Making Ride Skins Downloaded From Workshop Work?

I have downloaded a few awesome skins from the workshop, three different developers.
I can place them on their own fine, but can't place the ride in the skin no matter how carefully I position it, it shows obstructed.
I have tried placing the ride first but then the skin shows obstructed. Any ideas on what I might be doing wrong? And yes, I am making sure it is the right skin for the right ride.
 
I have found no good way of doing this, either. Even with my own stuff, like saved station buildings for transport rides that i want to use multiple times. I have heard some say that all is resolved by first using the "level to foundation" terrain tool before placing anything (station, ride, or surrounding building) but in my experience this isn't true for any elevation other than that of the default park entrance gate. The problem is that, when placing a blueprint building, you have VERY limited control over its elevation. Even if you've previously set building grid elevation to 0m, so you can move individual blocks up and down by very small increments, you don't have such fine control when initially placing a blueprint. And then, you can't even use advanced move on it as a whole with any finer control on elevation.

This I find highly annoying and wish it would be changed in a future update, along with auto-tunneling for rides instead of their lowest points being stuck above existing ground level. These things have been suggested already so I can only hope that the devs eventually notice them.
 
After messing about with it for a very long time, I have discovered that if I am very patient, and very precise in maneuvering the ride, it does work. You can make it fit. I was working on the 'if it came out of there it can go back in' theory. However, if there are a lot of lights or extras in the ride area I remove them and replace them. I found that placing the skin first works for me best because it is easier to move about.
 
After messing about with it for a very long time, I have discovered that if I am very patient, and very precise in maneuvering the ride, it does work. You can make it fit. I was working on the 'if it came out of there it can go back in' theory. However, if there are a lot of lights or extras in the ride area I remove them and replace them. I found that placing the skin first works for me best because it is easier to move about.

I've been fighting this for ages and just now sat down to figure it out. What you said is correct but also turn off the ride box option for flatten terrain.
 
I found that placing the skin first works for me best because it is easier to move about.

This is probably the only way to do it. When placing buildings, which is what any ride skin is, you have very imprecise control over its placement on the vertical axis, and usually this doesn't fit with the elevation of either the ground or the ride. Sadly, this method only works with flat ride skins and not, for example, with the standard monorail or train stations you want to use yourself. It's nearly impossible to build a track so that the ride's station platform fits within a pre-existing station skin. In fact, it's even harder than trying to put a station skin around a pre-existing ride station platform.
 
This is probably the only way to do it. When placing buildings, which is what any ride skin is, you have very imprecise control over its placement on the vertical axis, and usually this doesn't fit with the elevation of either the ground or the ride. Sadly, this method only works with flat ride skins and not, for example, with the standard monorail or train stations you want to use yourself. It's nearly impossible to build a track so that the ride's station platform fits within a pre-existing station skin. In fact, it's even harder than trying to put a station skin around a pre-existing ride station platform.


I totally agree with you I have given up on making train stations work, though mine are mostly on flat ground. I thought about making pieces have a slight gap between the station and the pieces just for a little wiggle room.
 
This is probably the only way to do it. When placing buildings, which is what any ride skin is, you have very imprecise control over its placement on the vertical axis, and usually this doesn't fit with the elevation of either the ground or the ride. Sadly, this method only works with flat ride skins and not, for example, with the standard monorail or train stations you want to use yourself. It's nearly impossible to build a track so that the ride's station platform fits within a pre-existing station skin. In fact, it's even harder than trying to put a station skin around a pre-existing ride station platform.

Along with improving on the vertical axis placement I would really and truly appreciate being able to hide foliage. That would make thing so much easier.
 
Along with improving on the vertical axis placement I would really and truly appreciate being able to hide foliage. That would make thing so much easier.

Even better would be a specific indication of which part of the skin/station building is interfering with the ride. Some sort of arrow pointing out the specific problem location, to take some of the guesswork out of moving the building to fit.
 
That bothers me that I can't place prebuilt buildings flush with the ground sometimes. Or flush with ride stations. The vertical raise/lower jumps too much, you can't make fine adjustments.
 
That bothers me that I can't place prebuilt buildings flush with the ground sometimes. Or flush with ride stations. The vertical raise/lower jumps too much, you can't make fine adjustments.

Whenever you place blueprint building or a copy of another building you've already built, hit X to switch to advanced move. Then you have full analog control of height. Things have changed a bit since this tread started. For example, you can now save both a flat ride skin and the ride itself, so no more worries about aligning one with the other.

And of course you can now turn off collisions which solves many problems.
 
Whenever you place blueprint building or a copy of another building you've already built, hit X to switch to advanced move. Then you have full analog control of height. Things have changed a bit since this tread started. For example, you can now save both a flat ride skin and the ride itself, so no more worries about aligning one with the other.

And of course you can now turn off collisions which solves many problems.

This is a very good thing. Now, let's see if we can figure out placing the paths in a pre-existing pathway.
 
No, the X key when you try to lower the object you can't get it flush with the ground, either it sinks into the ground or it hovers above the ground. And that's since the latest updates.
 
No, the X key when you try to lower the object you can't get it flush with the ground, either it sinks into the ground or it hovers above the ground. And that's since the latest updates.

The game treats buildings/scenery by different rules than flat rides. If you have either type of thing in isolation, it follows its own rules. If you have a 1.2+ combined blueprint that contains both rides and buildings/scenery, then it plays by ride rules.

When placing ONLY blueprint buildings/scenery objects, you can sink them into the ground as far as you want. No restrictions on that.

HOWEVER, the entire floor area of flat rides, and the entire station of coasters/track rides, is treated as a path because peeps can walk on these surfaces. As such, these items follow path placement rules, the upshot of which is that when placing a new flat ride or station, either from the menu or a blueprint, you can't quite get it down to the ground surface. And if you have a 1.2+ blueprint containing both rides and buildings/scenery, the whole blueprint will follow the ride placement rules.

My advice above, about using advanced move, was in the context of pre-1.2, which is when this thread started. At that time, rides and their skins were separate items with only the skin in the blueprint. So, in that situation, you place the ride, then you get the skin in approximately the correct place, then hit X and finialize its positioning with advanced move.
 
Back
Top Bottom