CTR Creator







Keyword


 Description Of The Value






TrainName



Name of the Car_ or train shown in the game menu. This name will be displayed in RCT3 when looking in the coasters menu. Spaces and special characters are allowed here.

CarCountPerTrainMin


Minimum number of Car_s per train you may choose in the game.


If desired this value may be lower than the CarCountPerTrainPreset which will permit gamers to select fewer cars than the CarCountPerTrainPreset.

CarCountPerTrain


Max Maximum number of Car_s per train you may choose in the game.

CarCountPerTrain Preset


Preset number of Car_s per train. This is the starting number of trains that will be in place on the track when the gamer tests the track.

FrontCar_ModelNamePartA


Name of the 3D Car_ model directory containing your Car_ model in OVL format as created by the Importer. Enter the OVL name only; i.e. if your OVL is named CTR_BatmanReturns.common.ovl/unique.ovl you'd drop the .common.ovl/unique.ovl and enter this information as CTR_BatmanReturns.


Every train must have a FrontCar_ModelNamePartA. If the gamer desires multiple cars in a single train this Car_ is duplicated to make up the gamer's desired number of train Car_s. When a train is made up of more than one Car_ type the second Car_ type selected must be the MiddleCar_. In trains with two Car_s the MiddleCar_ is the car that's duplicated to make up the desired number of train Car_s.

FrontCar_ModelNamePartB


If you've created a coaster Car_ that spins, this information represents the second part of the FrontCar_, the spinning part. Your PartA will be exported to ASE separately from your PartB. PartA will be the part that sits on the track. PartB will be the spinning part.


Every FrontCar_ModelNamePartA and each FrontCar_ModelNamePartB that you model and add to your WagenDaten_ needs to be


  • modeled with its own set of Effect Bones,
  • converted from SketchUp as a separate ASE, then
  • exported through the Importer as a separate OVL.


Just like the FrontCar_, when modeling each additional Car_ they each need to have their own set of peep Effect Bones starting at Peep01 and progressing consecutively upwards depending on the number of peeps required for that particular car. If desired each Car_ type may have a different number of boarding guests. Although each needs its own set of bones they may all use the same textures while being processed through the Importer. All may be processed through the same WagenDaten_ folder.

FrontCar_InertiaPartA


This value defines the inertia of the Car_ that gives your Car_ the appearance that it has weight. This influences the performance and feel of the Car_. For example, you'd want a steelie Car_ modeled after a 1970's Cadillac to have more weight than, say, an aluminium canoe in a water ride. You should enter a value between about 200 to 600 here; so your canoe may be 150 while your Cadillac could be 550.

FrontCar_PeepSeatingPosition


Style of the seating position of the peeps in the Car_. This value defines which position the peeps will assume in the Car_:


0=Stand,

1=Sit,

2=Sledge,

3=Lay,

4=Bike,

5=Car,

6=Horse,

7=Row1Oar, (the port oar)

8=Row2Oar,(the starboard oar)

9=SitVReel,

10=SitHarness,

11=SitBar,

12=Observation,

13=Sit_Harness_Feet_Dangle,

14=Horse_Steeple,

15=Pedalo,

16=Pedal_Bike,

17=Canoe,

18=Dinghy,

19=Lay_Front,

20=Row_L_Oar, (the port oar)

21=Row_R_Oar, (the starboard oar)

22=Horse_Merry_Go_Round,

23=Horse_SteepleChase,

24=Jump,

25=Bum_Bounce,

26=Dance,

27=Surf_Board,

28=Wind_Surf,

29=Fishing,

30=Slide_Body_Back,

31=Slide_Ring,

32=Inflatable,

33=Sit_Stadium, and

34=Swim


For illustrations of each of these effects in various stages, see the slideshow under our header Peep Sitting Positions.

CameraLookahead


Working in conjunction with CameraLATiltFactor this flag determines the gentleness or intensity of the camera's roll and can result in either a look ahead camera like camerafront, or a look behind camera like camerarear.


  • 1 = Rear View - Gentle CameraLATiltfactor accurate to roll built into banked turns. For tracks.
  • 2 = Rear View- Gentle CameraLATiltfactor opposite to roll built into banked turns. Ideal for water craft where the amount of roll and the source of the roll is based on the weight of the craft above the water line. Can be used as is for a rear view or with its matrix directly edited 180° around Z-axis for a front view.
  • 4 = Front View - Gentle CameraLATiltfactor accurate to roll built into banked turns. For tracks.
  • 8 = Front View - Intense CameraLATiltfactor accurate to roll built into banked turns. For tracks.
  • 16 = Front View - Extreme CameraLATiltfactor accurate to roll built into banked turns. For tracks.


This flag's default value is 8. Applies to camerafront only.


Some tracks include a built-in code similar to the CameraLookahead flag and further making these adjustments to this flag for Car_s on such tracks will give extreme results.

CameraLATiltfactor


Also known as Camera Lookahead Roll Factor. This flag determines the amount of X-axis tilt given to camerafront while cars roll (White Water Rapids) and while they're taking corners in the track and enhances the impression of inertia to the POV. The CameraLookahead value used in conjunction with CameraLATiltfactor value will determine the intensity of this roll and whether the roll is accurate to the banked track turns or opposite to it. This flag applies to camerafront only and the default value is 0.5°. When adjusting this flag we recommend starting out with a value of 5.0° and working up or down from there depending on your preferences. A 0 value will give a view without any roll that's similar to the view given by camerarear and is an excellent value to use for custom Spinning Coaster cars and Robotic Coaster cars. Minus values entered for this flag are not acknowledged.


Some tracks include a built-in code similar to the CameraLATiltfactor flag and further making these adjustments to this flag for cars on such tracks will give extreme results.

OvertakeFlag


Setting this flag to 1 enables Car_s on raceways to overtake each other while they're doing laps.

PriorityStationType


If you want a particular station included with your custom car this flag will ensure that station type is selected whenever your custom car is added to any track.

SecondCar_ModelNamePartA,

SecondCar_ModelNamePartB,

SecondCar_InertiaPartA,

SecondCar_PeepSeatingPosition,

etc


In trains with different Car_ types this is second Car_ that will make up your train. For this SecondCar_Model you'd enter the same sorts of details as you entered for FrontCar_Model.


The SecondCar_ Model is optional and can only be included in a train after a FrontCar_ and a MiddleCar_ have already been added.

MiddleCar_ModelNamePartA,

MiddleCar_ModelNamePartB,

MiddleCar_InertiaPartA,

MiddleCar_PeepSeatingPosition,

etc


In trains with different Car_ types this is middle Car_ that will make up your train. For this MiddleCar_Model you'd enter the same sorts of details as you entered for FrontCar_Model. If the gamer selects more Car_s in the train that there are Car_ types, this is the Car_ that duplicates to make up the gamer's desired number of Car_s, i.e., if your train is made up of three Car_ types and the gamer wants six Car_s in the train, this is the Car_ that duplicates in order to make up the six Car_s total.


When a train is made up of more than one Car_ type the second Car_ type selected must be the MiddleCar_.

PenultimateCar_ModelNamePartA,

PenultimateCar_ModelNamePartB,

PenultimateCar_InertiaPartA,

PenultimateCar_PeepSeatingPosition,

etc


In trains with different Car_ types this is the second-to-last Car_ that will make up your train. For this PenultimateCar_Model you'd enter the same sorts of details as you entered for FrontCar_Model.


The PenultimateCar_Model is optional and can only be included in a train after a FrontCar_ and a MiddleCar_ have already been added.

RearCar_ModelNamePartA,

RearCar_ModelNamePartB,

RearCar_InertiaPartA,

RearCar_PeepSeatingPosition,

etc


In trains with different Car_ types this is rear Car_ that will make up your train. For this RearCar_Model you'd enter the same sorts of details as you entered for FrontCar_Model.


The RearCar_Model is optional and can only be included in a train after a FrontCar_ and a MiddleCar_ have already been added.

LinkCar_ModelNamePartA,

LinkCar_ModelNamePartB,

LinkCar_InertiaPartA,

LinkCar_PeepSeatingPosition,

etc.


As its name implies, the LinkCar_ is a special type of Car_ that links all the other Car_s in a train. For this LinkCar_Model you'd enter the same sorts of details as you entered for FrontCar_Model.


You'll notice that the LinkCar_ also comes with a PartB which means that, depending on the train you model, you may give your LinkCar_ a spinning part as can be done with all the other Car_ types. Like all the other Car_s in this list, your LinkCar_ needs to be modeled with its own set of Effect Bones, converted from SketchUp as a separate ASE, then exported through the Importer as a separate OVL.

Keyword Values: WagenDaten_