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

nopixeliloveyou nopixeliloveyou Started 25 replies 3,272 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).
#21
how to download
#22
[attachment removed]



Hi, thanks for sharing, I still have the bug, does anyone have a solution? Thanks![/attachment]
#23
can someone send me the park script?
#24
Original link is down
#25




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).