My mind is blown. First the pools now this. I have struggled so much with the paths I just kinda excepted some of the paths I got. This makes so much sense of everything!
My favourite PC2 content creator by far! Please keep it up, really glad I found your channel via reddit! amazing work and thankyou so much it's helping my creativity massively with this game!
You are AWESOMEEE thank you soo much for all these tutorial videos, I am from Brazil and there is no content like this in portuguese, with so many details and very well explained, thank you!!
Absolutely EXTRAORDINARY!! I will DEFINITELY be using these skills! Thanks so much for your thorough and insightful videos! Makes me feel like I'm back in my graphic design class in college! hahaha
@@tagi3d Seriously! I personally wish the tools worked more like vectors-I think it would be simpler for everyone to understand, and they're already so similar!
What an in-depth tutorial; it's great! Thank you so much. If you are planning a tutorial about the trigger sequenser & moving platforms: I was running into a problem with a horizontal sliding door for a mine train coaster. Even in the slowest setting, the door was moving back too fast; it was clipping though the second half of the train. I found a solution for this problem, this is how: - Put one horizontal moving platform on slow pause and trigger only. - Put another horizontal moving platform on top of that and also on trigger only and slow pause. - Put scenery on the second moving platform (in my case, a rock). - at the coaster: edit trigger sequence, add both, and delay one of the moving platforms with exactly 5 seconds. - the rock (door) stays in place halfway through the sequence!
Incredible video - this is so helpful! I'd love to see you do a similar pathing tutorial using difficult terrain eg. Just the Thicket scenario. After watching yours and a few others tutorials on paths I understand how to do the cool intricate stuff but have trouble applying that knowledge when confronted with challenging terrain.
Really really informative video. It does highlight some more issues with the UI than I had previously thought. I really wish there was a height slider when adjusting paths, maybe they will add that sometime in the future! This came at the perfect time since I was just creating a spiral staircase for a treehouse path system. The spiral up to the flumes was really well done and interesting.
Hey hope it goes well with the tree house. The UI can be tricky, but with patience it's becoming easier and Frontier are working on quite a few quality of life things which is great to see.
After watching the pool video I immediately went and started building a large sloping pool leading into a wave pool, shaped like a seashell, with a wading area at the front by an artificial beach. I built for 2 hours. I am not done yet. Can't wait to watch this video. Edit: I've put .5, 1, and 2m path cutout helpers on the workshop! By HeyWaffleWaffle#34138 Can't wait to use these for edging and custom barriers and narrow planters and tree grates!
fantastic work again mate. there’s a moment around 4:05 where you briefly created corner stairs. i wonder the best way to easily replicate that for a set of square cornered steps
This is incredible! Have you figured out a way to get slopes and stairs into the same path section? like a handicap ramp that goes through a staircase diagonally for exaple?
Have you made a park? In my park my guest won't go to shops that have a path to them like in planet coaster 1. Do you know why? Or do the shops have to be blunt to the path without a little path to them?
Provided the shop is touching a path and there is adequate space it should work. Have a look at some example parks on the workshop and see what is different?
Quick question. When manipulating the paths with the advanced move tool I noticed you have measurements displayed. I haven't got that and was wondering how you activated it? Edit: I was using advanced move and duplicate (Ctrl X) - measurements only seem to show when using the advanced move (X) on its own
Hey mate, snap! I was just checking this out for you. Yes that's exactly what I think is going on. Only advanced move shows the distance. There was no setting that I can see.
Seeing as we can save paths in blueprints would you be able to please save your spiral staircases as blueprints and put them on the workshop? I would be so grateful!
It's a good question, because if you move a piece on top of another and the clearance isn't large enough it will delete the one below. Solution: you just need adequate space. This might mean creating a longer slope/stair to increase the height before you try overlapping the piece below. Experiment with moving paths above each other to see where the tolerance is.
@ thank you for the reply. I was quickly messing with pathing before I went to work and was thinking there is something I’m missing. Will give that a go tomorrow. Thank you for this video it’s changed the way I look at the new pathing and given a great start for all future path routes 🫡
I seem to be missing something. When I lay out the hexagons and then try to copy the straight piece over, I can't get it to not merge, so I don't end up with the small angled piece. I have Merge off in the path tool, but that doesn't seem to make a difference. How are you forcing it not to merge?
Please Help! You seem to be a guru on this and NO ONE ever mention how to make a crosswalk with no peps entering wandering the road and keep to the sidewalk. Tried lowered bins and benches but wont work.
There were barrier pieces in pc1 that dont seem to be working in pc2. So your choices are limited to creating a tiny cut out in the sidewalk and road to create an actual physical separation. To hide the gap you can cover it with scenery or other pieces. It has been a hotly requested feature so we’re all hoping for an update. Good luck
@@CKMCardesign You can use one of the square Delete Stamps at the smallest size, cut out a chunk roughly where you want the path to be blocked, and then carefully use the Edit Tool to drag the vertices of the cutout as close together as you can before they would otherwise mush together and close the cutout. Otherwise, you can do the more fiddly method by putting down two square path stamps, then selecting and moving one of the stamped squares over the other to create a small slice next to a normal square stamp. Then box-select that slice and use it with the Merge setting on to create an invisible-but-selectable slice within the path(s), and delete the selected slice.
Couldn't the majority of this just be acheived by having simple, basic sizes avaialble for pathing in the first place? Come on Frontier- this wasn't nearly as difficult in PC1- which had crappy but usable paths.
This feels almost like a mathematical discovery! It's really boosting the possibilities. Thank you.
Glad it was helpful!
My mind is blown. First the pools now this. I have struggled so much with the paths I just kinda excepted some of the paths I got. This makes so much sense of everything!
Awesome, feels good to help.
My favourite PC2 content creator by far! Please keep it up, really glad I found your channel via reddit! amazing work and thankyou so much it's helping my creativity massively with this game!
@@daemonicxi91 🙏thank you for taking the time.
You're truly the reliable source for this stuff. You get down to understanding it's in between a mesh and a scenery item
Thank you… some more videos coming soon and hope they help too
You studied the path system. Awesome work, thank you so much!
You are AWESOMEEE thank you soo much for all these tutorial videos, I am from Brazil and there is no content like this in portuguese, with so many details and very well explained, thank you!!
Nice! Hope it translates ok for you too
@tagi3d I'm not bad at English tbh lol but thank's 😄
Absolutely EXTRAORDINARY!! I will DEFINITELY be using these skills! Thanks so much for your thorough and insightful videos! Makes me feel like I'm back in my graphic design class in college! hahaha
Thank you! yeah it's getting a bit close to CAD territory not a game at this point.
@@tagi3d Seriously! I personally wish the tools worked more like vectors-I think it would be simpler for everyone to understand, and they're already so similar!
You are doing incredible work with these tutorials - this is all extremely (although tedious) information!!
Thank you, yeah it can be tedious.. I'm finding it's becoming more natural by now though. Cheers for the comment.
What an in-depth tutorial; it's great! Thank you so much.
If you are planning a tutorial about the trigger sequenser & moving platforms:
I was running into a problem with a horizontal sliding door for a mine train coaster. Even in the slowest setting, the door was moving back too fast; it was clipping though the second half of the train. I found a solution for this problem, this is how:
- Put one horizontal moving platform on slow pause and trigger only.
- Put another horizontal moving platform on top of that and also on trigger only and slow pause.
- Put scenery on the second moving platform (in my case, a rock).
- at the coaster: edit trigger sequence, add both, and delay one of the moving platforms with exactly 5 seconds.
- the rock (door) stays in place halfway through the sequence!
Thanks. Ive seen some similar ones where they put rotations opposite each other etc.
OMG......this is a gamechanger. Amazing work here
Thank you for your work with these tutorials!! Keep up the amazing videos! :)
Thank you! I have a few more cooking which i hope you like too!
@@tagi3d Nice!! I'm excited! subscribed already with the notifications on! :)
Incredible video - this is so helpful! I'd love to see you do a similar pathing tutorial using difficult terrain eg. Just the Thicket scenario. After watching yours and a few others tutorials on paths I understand how to do the cool intricate stuff but have trouble applying that knowledge when confronted with challenging terrain.
Thanks. Hmm can you give me more insight with what exactly you’re struggling with in regards to terrain?
Really really informative video. It does highlight some more issues with the UI than I had previously thought. I really wish there was a height slider when adjusting paths, maybe they will add that sometime in the future! This came at the perfect time since I was just creating a spiral staircase for a treehouse path system.
The spiral up to the flumes was really well done and interesting.
Hey hope it goes well with the tree house. The UI can be tricky, but with patience it's becoming easier and Frontier are working on quite a few quality of life things which is great to see.
I think I solved a bit in a way I like it for crosswalks. Added to workshop as barriers.
You are a magician man
After watching the pool video I immediately went and started building a large sloping pool leading into a wave pool, shaped like a seashell, with a wading area at the front by an artificial beach. I built for 2 hours. I am not done yet.
Can't wait to watch this video.
Edit: I've put .5, 1, and 2m path cutout helpers on the workshop! By HeyWaffleWaffle#34138
Can't wait to use these for edging and custom barriers and narrow planters and tree grates!
Nice one. Some good ideas there too. It's really powerful!
Amazing! Thank you for your time in figuring this out!
My pleasure, some more tip vids coming soon.
Good job! thanks for sharing
Another awesome tutorial, cheers man
fantastic work again mate. there’s a moment around 4:05 where you briefly created corner stairs. i wonder the best way to easily replicate that for a set of square cornered steps
Thanks mate! Well spotted… yep if you lift just one corner of a square the hidden triangle line will create the fold.
Seeing how you do it is one (amazing) thing. But how you figure it out off screen, that must require some serious persnickity finicking!
Um… yep 😅
This was great!
Very useful, thanks
This is incredible! Have you figured out a way to get slopes and stairs into the same path section? like a handicap ramp that goes through a staircase diagonally for exaple?
Thank you! Yes, that's possible. I'll add it to the list of things to show for an upcoming vid. Cheers
@@tagi3d My first attempt went reasonably well but couldnt figure out how to get the inside slopes to behave workshop: 87CNSCJML
Looking forward to seeing what other crazy stuff you come up with now that you're done with paths 😂
You bet! Stay tuned :)
Have you made a park? In my park my guest won't go to shops that have a path to them like in planet coaster 1. Do you know why? Or do the shops have to be blunt to the path without a little path to them?
Provided the shop is touching a path and there is adequate space it should work. Have a look at some example parks on the workshop and see what is different?
Quick question. When manipulating the paths with the advanced move tool I noticed you have measurements displayed. I haven't got that and was wondering how you activated it?
Edit: I was using advanced move and duplicate (Ctrl X) - measurements only seem to show when using the advanced move (X) on its own
Hey mate, snap! I was just checking this out for you. Yes that's exactly what I think is going on. Only advanced move shows the distance. There was no setting that I can see.
Ah found the video to the spiral stair case I found in the workshop. Just after I found the one explaining how to make invisible path.
Seeing as we can save paths in blueprints would you be able to please save your spiral staircases as blueprints and put them on the workshop? I would be so grateful!
Yes indeed. I'm working on getting these up. Thanks.
Fantastic
really clever
Just a quick question how do you get the stairs to go taller and go above its self without it’s deleting what’s underneath. Cannot work that bit out 😂
It's a good question, because if you move a piece on top of another and the clearance isn't large enough it will delete the one below. Solution: you just need adequate space. This might mean creating a longer slope/stair to increase the height before you try overlapping the piece below. Experiment with moving paths above each other to see where the tolerance is.
@ thank you for the reply. I was quickly messing with pathing before I went to work and was thinking there is something I’m missing. Will give that a go tomorrow.
Thank you for this video it’s changed the way I look at the new pathing and given a great start for all future path routes 🫡
You know what would make a crazy video- go through all Chu's previous "leaks" and show how many were false.
Wow, insane 😲
I seem to be missing something. When I lay out the hexagons and then try to copy the straight piece over, I can't get it to not merge, so I don't end up with the small angled piece. I have Merge off in the path tool, but that doesn't seem to make a difference. How are you forcing it not to merge?
Can you give me a time stamp and I'll do my best to answer?
holding down ctrl stops it snapping to corners
Do you mean when moving the piece or the nodes?
Sub you - great videos on PC2 - Thanks for all the tips you are giving!
Hey great! Glad it helps
how to make path like stair ways on lazy river? cause mine always merging hahaha
Please Help! You seem to be a guru on this and NO ONE ever mention how to make a crosswalk with no peps entering wandering the road and keep to the sidewalk. Tried lowered bins and benches but wont work.
There were barrier pieces in pc1 that dont seem to be working in pc2. So your choices are limited to creating a tiny cut out in the sidewalk and road to create an actual physical separation. To hide the gap you can cover it with scenery or other pieces. It has been a hotly requested feature so we’re all hoping for an update. Good luck
@@tagi3d A cut? Something you could show? Also please please upload blueprints of your awesome stuff.
@@CKMCardesign You can use one of the square Delete Stamps at the smallest size, cut out a chunk roughly where you want the path to be blocked, and then carefully use the Edit Tool to drag the vertices of the cutout as close together as you can before they would otherwise mush together and close the cutout.
Otherwise, you can do the more fiddly method by putting down two square path stamps, then selecting and moving one of the stamped squares over the other to create a small slice next to a normal square stamp. Then box-select that slice and use it with the Merge setting on to create an invisible-but-selectable slice within the path(s), and delete the selected slice.
Hero
Sir, you are walking so other PC2 players can RUN!
can you upload the paths to workshop? :D
Working on it. Will announce when ready.
I think it's harder on the controller
Yeah i’d imagine would be!
Are you Wizard?
We really shouldn't have to resort to this to fix some of the frustrations, but I'm glad you made this until Frontier fix the game.
Yeah there’s a few niggles that need to be ironed out, advanced tools are really nice though.
Couldn't the majority of this just be acheived by having simple, basic sizes avaialble for pathing in the first place? Come on Frontier- this wasn't nearly as difficult in PC1- which had crappy but usable paths.
Well standard paths are still there too. You can make your own blueprints out of these too which is handy