The program does have bounding boxes for vehicle, it just doesn't support bounding boxes larger than half a tile (and without serious revamping of how tunnel entrance work this won't change).toooomas wrote:Actually the program (game) needs some kind of boundaries (bounding boxes) for vehicles. Without those the further development is quite limited, if the vehicles length can only be always 1/2 of the square. But this is something for the developers to discuss.
How to code vehicles (in short)?
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Re: How to code vehicles (in short)?
Re: How to code vehicles (in short)?
So, what shall i do with sprites?maquinista wrote:That's true, the bus position needs some tweaking.
...
The shadow it's a grey color semi transparent. I don't know how to render a black semitransparent shadow.
Reduce length of the bus in 2 times? (do a half of the length)
Decrease contrast for shadows (make them less clear)?
Do not go with the flow, do not go against the flow, go across it, if you want to reach the coast (С)Vantala
Re: How to code vehicles (in short)?
The length of the bus I posted is about as long as you can make a vehicle with no graphical glitches. The limit is 64px for the longest side.
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Re: How to code vehicles (in short)?
I think that is better if You don't change the size. I will code it with a not visible articulated part. This will allow the bus to have their own space in the game.
Sorry if my english is too poor, I want learn it, but it isn't too easy.
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Re: How to code vehicles (in short)?
Ok, it is great. What about shadow? shall i try to change colour and ransparency?
Do not go with the flow, do not go against the flow, go across it, if you want to reach the coast (С)Vantala
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Re: How to code vehicles (in short)?
I don't know. I use blender. Can You post a screenshot with the settings?akaction wrote:Ok, it is great. What about shadow? shall i try to change colour and ransparency?
Sorry if my english is too poor, I want learn it, but it isn't too easy.
- [list][*]Why use PNG screenshots in 8 bpp games.
[*]Caravan site New Industry. · Spain set. · Some spanish trains for locomotion[*]Favourites:GRVTS · ECS · FIRS
WRONG! 3dmax settings
This is not-working settings for the light (which created shadow)
Last edited by akaction on 17 Mar 2010 09:13, edited 1 time in total.
Do not go with the flow, do not go against the flow, go across it, if you want to reach the coast (С)Vantala
Re: How to code vehicles (in short)?
This is settings for the rendering (Customize->Preferences->Rendering)
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- Render_setup.png (32.81 KiB) Viewed 485 times
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Re: How to code vehicles (in short)?
i am not sure if its was already suggested or will be any help with what you need
but here: http://wiki.openttd.org/32bit_Graphics_ ... umentation
there is a template for 3Dmax, i assume it includes all the default lighting/shading/etc values we use.
but here: http://wiki.openttd.org/32bit_Graphics_ ... umentation
there is a template for 3Dmax, i assume it includes all the default lighting/shading/etc values we use.
Re: How to code vehicles (in short)?
Thanks. I saw it. But there are 2 problems with that template: 1)render time ~ 5 min/sprite (in my template only 5 sec/sprite) 2) axis of the coordinates : when i am roating my vehicle it broke the form of vehicle (distort geometry)neob wrote:i am not sure if its was already suggested or will be any help with what you need
but here: http://wiki.openttd.org/32bit_Graphics_ ... umentation
there is a template for 3Dmax, i assume it includes all the default lighting/shading/etc values we use.
That is what i have with this "Wiki" template:
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- standart_teemplate.png (10.81 KiB) Viewed 2833 times
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Re: How to code vehicles (in short)?
Maquinista, i created another 3 different set of sprites:
1) light_plane_and_another_shadows.zip - full set of sprites with another settongs (i changed 4 parameters)
2) Another_alpha.zip - in this set i "played" with alpha channel
3) 1 sprite with Wiki template.
Can you code them and check if shadows appears or not?
1) light_plane_and_another_shadows.zip - full set of sprites with another settongs (i changed 4 parameters)
2) Another_alpha.zip - in this set i "played" with alpha channel
3) 1 sprite with Wiki template.
Can you code them and check if shadows appears or not?
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- light_plane_and_another_shadows.ZIP
- Sprites for coding and checking. It is just a pictures
- (516.1 KiB) Downloaded 89 times
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- Another_alpha.ZIP
- Sprites for coding and checking. It is just a pictures
- (115.06 KiB) Downloaded 84 times
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- Wiki_template.png (16.61 KiB) Viewed 2809 times
Last edited by akaction on 13 Mar 2010 19:57, edited 1 time in total.
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Re: How to code vehicles (in short)?
The shadow should be a partially transparent black. The second file works good.
Sorry if my english is too poor, I want learn it, but it isn't too easy.
- [list][*]Why use PNG screenshots in 8 bpp games.
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Re: How to code vehicles (in short)?
Thank you! Excellent news! so here is the full set of sprites with changed alpha channel. If it OK, then i share my template and settings for 3DsMax.
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- Liaz_5292v4(shadows).ZIP
- Full set of sprites
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Re: How to code vehicles (in short)?
I'm coding the bus. I think that the shadow of the sprites looks good.
The buses leave a space between the two vehicles. I will fix the positions.
The buses leave a space between the two vehicles. I will fix the positions.
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- Bus screenshot.
- bus_screenshot4.JPEG (75.83 KiB) Viewed 2708 times
Sorry if my english is too poor, I want learn it, but it isn't too easy.
- [list][*]Why use PNG screenshots in 8 bpp games.
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Re: How to code vehicles (in short)?
Wow, it looks great. From my point of view shadows are very realistic for normal sun lighting. Shadows can`t be very strong (to dark) otherwise lighting of the gress, roads and etc. shall be more brighten (because of the rays of the sun).
I think the space (gap) between buses is OK. They never park (stop) to close to each other. But it looks like that you code space after the bus (not before it). The buses have gap between each other but there is not any space between the first bus and train (the bus is standing over the roadway gate). But if it is dificult to code than it is not a problem. Bus look beautiful and that is enough for the game.
I think the space (gap) between buses is OK. They never park (stop) to close to each other. But it looks like that you code space after the bus (not before it). The buses have gap between each other but there is not any space between the first bus and train (the bus is standing over the roadway gate). But if it is dificult to code than it is not a problem. Bus look beautiful and that is enough for the game.
Do not go with the flow, do not go against the flow, go across it, if you want to reach the coast (С)Vantala
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Re: How to code vehicles (in short)?
Wow...in my opinion this bus is the best veichle in OpenTTD...
One question: I use GRVTS..is it possible to replace only the bus with this version (keeping the rest like tram, etc)?
I like very much the Zephirys design, don't hold it against me, but this bus is superior...
One question: I use GRVTS..is it possible to replace only the bus with this version (keeping the rest like tram, etc)?
I like very much the Zephirys design, don't hold it against me, but this bus is superior...
Re: How to code vehicles (in short)?
No, either you would get glitches due to this bus's length, you would have to recode GRVTS, or you would have to rerender this bus shorter.Antonio1984 wrote:Wow...in my opinion this bus is the best veichle in OpenTTD...
One question: I use GRVTS..is it possible to replace only the bus with this version (keeping the rest like tram, etc)?
I like very much the Zephirys design, don't hold it against me, but this bus is superior...
But if you make this bus shorter then it is simple; download a copy of the GRVTS tar and replace the sprites you want to replace.
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Re: How to code vehicles (in short)?
It will be fixed, the screenshot is only a preview.akaction wrote:The buses have gap between each other but there is not any space between the first bus and train (the bus is standing over the roadway gate)
About GRVTS: You can use two sets at the same time.
Sorry if my english is too poor, I want learn it, but it isn't too easy.
- [list][*]Why use PNG screenshots in 8 bpp games.
[*]Caravan site New Industry. · Spain set. · Some spanish trains for locomotion[*]Favourites:GRVTS · ECS · FIRS
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Re: How to code vehicles (in short)?
I have coded the bus. The farm building will be coded tomorrow.
It has some problems on bridges and tunnels, but a city bus doesn't cross too many bridges or tunnels.
It has some problems on bridges and tunnels, but a city bus doesn't cross too many bridges or tunnels.
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- Russian_vehicles.tar
- GRF+TAR file.
- (518.5 KiB) Downloaded 123 times
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- Bus.
- bus_screenshot5.JPEG (24.08 KiB) Viewed 2662 times
Sorry if my english is too poor, I want learn it, but it isn't too easy.
- [list][*]Why use PNG screenshots in 8 bpp games.
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Re: How to code vehicles (in short)?
The bus looks great, no dought about it. The comparison though between light setup's is meaningless since you have set up the materials to excel in the 2nd light setup. The train sprites that appear in your most recent image for example use that same light setup and don't appear a blinding white. A real comparison would be nice to see, ideally for a range of objects with varied spacing, tone and colour. Importantly can we get true black and white? Search back for light setup topics.
Cutting the render time down so dramatically is great to see, but not something that fussed me too much, since I fill render times modelling other things, but as long as there is no compromise in renders, and possibilities then it's a great development.
(I'm partly disappearing again! PM if anyone needs anything from me. I'll be back and contributing as soon as I can be)
Cutting the render time down so dramatically is great to see, but not something that fussed me too much, since I fill render times modelling other things, but as long as there is no compromise in renders, and possibilities then it's a great development.
(I'm partly disappearing again! PM if anyone needs anything from me. I'll be back and contributing as soon as I can be)
Ben
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