1-22-22 UPDATE
User @TheWhiteArcades has this park in development using 100% 3D models for the roller coasters plus some bonus (and better integrated) night lighting. I genuinely suggest checking his version out especially if you have a lower spec PC or have any problems with my scenery. He also puts a lot of work into accuracy with 3D modeling and making them very lightweight to download.
But please do not compare our versions of this park in the comments or ask what are the differences. It is just up to user preference on which to choose based on what you wish to see in details, performance, and LODS. After all, both are for free labors of love ;)
Six Flags Magic Mountain, formerly known simply as Magic Mountain, is a 262-acre (106 ha) theme park located in unincorporated Valencia, adjacent to the city of Santa Clarita, 35 miles (56 km) northwest of downtown Los Angeles. It opened on May 29, 1971 as a development of the Newhall Land and Farming Company and Sea World Inc. In 1979, Six Flags purchased the park and added the name "Six Flags" to the park's name.
With 19 roller coasters, Six Flags Magic Mountain holds the world record for most roller coasters in an amusement park. In 2017, the park had an estimated 3.3 million visitors, ranking it sixteenth in attendance in North America.
-From Wikipedia
IMPORTANT INFO if you have questions:
This is a finished project to not only add photogrammetry but also add details to make it as close to reality as possible within the game's many SDK limitations. The EDHK lighting requirement is for realistic multicolored and strobe lighting the park has, although is much more saturated than what you can see in person. I've integrated the Bing ground textures to blend with Google's 3D structures so the ground is landable but the rides have no collision. However, I do not have any skills in hand-modeling in Blender to craft newer rides like West Coast Racers and Crazanity which are not included. I can't remove the now-defunct Green Lantern ride either-even if I try editing the tile in Blender. Also originally requested by @hawaiianstyle78
Performance Expectations:
I used LOD 20 which gives around 80% of the full quality Google has without sacrificing too much performance. My framerate is around 35-50 FPS on a RTX2060/Ryzen 7 3700x default Medium Settings. Load time is slightly increased due to photogrammetry.
Post SU5: Same specs, flying around Santa Clarita Valley at low altitude and on high settings can stay at 60 fps but flying near the park there's a reduction of around 10-20 fps, even less reduction at medium and low settings.
TLDR ADDITIONS/NOTES:
- Six Flags Magic Mountain & Hurricane Harbor photogrammetry as of 2016 February 27 (Green Lantern shown but not West Coast Racers)
- Unique Props such as lamps and benches added from EDHK and Vanilla
- New night lighting with strobe effects
- Ground-level semi-friendly, no collision boxes though
- Optimized for medium spec PCs; may still have performance loss in lower-end
- Removed water in Santa Clara River
Install:
Simply move bf8888-magic-mountain folder inside zip into Community Folder
Where is @TheWhiteArcades version?
This working with SU10?
1 years ago
Check the date I posted the update but here it is:
https://flightsim.to/file/28228/six-flags-magic-mountain-theme-park-los-angeles-ca-hand-made-photogrammetry-replacements
Also I am planning to completely redo this photogrammetry since Google Maps updated it to include all of the newest rides, yet Decoder is bugging out on me by never downloading full tiles for this area since I'm using a modified version that includes the latest data.
As I've said in the description, if anyone requests it I'll check to see if the current version needs to be recompiled with SU10 even though SU11 is just on the horizon as of today. If it does need it I'll update this ASAP.
1 years ago
BluFrost8888
udidwht
Very cool!!
3 years ago
Endermenix495
Really nice, but that car park looks unusually empty for such an attraction.
3 years ago
Thanks for that rating with the suggestion I can add soon...
The only reasons I didn't do it was that I was worried about further performance degradation since it's hundreds of extra objects, so this wouldn't be the full lot but reasonable enough for a busy day. The only reason I added cars to the enterance gate is to cover the fragmented Google Photogrammetry cars underneath.
Also, due to the vanilla cars's small bounding boxes they disappear over a medium/long distance which the sim's current LOD issues I think makes this much more noticeable when it happens to an entire parking lot.
3 years ago
BluFrost8888
JohnG
3 years ago
3 years ago
BluFrost8888
Mike2020
3 years ago
3 years ago
BluFrost8888
MasterElwood
3 years ago
3 years ago
BluFrost8888
d25bev