Last update: June 17th, 2013
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Howto

This page is intended to help track designers on topics that go beyond of what is described inside the shipped help files.

!!!Under Construction!!!

3DS Scene-Objects
Environments

3DS Scene-Objects

Custom 3D objects can be added to a track inside the editor. NoLimits supports loading of .3DS files. Only the basic properties of these files such as the static mesh and the most basic material settings are supported. The .3DS files need to be stored inside the 'objects' folder or a subfolder of 'objects'. The .3DS can have textures for the diffuse and environment texture. The textures need to reside inside the same folder as the .3DS file and need to be in the following formats: JPG, PNG, TGA. It is recommended that the textures use a power of 2 for both the width and height of the size. For example 1,2,4,8,16,32,64,128,256,512 are possible widths and heights of a texture. The textures do not need to be squared. For example 128x256 is a valid size for a texture. If the diffuse color-map has an alpha-channel, the mesh will automatically be displayed transparently using either alpha-masking or alpha-blending depending on the values of the alpha-channel. Only PNG and TGA support alpha-channels, JPG do not support these. Alpha-masking requires that the alpha-channel only contains values that are either fully transparent (0) or fully opaque (255). If the alpha-channel contains values in between 0 and 255, the polygons will be rendered using alpha-blending, which is much slower than the alpha-masking technique. For example the trees and gate-textures inside the station are rendered using alpha-masking, while the clouds and flare effects are rendered using alpha-blending. For objects that are made of lots of polygons or if the same object is rendered multiple times (as in the case for trees and bushes), I strongly encourage any track designer to use alpha-channels with values of 0 or 255, so that the engine can switch to alpha-masking.

Complete list of supported 3DS features:



Environments

Environments can be used to change the appearance of the sun, background, clouds, trees and a couple of other textures within the simulator. An environment is a text file with the extension .env, stored in the environments folder. An .env file consists of a series of lines with the following format:

"variable"="value"

The value one variable expects depends on the variable's type. The following types are used:

The # sign can be used to start a comment in the file.

To customize global settings, an optional global environment file called "nolimits.cfg" can be placed in the root nolimits folder. This config file has a global effect and is loaded before the final environment file is loaded which can override the global settings. The typical use of this optional file is to change the g-force meter's color limits.

VariableTypeMeaning
sim.antiroll.texture.pathPathAnti-rollback's texture
sim.background.texture.pathPathBackground texture
sim.background.texture.enabledBooleanEnable or disable the background texture
sim.background.trees.enabledBooleanEnable or disable the background trees
sim.chain.texture.pathPathChain's texture
sim.chain.loopsound.pathPathChain's loop-sound (WAV)
sim.chain.loopsound.dbNumericChain's loop-sound volume dB (max=0, min=-10000)
sim.chainwheel.texture.pathPathLift's chain-wheel texture
sim.clouds.enabledBooleanEnable or disable the clouds (deprecated, use sim.clouds.visible instead)
sim.clouds.visibleBooleanEnable or disable the clouds
sim.clouds.texture.pathPathFirst cloud layer's texture
sim.clouds.wind.speedxNumericFirst cloud layer's wind speed (x component)
sim.clouds.wind.speedyNumericFirst cloud layer's wind speed (y component)
sim.clouds.layer2.texture.pathPathSecond cloud layer's texture
sim.clouds.layer2.wind.speedxNumericFirst cloud layer's wind speed (x component)
sim.clouds.layer2.wind.speedyNumericFirst cloud layer's wind speed (y component)
sim.flares.visibleBooleanEnable or disable sun-flares
sim.flare1.texture.pathPathSun-flare's texture 1
sim.flare2.texture.pathPathSun-flare's texture 2
sim.flare3.texture.pathPathSun-flare's texture 3
sim.flare4.texture.pathPathSun-flare's texture 4
sim.flare5.texture.pathPathSun-flare's texture 5
sim.flare6.texture.pathPathSun-flare's texture 6
sim.fog.enabledBooleanEnable or disable fog
sim.fog.redNumericFog's red color intensity (0..1)
sim.fog.greenNumericFog's green color intensity (0..1)
sim.fog.blueNumericFog's blue color intensity (0..1)
sim.fog.densityNumericFog's density (exponent)
sim.fog.greenNumericFog's green color intensity (0..1)
sim.fog.blueNumericFog's blue color intensity (0..1)
sim.ground.visibleBooleanEnable or disable ground (terrain)
sim.ground.texture.pathPathFlat-ground's texture
sim.lighting.globalmodulate.redNumericRed color intensity (0..1) of non-lightened objects (trees, clouds)
sim.lighting.globalmodulate.greenNumericGreen color intensity (0..1) of non-lightened objects (trees, clouds)
sim.lighting.globalmodulate.blueNumericBlue color intensity (0..1) of non-lightened objects (trees, clouds)
sim.lim.texture.pathPath(deprecated)
sim.newplatform.texture.pathPathLift's center platform texture
sim.minetrain.crosstie.texture.pathPathMine-train's cross-tie texture
sim.operatorspanel.texture.pathPathOperator's panel texture
sim.platform.texture.pathPathLift's center platform texture (no function since 1.7, use sim.newplatform.texture.path instead)
sim.ptcbrake.texture.pathPathTexture of wooden coaster brake
sim.railingfloor.texture.pathPathTexture of railing's floor
sim.railing.texture.pathPathTexture of railings
sim.skyboxup.texture.pathPathSkybox-Up-texture (when blank, use gradient instead)
sim.skyboxleft.texture.pathPathSkybox-Left-texture (when blank, use gradient instead)
sim.skyboxright.texture.pathPathSkybox-Right-texture (when blank, use gradient instead)
sim.skyboxfront.texture.pathPathSkybox-Front-texture (when blank, use gradient instead)
sim.skyboxback.texture.pathPathSkybox-Back-texture (when blank, use gradient instead)
sim.skyboxdown.texture.pathPathSkybox-Down-texture (when blank, use gradient instead)
sim.sky.gradient.top.redNumericAuto-skybox-top-gradient's red color intensity (0..1)
sim.sky.gradient.top.greenNumericAuto-skybox-top-gradient's green color intensity (0..1)
sim.sky.gradient.top.blueNumericAuto-skybox-top-gradient's blue color intensity (0..1)
sim.sky.gradient.horz.redNumericAuto-skybox-horizon-gradient's red color intensity (0..1)
sim.sky.gradient.horz.greenNumericAuto-skybox-horizon-gradient's green color intensity (0..1)
sim.sky.gradient.horz.blueNumericAuto-skybox-horizon-gradient's blue color intensity (0..1)
sim.shadows.visibleBooleanEnable or disable the shadows
sim.stationrafters.enableBooleanEnable or disable rafters inside station
sim.stationrafters.texture.pathPathStation's rafter texture
sim.stationfloor.texture.pathPathStation's floor texture
sim.stationrailing.texture.pathPathStation's railing texture
sim.stationside.texture.pathPathStation's side texture
sim.stationtrack.texture.pathPathStation's lowered part texture
sim.stationtop.texture.pathPathStation's top texture
sim.stationtopside.texture.pathPathStation's top-side texture
sim.stationwaitgate.texture.pathPathStation's wait-gate texture
sim.stationwaitrailing.texture.pathPathStation's wait-railing texture
sim.sun.texture.pathPathTexture of sun
sim.sun.visibleBooleanEnable or disable the sun display
sim.sun.pos.alphaNumericAlpha-angle (deg) of sun's position
sim.sun.pos.betaNumericBeta-angle (deg) of sun's position
sim.sun.diffuse.redNumericLight-source's red color diffuse intensity (0..1)
sim.sun.diffuse.greenNumericLight-source's green color diffuse intensity (0..1)
sim.sun.diffuse.blueNumericLight-source's blue color diffuse intensity (0..1)
sim.sun.specular.redNumericLight-source's red color specular intensity (0..1)
sim.sun.specular.greenNumericLight-source's green color specular intensity (0..1)
sim.sun.specular.blueNumericLight-source's blue color specular intensity (0..1)
sim.sun.ambient.redNumericLight-source's red color ambient intensity (0..1)
sim.sun.ambient.greenNumericLight-source's green color ambient intensity (0..1)
sim.sun.ambient.blueNumericLight-source's blue color ambient intensity (0..1)
sim.supports.roundfooter.texture.pathPathRound-footer's texture
sim.supports.tubeN.radiusNumericRadius of support tube type N (N: 1..5)
sim.treeN.texture.pathPathTexture of tree type N (N:1..10)
sim.treeN.sizexNumericSize of x component of tree type N (N: 1..10)
sim.treeN.sizeyNumericSize of y component of tree type N (N: 1..10)
sim.treeN.sizezNumericSize of z component of tree type N (N: 1..10)
sim.trwheel.texture.pathPathTransport's wheel texture (deprecated since 1.6)
sim.vertg.posyellowlimitNumericYellow limit of positive vertical G-force meter
sim.vertg.posredlimitNumericRed limit of positive vertical G-force meter
sim.vertg.negyellowlimitNumericYellow limit of negative vertical G-force meter
sim.vertg.negredlimitNumericRed limit of negative vertical G-force meter
sim.latg.yellowlimitNumericYellow limit of lateral G-force meter
sim.latg.redlimitNumericRed limit of lateral G-force meter
sim.accg.yellowlimitNumericYellow limit of horizontal G-force meter
sim.accg.redlimitNumericRed limit of horizontal G-force meter
sim.vertwheel.texture.pathPathTexture of vertical friction tire
sim.woody.beams.texture.pathPathWooden-beam's texture
sim.woody.catwalk.texture.pathPathWooden-catwalk's texture
sim.woody.rail.texture.pathPathWooden-rail's texture
sim.woody.tie.texture.pathPathWooden-crosstie's texture
sim.woody.tunnel.side1.texture.pathPathWooden-tunnel's side texture
sim.woody.tunnel.side1inside.texture.pathPathWooden-tunnel's side (inside) texture
sim.woody.tunnel.entry1.texture.pathPathWooden-tunnel's entry texture
sim.woody.tunnel.entry1inside.texture.pathPathWooden-tunnel's entry (inside) texture

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