This tutorial assumes basic knowledge about computer commands and making computer graphics. A few shortcuts for the Object Editor:
To paste, right-click on the black graphics window.
Constantly save your work. You cannot undo in Object Editor.
Always test your object before submitting it anywhere.
You can draw something in Object Editor, but it’s usually easier if you use a regular graphics program. I use the Paint program that came with Windows for two reasons: (1) the airbrush tool makes shading that looks similar to that in the game, (2) I don’t have money for an expensive graphics or 3d modeling program.
There are a few tutorials out there on the basics of using the object editor. I’ll post links as soon as I get around to it.


Now look next to the directions in the Object Editor, where it says "SW", "NW", ect. Notice beside each is a white box with a "0" in it. If you were doing a simple object, this would be the only frame you would need. This is also the picture (I think) that is displayed in RCT2 in the scenery box. Go ahead and copy and paste your graphic here that you want displayed.

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Even though our animation will only have two frames, we will need to put in three frames. With an animated object, Frame 0 doesn’t count. First, though, you will need to change the Subtype from "Simple" to "Animated".


Okay, this next part is a bit tricky. Click on the Edit Animation Sequence icon. It has the picture of the gears on it, to the left of the Animate icon. You will now see a window like that below:

The numbers 1 and 2 at the top are our frames. The number 1 to the left is how many steps are in the animation sequence. What you need to do now is right-click on the number 1 at the left side. Choose "Insert".

Now you will have something that looks like this:

Now it’s showing that there are two steps involved in the animation and that there are two frames. BUT, there’s a problem. For both steps, it’s showing the same frame!! To fix this, simply left-click on the lower right-hand block that coordinates with (2, 2).

One other thing to notice in this window is at the bottom, where you have a selection box for frame delay. Notice that it says "0". The lower the number, the faster the animation. For right now, let’s set it to "10".

Next, click on the Edit Animation Sequence button to get back to the main program. Click on the Animate button (remember, it’s the one with the camera). This will cause the program to begin the animation sequence. BUT we don’t have pictures on frame 1 and frame 2, so there won’t be anything to see.
The only way that I’ve found so far to switch between frames is by selecting the Animate button and then quickly deselect it (by clicking again) when it’s on the frame that I want. Remember to look for the frame number where the directions are.
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Go to frame 1. Next, bring up the program that has the graphics you’re going to use. Copy the graphic for frame one and then go to the Object Editor and paste the graphic into all four boxes for the first frame (since our object will have the same view from all four directions).

Now go to your second frame by using the Animate button. Copy and paste your graphic for the second frame.

Now it’s time to line everything up. It’s best not to line the images up while the animation is going, because then you will end up moving images in both frames around. What we will do is start with frame 2. Click the Base Outline icon. It will bring up the outline for a full-size tile. The ¼ outline will work also for this particular graphic, though for right now we will keep it at full-size.
Now position your graphics so that they line up on the tile where you want them to be. I’ve put the shadow in the very middle.

Next go to frame 1 and position the graphic so that the shadow on frame 1 is about where it is on frame 2.

Now comes the really tricky part—get the graphics in frame 1 and frame 2 to correspond exactly with each other. We want the shadows in both frame to line up. Check that now by selecting the Animate button.
Does everything line up? Mine are close, but I need to move each ball in frame 1 over to the right once. This will take some trial and error. Just keep playing with it, watching your frame numbers carefully, until things line up.
One more thing. Let’s set the clearance. Go to frame 2 (where the ball is higher). Click the icon for Base and Top Outline. Now go to the Clearance box. Let’s set the clearance for 3.

Now, once everything is lined up, it’s time for the finishing touches. Animate the ball once again. Notice the speed. Keeping it slow helps when you’re trying to get everything lined up. Now it’s time to speed it up a little. Go back to Edit Animation Sequence. Go down to your selection box for Frame Delay. Click the down arrow until you get to "3". Now go back to your main window. The ball is now bouncing faster. Much better.
Time for some last-minute tweaking. Since our object has the same view from all sides, we will deselect "Rotatable". The rest we will leave with the default values. Now set the build cost and refund. I set the build cost to "5" and the refund to "-1" (which actually means that the player will get back $1 for removing the object). Now put in the description "Bouncing Ball". You will need to double click in each box in order to type.

Since I only know English, I just put the same thing in each box.
Now save your object. Make sure it’s in the right folder.
Now, you’re done, right? Wrong! Now comes the sometimes frustrating part of testing. Run RCT2. Go to the Scenario Editor. Go to the screen where you select the scenery. Click the button that says "Advanced". Now go to the tab that has the trees. Scroll down until you see "Bouncing Ball". Select it. Now go to the screen where you edit the landscape. Open up your scenery window and click the tab that has the big red question mark. Is your ball there? If not, you may have placed it in the wrong folder, or ~gasp~ forgotten to save it! (Yes, it’s possible; I’ve done that!)
Once you find your object, place it on the landscape. Rotate the park. Does everything line up right? Is it bouncing? Quickly finish putting in the elements for your scenario (front gate, path, owned land, etc.). Don’t spend too much time at this point making your scenario, as this scenario is just a test. Save it as "Bouncing Ball".
Now go back to the main menu. Find your scenario and click on it. Did the scenario load? Does everything look okay? Try placing some more of the balls on there.
Sometimes you may need to go back over and over to tweak things, especially if you’ve got a more complex object. Eventually, though, through patience and perseverance, you'll get it.
