rides to come.]]></description>
			<content:encoded><![CDATA[People are asking what rides are currently in game? Here is a list as they have been added and by what author.<br />
<br />
Barnstormers - RCT4<br />
Flying Circus - Gadget<br />
Huss Jump 1 - RCT4<br />
Polyp - RCT4<br />
Techno Jump - German Taco<br />
<br />
More rides to come.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[To Celebrate the New Forums]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=3453</link>
			<pubDate>Tue, 17 Aug 2010 22:18:27 +0000</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=3453</guid>
			<description><![CDATA[Since so many people seem to be online right now, I figured I'd try to start up a conversation in the live chats. I'll be there for a few hours starting now. This is earlier than most live chats so maybe some people from other time zones can join in. We can talk about the new forums or anything else anyone wants to talk about.]]></description>
			<content:encoded><![CDATA[Since so many people seem to be online right now, I figured I'd try to start up a conversation in the live chats. I'll be there for a few hours starting now. This is earlier than most live chats so maybe some people from other time zones can join in. We can talk about the new forums or anything else anyone wants to talk about.]]></content:encoded>
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			<title><![CDATA[This ride with two station options?]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=3452</link>
			<pubDate>Tue, 17 Aug 2010 18:21:19 +0000</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=3452</guid>
			<description><![CDATA[<img src="http://sebar.com/tpb3dwiki/images/7/74/Crazy_FireBrigade-SR4.jpg" border="0" alt="[Image: Crazy_FireBrigade-SR4.jpg]" /><br />
<br />
<br />
Was wondering - can this ride also have the option of the station being on the top with the ride stopping at its high point rather than its low point should we want such and option ?]]></description>
			<content:encoded><![CDATA[<img src="http://sebar.com/tpb3dwiki/images/7/74/Crazy_FireBrigade-SR4.jpg" border="0" alt="[Image: Crazy_FireBrigade-SR4.jpg]" /><br />
<br />
<br />
Was wondering - can this ride also have the option of the station being on the top with the ride stopping at its high point rather than its low point should we want such and option ?]]></content:encoded>
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		<item>
			<title><![CDATA[Funny ride i found]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=3450</link>
			<pubDate>Tue, 17 Aug 2010 03:33:16 +0000</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=3450</guid>
			<description><![CDATA[<!-- start: video_youtube_embed --><br />
<object type="application/x-shockwave-flash" class="video_embed" style="width: 450px; height: 366px;" data="http://www.youtube.com/v/ekyYGbe-vSI"><param name="movie" value="http://www.youtube.com/v/ekyYGbe-vSI" /></object><br />
<!-- end: video_youtube_embed --><br />
<br />
I dunno why but i find it so funny to watch ! xD]]></description>
			<content:encoded><![CDATA[<!-- start: video_youtube_embed --><br />
<object type="application/x-shockwave-flash" class="video_embed" style="width: 450px; height: 366px;" data="http://www.youtube.com/v/ekyYGbe-vSI"><param name="movie" value="http://www.youtube.com/v/ekyYGbe-vSI" /></object><br />
<!-- end: video_youtube_embed --><br />
<br />
I dunno why but i find it so funny to watch ! xD]]></content:encoded>
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		<item>
			<title><![CDATA[Lead coder in chats before forums close tonight.]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=3443</link>
			<pubDate>Sat, 14 Aug 2010 01:49:10 +0000</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=3443</guid>
			<description><![CDATA[Lead coder AlabamaCajun is in the Park Plaza live chats before the community forums close for good.<br />
<br />
<a href="http://chat.tpb3d.net/index.php?act=frame&amp;room=Park%20Plaza" target="_blank">http://chat.tpb3d.net/index.php?act=fram...rk%20Plaza</a>]]></description>
			<content:encoded><![CDATA[Lead coder AlabamaCajun is in the Park Plaza live chats before the community forums close for good.<br />
<br />
<a href="http://chat.tpb3d.net/index.php?act=frame&amp;room=Park%20Plaza" target="_blank">http://chat.tpb3d.net/index.php?act=fram...rk%20Plaza</a>]]></content:encoded>
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		<item>
			<title><![CDATA[Path Ideas]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=3441</link>
			<pubDate>Fri, 13 Aug 2010 20:25:36 +0000</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=3441</guid>
			<description><![CDATA[Ok this is long one so follow my lead and ask questions at the end !<br />
<br />
Step One¬<br />
Place your shops:<br />
<img src="http://i35.tinypic.com/xacut.jpg" border="0" alt="[Image: xacut.jpg]" /><br />
<br />
Step Two¬<br />
Make your environment (trees and water in this case):<br />
<img src="http://i35.tinypic.com/2zoji3t.jpg" border="0" alt="[Image: 2zoji3t.jpg]" /><br />
<br />
Step 3¬<br />
Turn on path perimeter object (creates an area and avoids objects)<br />
<img src="http://i38.tinypic.com/2zqsi9i.jpg" border="0" alt="[Image: 2zqsi9i.jpg]" /><br />
<br />
Step 4¬<br />
Accept area chosen for permieter object (colours in a plain colour cement)<br />
<img src="http://i36.tinypic.com/dot9hv.jpg" border="0" alt="[Image: dot9hv.jpg]" /><br />
<br />
Step 5¬<br />
Trim it with an eraser how you see fit and load path manager<br />
<img src="http://i38.tinypic.com/9fpeeo.jpg" border="0" alt="[Image: 9fpeeo.jpg]" /><br />
<br />
Lets start to explain this before we continue. Firtly you set your path texture which will overlay the entire path automatically in the chosen Red lines. Or you can paint brush should you chose to you multiple and thus you need to paint the path like you would with terrain.<br />
The textures in the left menu is endless and depends on your totalon your hard drive - it will use a scroll bar to handle (maybe a search box be nice and an internet link to download more)<br />
<br />
Next you got the right menu. Now for this example i will chose 100% bench (the ratio and pattern does not need to be used for this choice) and then i set the distance apart at 1.5metres.<br />
<br />
Now the red line which you saw you then click "add" and click and drag along this red line any where you like and from "<span style="font-weight: bold;">Point A</span>" where you started it will add a bench aligned to this red line as you drag your mouse, and every 1.5metres distance it adds another bench.<br />
<br />
This will mean you can have it on one side of the line or all the way around you simple click and drag ( the mouse is magnetically stuck to the red line as you drag so you don't wonder off )<br />
<br />
This results in:<br />
<br />
<img src="http://i33.tinypic.com/n2y7bs.jpg" border="0" alt="[Image: n2y7bs.jpg]" /><br />
<br />
Step 6¬<br />
I have finished my path but added a new path between scenery, notice the red line is now gone because i am no longer constructing the path:<br />
<img src="http://i33.tinypic.com/14diw4k.jpg" border="0" alt="[Image: 14diw4k.jpg]" /><br />
<br />
But now - i am missing a fence!!!!! Oh noes!!!!!<br />
<br />
Step 7 ¬<br />
Before we add a fence i want to play a second path on top of the first path - why you ask ? Well some parks have this! Heres an example of animal prints as a second path layer:<br />
<img src="http://i34.tinypic.com/28webg4.jpg" border="0" alt="[Image: 28webg4.jpg]" /><br />
<br />
Tropical theme so animal print is much needed.<br />
<br />
Step 8 ¬<br />
Now we need the fence - don't want cuts wondering off or falling into the water! Oh NOES!!!!!!!<br />
So are you remember the red line from earlier, you might be wondering will that be the fence, in short - yes. How ever i did add a mud path between palm trees so this red line has changed sinced i last shown you it.... but to save more images i will show you it with the fences in place (the red line would be in the exact same place as the red line so you got an idea as to how it recalculated the area, naturally there would be some kinda fence manger but for this case i chose 2px thick black line:<br />
<br />
<img src="http://i34.tinypic.com/y1p5h.jpg" border="0" alt="[Image: y1p5h.jpg]" /><br />
<br />
<br />
So this is my idea on how to build a large area with paths/benches/bins/shops with scenery that paths go around.. saves painting everything and placing everything.]]></description>
			<content:encoded><![CDATA[Ok this is long one so follow my lead and ask questions at the end !<br />
<br />
Step One¬<br />
Place your shops:<br />
<img src="http://i35.tinypic.com/xacut.jpg" border="0" alt="[Image: xacut.jpg]" /><br />
<br />
Step Two¬<br />
Make your environment (trees and water in this case):<br />
<img src="http://i35.tinypic.com/2zoji3t.jpg" border="0" alt="[Image: 2zoji3t.jpg]" /><br />
<br />
Step 3¬<br />
Turn on path perimeter object (creates an area and avoids objects)<br />
<img src="http://i38.tinypic.com/2zqsi9i.jpg" border="0" alt="[Image: 2zqsi9i.jpg]" /><br />
<br />
Step 4¬<br />
Accept area chosen for permieter object (colours in a plain colour cement)<br />
<img src="http://i36.tinypic.com/dot9hv.jpg" border="0" alt="[Image: dot9hv.jpg]" /><br />
<br />
Step 5¬<br />
Trim it with an eraser how you see fit and load path manager<br />
<img src="http://i38.tinypic.com/9fpeeo.jpg" border="0" alt="[Image: 9fpeeo.jpg]" /><br />
<br />
Lets start to explain this before we continue. Firtly you set your path texture which will overlay the entire path automatically in the chosen Red lines. Or you can paint brush should you chose to you multiple and thus you need to paint the path like you would with terrain.<br />
The textures in the left menu is endless and depends on your totalon your hard drive - it will use a scroll bar to handle (maybe a search box be nice and an internet link to download more)<br />
<br />
Next you got the right menu. Now for this example i will chose 100% bench (the ratio and pattern does not need to be used for this choice) and then i set the distance apart at 1.5metres.<br />
<br />
Now the red line which you saw you then click "add" and click and drag along this red line any where you like and from "<span style="font-weight: bold;">Point A</span>" where you started it will add a bench aligned to this red line as you drag your mouse, and every 1.5metres distance it adds another bench.<br />
<br />
This will mean you can have it on one side of the line or all the way around you simple click and drag ( the mouse is magnetically stuck to the red line as you drag so you don't wonder off )<br />
<br />
This results in:<br />
<br />
<img src="http://i33.tinypic.com/n2y7bs.jpg" border="0" alt="[Image: n2y7bs.jpg]" /><br />
<br />
Step 6¬<br />
I have finished my path but added a new path between scenery, notice the red line is now gone because i am no longer constructing the path:<br />
<img src="http://i33.tinypic.com/14diw4k.jpg" border="0" alt="[Image: 14diw4k.jpg]" /><br />
<br />
But now - i am missing a fence!!!!! Oh noes!!!!!<br />
<br />
Step 7 ¬<br />
Before we add a fence i want to play a second path on top of the first path - why you ask ? Well some parks have this! Heres an example of animal prints as a second path layer:<br />
<img src="http://i34.tinypic.com/28webg4.jpg" border="0" alt="[Image: 28webg4.jpg]" /><br />
<br />
Tropical theme so animal print is much needed.<br />
<br />
Step 8 ¬<br />
Now we need the fence - don't want cuts wondering off or falling into the water! Oh NOES!!!!!!!<br />
So are you remember the red line from earlier, you might be wondering will that be the fence, in short - yes. How ever i did add a mud path between palm trees so this red line has changed sinced i last shown you it.... but to save more images i will show you it with the fences in place (the red line would be in the exact same place as the red line so you got an idea as to how it recalculated the area, naturally there would be some kinda fence manger but for this case i chose 2px thick black line:<br />
<br />
<img src="http://i34.tinypic.com/y1p5h.jpg" border="0" alt="[Image: y1p5h.jpg]" /><br />
<br />
<br />
So this is my idea on how to build a large area with paths/benches/bins/shops with scenery that paths go around.. saves painting everything and placing everything.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Historic Ride Found]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=3440</link>
			<pubDate>Tue, 10 Aug 2010 16:30:36 +0000</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=3440</guid>
			<description><![CDATA[<a href="http://www.nhtroubadour.com/wp-content/uploads/feature_chairlift.jpg" target="_blank">http://www.nhtroubadour.com/wp-content/u...irlift.jpg</a><br />
<br />
Its a chairlift but on a flat track with cars! No idea what the name of this design is so hopeing some historian might know]]></description>
			<content:encoded><![CDATA[<a href="http://www.nhtroubadour.com/wp-content/uploads/feature_chairlift.jpg" target="_blank">http://www.nhtroubadour.com/wp-content/u...irlift.jpg</a><br />
<br />
Its a chairlift but on a flat track with cars! No idea what the name of this design is so hopeing some historian might know]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Grooving on a sunday afternoon]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=3439</link>
			<pubDate>Sun, 08 Aug 2010 20:48:26 +0000</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=3439</guid>
			<description><![CDATA[Well at least it is here. Yeah we are in the chats live this day, pop by as time permits and chat live. Take TPB3D to a whole new level.<br />
<br />
At the Park Plaza!<br />
<br />
<a href="http://chat.tpb3d.net" target="_blank">http://chat.tpb3d.net</a>]]></description>
			<content:encoded><![CDATA[Well at least it is here. Yeah we are in the chats live this day, pop by as time permits and chat live. Take TPB3D to a whole new level.<br />
<br />
At the Park Plaza!<br />
<br />
<a href="http://chat.tpb3d.net" target="_blank">http://chat.tpb3d.net</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Caterpillar Car Ride]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=3438</link>
			<pubDate>Sun, 08 Aug 2010 20:20:36 +0000</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=3438</guid>
			<description><![CDATA[It’s a bird, it’s a plane, no, it’s the caterpillar car dark ride and boy oh boy what fun this will be. Think of it as the BIG Adios or Good-Bye. Yes the forums will metamorphism like a black caterpillar. They will go dark from the cat stage only to fly and soar into the air, well not quite like a super hero, but we will be stronger, better and have lots of new toys. Think of it like when you were a teeny weensy lil' tike, saw that gloss black evil looking chariot, handed a ticket to a crusty old guy with a whiplash mustache and got in the chariot. It took you in through black doors and inside it was whisper quiet as the chariot rode through total darkness. Then the screams, boos, ghosts, green monsters and other sorts of things popped before you, you either screamed, laughed or started crying, cause the ride only went deeper into the recesses of the structure. A macabre world designed to pull your soul and mind, as if welcoming you to a home of nightmares, bent on the moment. Oh how you wished you had been standing outside eating that candied apple, smelling the smells of local food hot dog vendors, people laughing, giant wheels spinning, a distant carousel Wurlitzer, yet you are here in nightmare land.<br />
<br />
Suddenly, the chariot makes a turn, you spot a hypnotic wheel, a witch and writing that is in yellow neon as the chariot ushers you to safety. Outside are the folks waiting, laughing, teasing your cute tears and worries as the real world returns, while mustache man serves up other chariot passengers, victims for a moment.<br />
<br />
Think of the community forums upgrade as such a fun adventure and ride. Upgrading forums can be a fun and easy deal or a serious nightmare, loathed with frustrations. Much like a kid on a dark ride. Of course we all like to watch and speculate, no, rather expect that loved ones on that dark ride car will return safely, and we rely on the mustache man... yes I have a mustache <img src="http://www.tpb3d.net/images/smilies/angry-smiley-032.gif" style="vertical-align: middle;" border="0" alt="evileye" title="evileye" /> but I’m actually not him, well at least I hope not. Now see what all of you are doing, I might have to shave my perceptions away <img src="http://www.tpb3d.net/images/smilies/wink.gif" style="vertical-align: middle;" border="0" alt="Wink" title="Wink" /><br />
<br />
The forums will go down, and we will change them, add enhancements many goodies. They may be down for hours ( hopefully ) or they could go down for weeks, it all depends on may things, as the variables will determine downtime, much like the haunts inside the dark ride do and the path the chariot takes. The greatest community feeling though will be when they can come back to this topic and be grateful they can add posting replies to it for a bit of time. Cause returning from that dark ride to the real world always reminds us that there is “No place like home.”]]></description>
			<content:encoded><![CDATA[It’s a bird, it’s a plane, no, it’s the caterpillar car dark ride and boy oh boy what fun this will be. Think of it as the BIG Adios or Good-Bye. Yes the forums will metamorphism like a black caterpillar. They will go dark from the cat stage only to fly and soar into the air, well not quite like a super hero, but we will be stronger, better and have lots of new toys. Think of it like when you were a teeny weensy lil' tike, saw that gloss black evil looking chariot, handed a ticket to a crusty old guy with a whiplash mustache and got in the chariot. It took you in through black doors and inside it was whisper quiet as the chariot rode through total darkness. Then the screams, boos, ghosts, green monsters and other sorts of things popped before you, you either screamed, laughed or started crying, cause the ride only went deeper into the recesses of the structure. A macabre world designed to pull your soul and mind, as if welcoming you to a home of nightmares, bent on the moment. Oh how you wished you had been standing outside eating that candied apple, smelling the smells of local food hot dog vendors, people laughing, giant wheels spinning, a distant carousel Wurlitzer, yet you are here in nightmare land.<br />
<br />
Suddenly, the chariot makes a turn, you spot a hypnotic wheel, a witch and writing that is in yellow neon as the chariot ushers you to safety. Outside are the folks waiting, laughing, teasing your cute tears and worries as the real world returns, while mustache man serves up other chariot passengers, victims for a moment.<br />
<br />
Think of the community forums upgrade as such a fun adventure and ride. Upgrading forums can be a fun and easy deal or a serious nightmare, loathed with frustrations. Much like a kid on a dark ride. Of course we all like to watch and speculate, no, rather expect that loved ones on that dark ride car will return safely, and we rely on the mustache man... yes I have a mustache <img src="http://www.tpb3d.net/images/smilies/angry-smiley-032.gif" style="vertical-align: middle;" border="0" alt="evileye" title="evileye" /> but I’m actually not him, well at least I hope not. Now see what all of you are doing, I might have to shave my perceptions away <img src="http://www.tpb3d.net/images/smilies/wink.gif" style="vertical-align: middle;" border="0" alt="Wink" title="Wink" /><br />
<br />
The forums will go down, and we will change them, add enhancements many goodies. They may be down for hours ( hopefully ) or they could go down for weeks, it all depends on may things, as the variables will determine downtime, much like the haunts inside the dark ride do and the path the chariot takes. The greatest community feeling though will be when they can come back to this topic and be grateful they can add posting replies to it for a bit of time. Cause returning from that dark ride to the real world always reminds us that there is “No place like home.”]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Sunday night in the chats PST]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=3435</link>
			<pubDate>Mon, 02 Aug 2010 02:20:47 +0000</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=3435</guid>
			<description><![CDATA[Yes we are talking tpb3d live. join us and take tpb3d to the very next level.<br />
<br />
<a href="http://chat.tpb3d.net/index.php?act=frame&amp;room=Park%20Plaza" target="_blank">http://chat.tpb3d.net/index.php?act=fram...rk%20Plaza</a>]]></description>
			<content:encoded><![CDATA[Yes we are talking tpb3d live. join us and take tpb3d to the very next level.<br />
<br />
<a href="http://chat.tpb3d.net/index.php?act=frame&amp;room=Park%20Plaza" target="_blank">http://chat.tpb3d.net/index.php?act=fram...rk%20Plaza</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How building a TRCS works.]]></title>
			<link>http://www.tpb3d.net/showthread.php?tid=3431</link>
			<pubDate>Thu, 29 Jul 2010 17:04:02 +0000</pubDate>
			<guid isPermaLink="false">http://www.tpb3d.net/showthread.php?tid=3431</guid>
			<description><![CDATA[...This is my idea to have a very flexible, yet easy to use TRCS. There will be 3 levels of building a designing.  The higher the level, the easier it is to use, but the less customization you actually have (unless you drill down to a lower level).  There will be a sidebar, and most of the contents will change according to the level that you are editing on.  However, at the top there will be a "Customize" button, and a "Back" button.  Customize will allow the player to move down a level, while "Back" will allow to move back up.<br />
<br />
Level 3 builds "sections" of rollercoasters. Level 2 builds "parts" of rollercoasters.  Level 1 builds/modifies "pieces" of rollercoasters.<br />
<br />
When building a roller coaster on level 3 (easiest), you would click a point to start your station platform, then click on another to create a straight line between the two.  From here you can either click on another point to make it longer, or maybe even a curve (if a curved station platform part exists).<br />
The sidebar will have a drop down for different categories, with station platform as the default.  To move on, I select "Pull chain".  I then select a square in the distance, click down, and with out releasing it, move the mouse up and down to increase/decrease the height.  While I could have done this with the station platform, it only would have increased/decreased the height if up/down station platform parts existed.<br />
Next, lets say I wanted to create a drop.  I change the Part type (or Group) to "Track", and a highlighted area appears (It has been there before, its just easier to explain using "Track").  I then can select a square that is highlighted, and drag my mouse up/down to increase/decrease height.  While the mouse is still pressed, I can scroll up/down to rotate it (banking the track).  While banking the track will naturally happen if curves are sharp enough, it gives the user easy customization.<br />
Once the part is built, another area is highlighted, and the sidebar is changed to reflect the current piece.  (sliders/options that the group has).  Lets take that part, and drilldown to the next level (Level 2).<br />
<br />
Level 2 is a lot like how TORGC does it.  You take individual parts, and build them one by one. Each part has sliders options that apply to the group AND the pieces.  They also have a set of rules that explains what variables the previous part must have, and the range the must be in.  There can also have a rule that it can only be placed after certain parts.<br />
<br />
Finally, level 1.  This is where it gets down and gritty.  Each part must have certain, defined pieces.  Generic support, top support, and rails are the ones I can think of.  The rails can be given 1-3 curves, and each curve has its set of sliders.  The top support is everything around that rail, and connects to the top support.  Finally, the generic support connects to the top support, and is connected to itself downwards until it touches the ground.  The algorithm and design of these generic supports are complex enough that it should NOT be customizable in game (should be stored in a script file), but the user should have a dropdown to choose between them.<br />
<br />
So, how do all of these sliders/options work together?<br />
Lets say I wanted to go from a 0 degree bank to a 30 degree right bank, and I am designing on top level.  When I place it, and scroll my mouse until its 30 degrees, it is changing a section slider "bank" to 30 degrees.  This part will then access the "bank" of the section before (0), and then change the "bank" sliders of the 5 or so parts before it to gradually increase to 30.  The parts will then change the piece "bank" sliders.  A piece MUST have every slider that a part does, but may have more (Exception is the generic support).  A part MUST have every slider that a section does, but may have more.<br />
<br />
Finally, how do things such as loop-the-loops work?  Well, to make it easier on level 3, loops the loops should be placed in its own group.  Then, you will have multiple parts that have rules that only allow 1 part before it, essentially "linking" 3-4 parts together.<br />
<br />
If you have any questions, bashings, or comments, please say them.  I know that this system isn't perfect, but its as close as I can come up with right now.]]></description>
			<content:encoded><![CDATA[...This is my idea to have a very flexible, yet easy to use TRCS. There will be 3 levels of building a designing.  The higher the level, the easier it is to use, but the less customization you actually have (unless you drill down to a lower level).  There will be a sidebar, and most of the contents will change according to the level that you are editing on.  However, at the top there will be a "Customize" button, and a "Back" button.  Customize will allow the player to move down a level, while "Back" will allow to move back up.<br />
<br />
Level 3 builds "sections" of rollercoasters. Level 2 builds "parts" of rollercoasters.  Level 1 builds/modifies "pieces" of rollercoasters.<br />
<br />
When building a roller coaster on level 3 (easiest), you would click a point to start your station platform, then click on another to create a straight line between the two.  From here you can either click on another point to make it longer, or maybe even a curve (if a curved station platform part exists).<br />
The sidebar will have a drop down for different categories, with station platform as the default.  To move on, I select "Pull chain".  I then select a square in the distance, click down, and with out releasing it, move the mouse up and down to increase/decrease the height.  While I could have done this with the station platform, it only would have increased/decreased the height if up/down station platform parts existed.<br />
Next, lets say I wanted to create a drop.  I change the Part type (or Group) to "Track", and a highlighted area appears (It has been there before, its just easier to explain using "Track").  I then can select a square that is highlighted, and drag my mouse up/down to increase/decrease height.  While the mouse is still pressed, I can scroll up/down to rotate it (banking the track).  While banking the track will naturally happen if curves are sharp enough, it gives the user easy customization.<br />
Once the part is built, another area is highlighted, and the sidebar is changed to reflect the current piece.  (sliders/options that the group has).  Lets take that part, and drilldown to the next level (Level 2).<br />
<br />
Level 2 is a lot like how TORGC does it.  You take individual parts, and build them one by one. Each part has sliders options that apply to the group AND the pieces.  They also have a set of rules that explains what variables the previous part must have, and the range the must be in.  There can also have a rule that it can only be placed after certain parts.<br />
<br />
Finally, level 1.  This is where it gets down and gritty.  Each part must have certain, defined pieces.  Generic support, top support, and rails are the ones I can think of.  The rails can be given 1-3 curves, and each curve has its set of sliders.  The top support is everything around that rail, and connects to the top support.  Finally, the generic support connects to the top support, and is connected to itself downwards until it touches the ground.  The algorithm and design of these generic supports are complex enough that it should NOT be customizable in game (should be stored in a script file), but the user should have a dropdown to choose between them.<br />
<br />
So, how do all of these sliders/options work together?<br />
Lets say I wanted to go from a 0 degree bank to a 30 degree right bank, and I am designing on top level.  When I place it, and scroll my mouse until its 30 degrees, it is changing a section slider "bank" to 30 degrees.  This part will then access the "bank" of the section before (0), and then change the "bank" sliders of the 5 or so parts before it to gradually increase to 30.  The parts will then change the piece "bank" sliders.  A piece MUST have every slider that a part does, but may have more (Exception is the generic support).  A part MUST have every slider that a section does, but may have more.<br />
<br />
Finally, how do things such as loop-the-loops work?  Well, to make it easier on level 3, loops the loops should be placed in its own group.  Then, you will have multiple parts that have rules that only allow 1 part before it, essentially "linking" 3-4 parts together.<br />
<br />
If you have any questions, bashings, or comments, please say them.  I know that this system isn't perfect, but its as close as I can come up with right now.]]></content:encoded>
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