Nothing official, but yes, i'm 99,99 % sure !Does anyone know if Planet Coaster will support custom content? I know nothing about the technical aspect of Custom scenery, but I think if it's properly implemented, it could be an absolute game-changer.
If they learned from RCT3 then they know that a lot of people want to have custom scenery in their games. RCT 3 produced some incredible videos and creations thanks to custom content. Now imagine just that with this game.Does anyone know if Planet Coaster will support custom content? I know nothing about the technical aspect of Custom scenery, but I think if it's properly implemented, it could be an absolute game-changer.
I want that it as easy as custom content in City Skylines.[up]If they learned from RCT3 then they know that a lot of people want to have custom scenery in their games. RCT 3 produced some incredible videos and creations thanks to custom content. Now imagine just that with this game.
I'm personally certain they are adding custom content one way or the other, otherwise they are leaving a big part of the playerbase outside.
Yes, they will implement a custom content system.I'm sure Frontier will implement some sort of custom content system, it's pretty much a given with PC games these days, especially within this genre.
"Theoretically speaking" [big grin]Yes, they will implement a custom content system.
Perhaps its time for me/someone to create a thread with a list of what is confirmed and what is not [squeeeeee]I will put forward the question to the team, to see if they can answer.
In the mean time please try not answer is if from authority, it just creates confusion for everyone
Good idea. [up]Perhaps its time for me/someone to create a thread with a list of what is confirmed and what is not [squeeeeee]
Are you going to make one? [noob]Good idea. [up]
Tomorrow, I go in the south of France for a week so ... This may be a bit complicated in the countryside.Are you going to make one? [noob]
Haha sure thing, hit me up if you want my help regarding anything, happy to help in case you can't make it. [heart]Tomorrow, I go in the south of France for a week so ... This may be a bit complicated in the countryside.
That is a very big post and I don't get it. I'm not that smart [squeeeeee]If I may... Cities Skylines is so easy to mod because it takes rather little effort for the modder to add them to the game. In some games there's tons of file conversion with community created tools, which isn't always the best way of doing things. It involves jumping through hoops, do a backflip and go to the moon and back before you're even close to getting a single polygon to show up in the game.
Cities Skylines does it in a very user friendly way, so even the least talented guy with a 3D app can design something and make his own dream and vision come true and appear in-game. It's also a great way for new people to become interested in 3D modeling, texturing and everything involved!
They support the widely used FBX format. Just make the model to real world scale, UV map, texture it (diffuse a minimum, normal, specular and emissive a bonus) and follow the simple naming conventions (in Cities Skylines, you name it like so: building.fbx / building_d.tga / building_n.tga / building_s.tga and so on. The game understands the model and texture files belong together.)
I hope to see this being possible with Planet Coaster as well. But since rides require animation, may I suggest that the importer also support animated bones? It will involve a tad more work on the modders end, but nothing new to anyone with 3D and animation. It would require to create a bone hierarchy, skin bind and weight paint it, and possibly rig the ride to make the animation process easier.
Here's an idea (I leave out the file extensions for textures as we don't know what they are yet). And I hope the game somehow supports PBR even though the game have very high roughness by the way it looks for now. Perhaps a dev could give us a hint?
- FBX skinned and with bones. This is the base mesh, and contain no animations. It will be driven by the lightweight FBX "bones only" files with animation.
- myride.fbx
- Textures
- myride_d (albedo + alpha for transparency)
- myride_n (normal map)
- myride_pbr (metalness/roughness/ao or something else?)
- FBX with bone animation (no mesh, bones only) Should follow a strict naming convention to make the game understand which animation to use when.
- myride_idle.fbx
Idle/loading - accepts guests to enter the ride. Also the animation in use during repairs or when the ride is closed.- myride_start.fbx
Gate/doors/barriers close/seats tilt/rotate whatever to prepare for the ride to start.- myride_action.fbx
The ride doing its thing.- myride_end.fbx
Gate/doors/barriers open/seats reset.
I feel tempted to look into rides, make a model, rig and animate it. [big grin]
If I may... Cities Skylines is so easy to mod because it takes rather little effort for the modder to add them to the game. In some games there's tons of file conversion with community created tools, which isn't always the best way of doing things. It involves jumping through hoops, do a backflip and go to the moon and back before you're even close to getting a single polygon to show up in the game.
Cities Skylines does it in a very user friendly way, so even the least talented guy with a 3D app can design something and make his own dream and vision come true and appear in-game. It's also a great way for new people to become interested in 3D modeling, texturing and everything involved!
They support the widely used FBX format. Just make the model to real world scale, UV map, texture it (diffuse a minimum, normal, specular and emissive a bonus) and follow the simple naming conventions (in Cities Skylines, you name it like so: building.fbx / building_d.tga / building_n.tga / building_s.tga and so on. The game understands the model and texture files belong together.)
I hope to see this being possible with Planet Coaster as well. But since rides require animation, may I suggest that the importer also support animated bones? It will involve a tad more work on the modders end, but nothing new to anyone with 3D and animation. It would require to create a bone hierarchy, skin bind and weight paint it, and possibly rig the ride to make the animation process easier.
Here's an idea (I leave out the file extensions for textures as we don't know what they are yet). And I hope the game somehow supports PBR even though the game have very high roughness by the way it looks for now. Perhaps a dev could give us a hint?
- FBX skinned and with bones. This is the base mesh, and contain no animations. It will be driven by the lightweight FBX "bones only" files with animation.
- myride.fbx
- Textures
- myride_d (albedo + alpha for transparency)
- myride_n (normal map)
- myride_pbr (metalness/roughness/ao or something else?)
- FBX with bone animation (no mesh, bones only) Should follow a strict naming convention to make the game understand which animation to use when.
- myride_idle.fbx
Idle/loading - accepts guests to enter the ride. Also the animation in use during repairs or when the ride is closed.- myride_start.fbx
Gate/doors/barriers close/seats tilt/rotate whatever to prepare for the ride to start.- myride_action.fbx
The ride doing its thing.- myride_end.fbx
Gate/doors/barriers open/seats reset.
I feel tempted to look into rides, make a model, rig and animate it. [big grin]