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[Fixed CheapM] Theme Park DLC , RTX DEV [Update 2 ]

nopixeliloveyou nopixeliloveyou Started 25 replies 3,271 views
#1






[size=6][color=rgb(250,]Here you will find my patch after hours of hard work to rewrite the missing paths.lua.[/color]



[color=rgb(250,]full source script link with broken paths.lua[/color]
[/size]



[size=6][color=rgb(250,]just my paths.lua file that I rebuilt.[/color][/size]



[size=5]Update V1 (old script)[/size]

[size=5]Update v2 (release August 27, 2025)[/size]



[color=rgb(250,][size=5](update V2 PATCH NOTE: Z offset +3.5 applied automatically to all coords entries to avoid pier collisions)[/size]



[size=6]Installation ; Put in[/size]

[size=6]rtx_themepark/client/paths.lua[/size]
[/color]



[color=rgb(226,][size=7]This is almost free work that I offer to the community, which took me 2 hours of intensive work to rebuild this file, so a little thank you and feedback is not too much I think![/size][/color]



[size=6][color=rgb(250,]Here's a quick rundown of what I did from A to Z for paths.lua:[/color][/size]


1.Analysis of the package and client/attr8.lua to understand the exact format expected.

2.Complete reconstruction of the global rollercoasterpaths table (1200 steps): at each step, 4 cars [1..4] with coordinates (vector3) + quaternions r#objectscoords1x/y/z/w.

3.Generation of an elliptical trajectory (Del Perro) with height profile; calculation of full 3D orientation (pitch + banking) based on slope & curvature; spacing of cars to the meter via arc-length.

4.Clean Lua export (global, indices 1..N) + verification of the loading order in fxmanifest (paths before attr8).
#1
a very very nice script
#2




byson333,

wrote:



a very very nice script




Thanks :-)



But check that everything's okay. Make sure there aren't any mistakes, because I had to rewrite everything from scratch almost blindly.
#3
[attachment removed][/attachment]
#4




donnemc29,

wrote:



[attachment removed]




Thanks for the feedback, can you copy and paste the error into the console?[/attachment]
#5
nice broo thanks for the share
#6




donnemc29,

wrote:



[attachment removed]




Pls reupload theme park[/attachment]
#7
thanks for sharing, I will try, I will come for feedback
#8
[attachment removed][/attachment]
#9




donnemc29,

wrote:



[attachment removed]




It was in a bend that you fell, can you explain to me in more detail, because of the speed?[/attachment]
#10




nopixeliloveyou,

wrote:



It was in a bend that you fell, can you explain to me in more detail, because of the speed?




this happens after entering, im getting the same result.
#11




nopixeliloveyou,

wrote:













[size=6][color=rgb(250,]Here you will find my patch after hours of hard work to rewrite the missing paths.lua.[/color]





[color=rgb(250,]full source script link with broken paths.lua[/color]
[/size]





[size=6][color=rgb(250,]just my paths.lua file that I rebuilt.[/color][/size]





[size=5]Update V1 (old script)[/size]


[size=5]Update v2 (release August 27, 2025)[/size]





[color=rgb(250,][size=5](update V2 PATCH NOTE: Z offset +3.5 applied automatically to all coords entries to avoid pier collisions)[/size]





[size=6]Installation ; Put in[/size]


[size=6]rtx_themepark/client/paths.lua[/size]
[/color]





[color=rgb(226,][size=7]This is almost free work that I offer to the community, which took me 2 hours of intensive work to rebuild this file, so a little thank you and feedback is not too much I think![/size][/color]





[size=6][color=rgb(250,]Here's a quick rundown of what I did from A to Z for paths.lua:[/color][/size]




1.Analysis of the package and client/attr8.lua to understand the exact format expected.


2.Complete reconstruction of the global rollercoasterpaths table (1200 steps): at each step, 4 cars [1..4] with coordinates (vector3) + quaternions r#objectscoords1x/y/z/w.


3.Generation of an elliptical trajectory (Del Perro) with height profile; calculation of full 3D orientation (pitch + banking) based on slope & curvature; spacing of cars to the meter via arc-length.


4.Clean Lua export (global, indices 1..N) + verification of the loading order in fxmanifest (paths before attr8).






[size=7][color=rgb(250,]Update v2 !!!!![/color][/size]
#12
send me the whole script, I'll give you credits, put it for 500 credits, you have collusion on the highway at the entrance
#13
Send me your Discord so I can send you the bugs.
#14
[attachment removed][/attachment]
#15
still nothing flies all over the map, you can give discord to give you a video
#16
[attachment removed][/attachment]
#17
[attachment removed][/attachment]
#18
[attachment removed][/attachment]
#19
doesn't work go ahead this on the collision map and this flies on the forehead map
#20




nopixeliloveyou,

wrote:













[size=6][color=rgb(250,]Here you will find my patch after hours of hard work to rewrite the missing paths.lua.[/color]





[color=rgb(250,]full source script link with broken paths.lua[/color]
[/size]





[size=6][color=rgb(250,]just my paths.lua file that I rebuilt.[/color][/size]





[size=5]Update V1 (old script)[/size]


[size=5]Update v2 (release August 27, 2025)[/size]





[color=rgb(250,][size=5](update V2 PATCH NOTE: Z offset +3.5 applied automatically to all coords entries to avoid pier collisions)[/size]





[size=6]Installation ; Put in[/size]


[size=6]rtx_themepark/client/paths.lua[/size]
[/color]





[color=rgb(226,][size=7]This is almost free work that I offer to the community, which took me 2 hours of intensive work to rebuild this file, so a little thank you and feedback is not too much I think![/size][/color]





[size=6][color=rgb(250,]Here's a quick rundown of what I did from A to Z for paths.lua:[/color][/size]




1.Analysis of the package and client/attr8.lua to understand the exact format expected.


2.Complete reconstruction of the global rollercoasterpaths table (1200 steps): at each step, 4 cars [1..4] with coordinates (vector3) + quaternions r#objectscoords1x/y/z/w.


3.Generation of an elliptical trajectory (Del Perro) with height profile; calculation of full 3D orientation (pitch + banking) based on slope & curvature; spacing of cars to the meter via arc-length.


4.Clean Lua export (global, indices 1..N) + verification of the loading order in fxmanifest (paths before attr8).




Nice work