Those curves are bezier splines...
It all looks very similar to locomotion except this gives some more flexibility.
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You can still use Transport Tycoon thenThorRune wrote:Could you make the image a link? It's braking the tables.
Poll?actually, the amount of 56k'ers goes down all the time.
Say someone didn't have any friends?If you download it once, ask a friend with broadband to do it.
yes unfortunatly you are wrong LOL.Darkvater wrote:I must say the graphics look absolutely stunning!
I however were more thinking of layers like they are now. Kinda like TTDLX or Locomotion do it now. You have a groundpiece, lay down a piece of track, and just another on top of that. It certainly is a LOT less work then trying to figure out all possible combinations and draw them (even if it is not that hard to create those). Let's not even start with the possibily of other types of curves, that increases the amount by a huge amount. Then we have snow, desert, different railtypes, etc. etc.
Also people trying to add new rail-types will have a very hard time making all combinations.
Of course it looks better if you can pre-render the combination but I feel it to be very hard and a lot of work. That is just how I felt after looking at these stunningly beautiful pictures. Of course I could be wrong
you can actually do it without any code at all. an animated camera will do it perfectly and require everyone after me to render a train with one click.about the train graphics.
couldn't new ones be rendered from 3d models like the Loco ones, or even BE 3d models. Or would that need too much code....
how did you make that in matlab? I thought I just got to know and use matlab and you just broke that feeling since I have no idea how you did thatOskar wrote:Just playing around in matlab gave the following to illustrate what I mean:
Those curves are bezier splines...
It all looks very similar to locomotion except this gives some more flexibility.
ok i can add these things, however i was thinking of having monorail different from Mag-lev.Celestar wrote:This is the initial new set, more stuff can still be implemented later.
Celestar
why yes i dodo you have any online resource on learning how to use blender? Because currently I'm doing it at work using CATIA (a $50.000 engineering software), but that's some overkill.
oh i never addressed this issue.Darkvater wrote:I must say the graphics look absolutely stunning!
I however were more thinking of layers like they are now. Kinda like TTDLX or Locomotion do it now. You have a groundpiece, lay down a piece of track, and just another on top of that.
Alltakens absolutely stunning monorail tracks would be hard to add using layers. Maybe I'm wrong, but once the tracks get a significant height (like monorails) just layering different tracks on top of each other will look strange unless you use precomputed z-buffers for each image to do depth-testing. (In fact, using z-buffers would remove all clipping and ordering problems when drawing tiles... If all tiles were 3d-rendered that is...)Darkvater wrote: I however were more thinking of layers like they are now. Kinda like TTDLX or Locomotion do it now. You have a groundpiece, lay down a piece of track, and just another on top of that. It certainly is a LOT less work then trying to figure out all possible combinations and draw them (even if it is not that hard to create those). Let's not even start with the possibily of other types of curves, that increases the amount by a huge amount. Then we have snow, desert, different railtypes, etc. etc.
Also people trying to add new rail-types will have a very hard time making all combinations.
It's not just point and click. I first drew the grid using lines. I then made a bezier-spline function to render bezier splines given start, end and two control points. Then a function to draw tracks given a starting and a ending point within a tile. To make the tracks wide the bezier was then shifted to the right and to the left with combined with a hack to make the seams between tiles smooth.Bjarni wrote: how did you make that in matlab? I thought I just got to know and use matlab and you just broke that feeling since I have no idea how you did that
Using a few 3d-models with lots of different textures combined with some scripts will probably give a lot of vehicle sprites without too much work... "Probably" applies to the amount of expected work.Anyway I think the graphics in this topic are just awesome, but turns less than 45° needs more vehicle sprites. It could be fixed by making 3D models and turn them to the angles that are needed, but is that amount of work what we want?
Yes. My suggestion would lessen those issues.Alltaken wrote:Ok guys, i think we can reduce the number of tiles significantly (and make my job easier) if we use a certain amount of layering of tiles.
the problem i have just run into is that track pieces which "don't intersect" but share half a tile, would need to all be worked out prior rendering, but if we can combine all the half tiles in the game then there should be no problems with images overlaying badly.
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any ideas
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