3ds Max Track Importer for No Limits 2
COASTERGUY246 posted on February 4th, 2018
I would love to use this, however the main thing holding me back is the fact you cant generate LOD track pieces with this. I dont really know much about 3dsmax, but is it possible to create an LOD model that will work similarly to nl2? (i.e. the things breaking the LOD sections apart are the track connectors)
Yeah that would certainly be possible, I just never thought of it because I never had a reason to use LODs. I'll look into it at some point.
@f1shcake and Jetcoasterfan, I didn't include a full tutorial because the internet is full of tutorials that cover basic modeling in 3ds Max. I understand that the program can be quite daunting however so I'll see I'll make a video tutorial on the creation of track styles.
I made a little tutorial, hopefully this will clarify some things:
PvM posted on February 12th, 2018
I made a little tutorial, hopefully this will clarify some things:
This helped a ton, thanks!
I kinda want to make a 1000 foot tall Ferris wheel structure now, with the fact that you can make circles so easy.
Is it possible to make custom track with ties that connect to each other? Like the Zierer Tivoli track.
Hey, first off thanks a million for this add-on...and just went I thought I was almost (close to) done with the new scenery overhaul in my parks lol I was able to figure out how to upload the spline into the 3d Max editor however, when it generates, the spline isn't "smooth"? I followed your spline export instructions (as I have never used the spline export feature) and the same thing happens with other track splines that I tried to export... could it have something to do with my tracks are hand-built? Any advice? Thanks
Dechlave
@Dechlave, More people seem to have this problem but I was able to come up with a fix. Unfortunately it means I had to make 2 seperate script files.. I added a new download to the first post. Download the "dot as decimal seperator" version and you should be good to go.
@AceDFe19, nope this isn't supported. The reason is that these diagonal connectors would all be different in length and orientation and I haven't had the courage to figure out the math yet. ^^'
To all: If you have been using this little tool, feel free to post some screenshots of your work, I'm eager to see how people are using this.
That's what I was thinking, too bad. But anyway, your tool looks awesome!
@PvM Thanks, I got it figured out and I'm on a roll! lol I'll try to post some pics later.
Dechlave
PvM posted on February 21st, 2018
To all: If you have been using this little tool, feel free to post some screenshots of your work, I'm eager to see how people are using this.
Currently working on a Morgan hyper named Marlin



^that's looking very nice already!
Today I came across a new bug when I tried to import a coaster made with FVD. Basically the script crashed while parcing abbreviated numbers (3ds Max turned 0.000001 into 1e-06 and the unit conversion function didn't like this). I fixed the problem by letting the script set the system units to meters during the import process. This eliminates the need to convert the coordinates to system units and thus abbreviated numbers aren't a problem anymore. As a byproduct this also eliminates the need for 2 seperate files for dots or comma's as decimal seperators.
In short: There's now one script that should work for everyone and hopefully all the bugs have been solved :P. Go get it in the first post.
Question, is there anyone who'd care to explain the steps needed to make the 3d Max tracks recolorable? Thank you
-Dechlave
^ I'll see if can make a tutorial video on how to texture track this weekend.
Hi! I want to check my clearence using this script but somehow the script inserts the clearence tilted 90 deg to one side. It still happens when i change the coordinate system of the clearence. Does anybody know why this happens?
yeah, you'll have to rotate the X-axis of your object in the direction of the track. I explain how this is done in the tutorial a few posts above at around 14:55.
Any new track styles to be added soon to this tool?
^^ Thank you!
I made another tutorial on how to add texture/color to the track:
Will you add in Meisho jet coaster track? Like this?


Hi there! I used your track importer (very helpful btw) to make a 3d model of my own coaster. I am now willing to 3d print this model but my experience in 3ds max is non existent. Right now I want to scale the model so that the width of the track is 27 mm but I don't know how to. If anyone could help with this I'd really appreciate it! :)
hey, Hope this helps. First select everything you want to scale and group it as shown in the image below:

Then right click the scale icon in the menu bar as shown in the image and work out your scale (a popup menu will appear in which you can enter the scale).

Finally make sure you set your reference coordinate system to "world" and the "Transform Coordinate Center" to the last option (Hold the button and a drop down menu appears). I marked the buttons in the image above. Then apply the scale factor in the scale popup menu.
This works for in game custom togo track as well?
I just released an update for the 3ds Max track importer.
What's new?
- I added the ability to add connectors between ties
- 5 new track styles:
Intamin Mega Coaster:

Premier:


RMC Raptor:

S&S:

You can get the new version in the first post of this thread or here:
Looks nice. Wish it wasn't attached to 3DS Max as I'm just a hobbyist that can't justify buying a subscription to 3DS Max, but I love the idea!

Can you do a step by step tutorial with pics for every step showing what dropdown menu to use and what to tool select for each menu?