
If a ride has multiple cars in its train, you will have to repeat all the animations for each car in the train (make sure to animate the visibility of the different cars so they don't all render at once). If your ride has visible peeps, you will have to repeat the animations with just the peeps visible (and with the cars still masking), and you'll have to do this multiple times if you have multiple pairs per vehicle. You should always check the original game images as well to make sure. See one of the existing rides, or AE's ride tutorial page for more details about the angles necessary. The included animation in the template for the Vehicle empty only includes the most basic angles, and will need to be expanded for most rides. Make sure to parent the Vehicle empty to your ride vehicle for proper animation when rendering. We use animation in Blender to record the ride vehicle from all necessary angles. Also make sure each Render Layer has the Material Index pass enabled. If you have multiple peeps/pairs, you will need to make sure the 1st peep/pair masks the 2nd, the 1st and 2nd mask the 3rd, and so on. The Peep Render Layers need to have the corresponding layer visible, with the 1st layer enabled as a mask. The Vehicle Render Layer needs to have the 1st layer visible. On the Scene tab, make sure you have a Render Layer for the Vehicle as well as each peep/pair. Each pair of peeps (if the ride uses pairs) will need to be on their own layer. Peeps need to be put on separate layer(s) for proper rendering. It doesn't really matter which is which, but you should follow the positions from the original files. If riders ride in pairs (as they often do), you will need to use PeepMagenta as well. For rides where peeps ride alone, just use PeepGreen. Peep model (with bones for posing) are provided in templatepeep.blend in the templates folder. Any materials which are left at a Pass Index of 0 will be masked out (transparent), which is sometimes useful. You will notice that they are Green, Red, and Blue don't worry, they will be mapped to the remap palette when rendering.įor proper rendering, you must set the Pass Index for any non-remap-able materials to 2. For parts of your model that should be remap-able, use the included Remap materials. When coloring your model, it's generally good stick to solid colors, and, in general, avoid using textures instead, apply different materials to different faces of your model. Refer to the original files (use Buggy's RideMaker or Trigger's Content Browser to extract them), and try to use real-life pictures as well. Model your ride vehicle (or vehicles, for a multi-care train). blend file within this folder should be named the same as the folder. DAT file for each vehicle of that track type (e.g. Inside those folders are the name of the. Each subfolder in here is the name of the track type of the ride (e.g. Use Save As to make a copy of this template file to the appropriate folder as described below: Folder StructureĪll rides are kept within the rides folder. Start by opening up templatevehicle.blend (in the templates folder) in Blender. It's preferred that original RCT2 rides are worked on first, and ones from the expansions ( WW and TT) be worked on once all original rides are completed. Find a ride that is still To do and mark it as WIP, and leave a note saying who's working on it. Check the TrackRides tab on the ObjData spreadsheet. Choose a rideįirst, you'll obviously need to choose a ride to replace. If you have experience with 3D game asset creation, Blender plugins and/or 3D rendering then consider contributing to our discussions. Consider contributing by creating 3D models without the template until we've updated the pipeline. The process described on this page is outdated and will change in the future as we're currently discussing the pipeline.
