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I made a Space Mountain (Disneyland Paris) few month ago. Here's the render (still in WIP)

^Looks good, maybe a bit too shiny on the roof though
^^Looks really nice, but I definitely agree with kyle on the shininess.
I love the space mountain model man looks real, what was it you modeled that in?
^Its made with Blender and Substance painter will do the texturing.
Does substance painter work with exporting to Nolimits?
Can I have someone create some automobile packs that can attach to tracks? Shuttle buses, taxis, cars?
Google Sketchup Warehouse and find your Shuttle buses, taxis, cars?
^^^ Yes, SP exports many image formats and you can also configure which texture maps and how these should be exported.
Covering up the area where you can't use the train's UV map. It uses 145 Tris because I'm unsure of how many polygons I can use for what model.

MrRC posted on December 26th, 2017
Google Sketchup Warehouse and find your Shuttle buses, taxis, cars?
OK, Thanks.
Unrealistic Coasters posted on December 26th, 2017
OK, Thanks.
No problem, good luck
That was hard, but the covers for the UV area are complete... Kind of:

Looks okay from this angle, but it sticks out slightly, and I can't be bothered right now to fix it.

Should I fix that or can I leave it as is?
I think it looks fine. Would be nice to have the custom front as a customiseable one we can download?
Okay, now I have a problem:

The model doesn't get darker in a tunnel. Is there a way to fix that?
U can tick the box saying "Dim object as of it was in an tunnel"
That’s not dynamic so he would have the opposite problem.
^I could do that, but the entire coaster is not in a tunnel, so it would look weird anywhere else.
"Dim object" basically makes shadows (like those cast by a tunnel ) completely black. I doesn't matter what's actually casting the shadow.
How does it look in normal daylight (use same point as in the previous picture)
This is was it normally looks like:

There is no "one click" solution for that.
They all at least involve adding a custom shader instructions for that does this based on either an entity color controlled either by a script or by an ambient texture that controls the shading based on the object's position on the map (using the world vertex texture mapping option in the material - does not work in every case, since the texture is always 2d).
The material would be simple enough:
Result = Tex0;
Ambient = Entity0;
Specular = Mul(Specular, Entity0);
The specular line isn't really physically correct, but you'll probably want to reduce reflections when in tunnels. Entity0 would be white for outside tunnel, black for inside.
The scripting is obviously the tricky part. You probably want to use track triggers, smooth blending and making the first car darken before the next could be an interesting problem to try and solve.
^Well, I can't script, so this is a dead end currently.
But if I could; I assume you can "simulate" a smooth blending with a lot of track triggers?
I just realize: You can use our (3cd) light effect set for that, since it can control any entity color using track triggers - with fades!.
It is not limited to actual light effects, check out the custom object tutorial, maybe you also want to read the custom lightshow tutorial before.

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