![]() This is an ongoing workbench, I realize this is never really finished, but I think this version has a good backbone to start a park with. As RCT fans it’s probably not an issue to buy the RCT1 Deluxe Edition and Triple Thrill pack on Steam for (currently) 6 & 10 euro’s. People that do not own RCT1 (or have not properly linked it to OpenRCT2) or WW & TT RCT2 expansions may encounter some errors or objects not loading properly. Especially handy when you created a detailed wall and want to make a full building with it. The hotkeys ctrl+a to select an area, then ctrl+c to copy it to another place is very handy to save some time. This is especially handy for the invisible color trick I mentioned above, so you don't have to select all the invisible colors all the time!ģ) Use the Scenery Manager to copy custom made modular pieces, which you can use to quickly create a building. You can then copy it to any other place you want with the colors that object had. It's pretty meta nowadays to use it, but for the people unaware of this amazing feature, press the hotkey for it (default 'f') and click on an object. Use on path objects that have multiple colors available on them (the 3-colored quarter path tiles save 2 precious small scenery slots this way, and can create a diagonal, inner and outer corner piece, as well as a bonus middle path affect with only remap color 3 selected):Ģ) Use the Scenery Picker (eyedropper) tool. Use on the first or second remap colors of the ‘crunch paths’ in the Crunch tab to create texture on paths: Use on the second remap color of road lines to create the stripes: Some examples of what can be done with this trick: ![]() I tried to do the latter mostly on the ones that could provide the most Small Scenery slots (such as quarter tile path objects) and not so often used quarter tile objects (as I realize it’s not the most user friendly when building a park).Įnable this option in “Cheats” - “Park cheats” I also converted a lot of full tile Small Scenery objects to Large Scenery, and even some quarter tile objects that are exactly, pixel for pixel, the same when Large Scenery. This was particularly important to save Small Scenery slots (as well as Large Scenery), as we currently have a limited amount of 2047 slots available for them, and the majority of objects are small scenery. I’ll not go into detail for every tab and object group, but I hope you get the gist, and find that they are grouped intuitively.ġ) Use the invisible color! I constructed this bench thinking if an object used with invisible color could 'create' another object. ![]() Some objects could be within more than 1 tab, but I tried to have certain characteristics for the tabs, for example some objects may go in both ‘Trims’ and ‘Deco Walls’, but I made the rule that if trim objects can’t stack properly and leave a gap, then it would go to Trims, and otherwise to Deco Walls. There are 4 main categories/themes as you can see in the tab names:ġ) Architecture: The largest category, and basically contains all objects related to constructing a buildingĢ) Nature: All objects related to constructing a landscape Once I created version 1 of the groups, it was easy to edit in new objects, or fix any errors. Then after some formatting in Excel it became really easy to create the groups. Things started snowballing when Broxzier made the SceneryInfoPrinter plugin, which was essential to get everything grouped up nicely in-game and then only having to press 1 button in order to print all the object ID’s that are ingame at that moment. parkobj scenery groups I really became invested into creating this new workbench. It has been on my mind for several years, but with the introduction of.
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