Moderator: Graphics Moderators
some reason you have drawn a _ view and a | view on a line of their own, what is the purpose of these sprites?
Maybe needed when you purchase a vehicle in a depot? And when I start drawing I first draw these for my own.. lets say... feeling in the further drawing? You have the real hight, length and wideness in a glance. But it is not fot the driven or moving part in TTD
proportionally small in all views which will cause them to almost be lost in the TT World.
You mean I rather should use the 8 x 8 pix scale because otherwise the vehicle is "lost" in the game.. Mhhhh there you have a point. At least I want my work to be seen in the game. Otherwise I can stop right now and that is not in my mind!!
@All: Again the question I have indirectly asked before. What is the best?
a) 8 x 8 front view so a vehicle won't be lost in the game
b) 5 x 7 / 8 (old) and 6 / 7 x 8 (newer / modern) trams.
I still prefer b, the servian (first) tram is 5 pixels and you still can see it. But drawing is more difficult cause you have less space options.
A thing to bear in mind though, the diagonal views are going to be seen the most as the _ and | views will only be seen in corners, just thought you may want to bear that in mind.
As for coding, it doesn't matter how wide a vehicle is. Only lengths are important: they should match in all views of a vehicle.
I posted a little something on this earlier on, here, maybe you missed that.
That can be coded just like any other aRV (articulated road vehicle). If you want to be able to both buy a single and an engine+towed wagon, there's to ways to code that.Rendall wrote:The older trams had engine vehicles and towed vehicles. Maybe it is a nice idea to draw them too. Both trams had towed wagons attached in busy times. But I don't know if that can be coded or if it will cost me an ID
One way is the dirty way, but has his advantages. One of the advantages is that it only costs one ID for both types. Switching between engine and engine+wagon is done trough refit. The dirty side is that it's not possible to attach or detach a wagon. To simulate an engine without a towed wagon, the wagon needs to be invisible (but it's still there!). The invisible wagon will be visible in the vehicle details window and will have a capacity (although reduced).
The clean way is to use an extra ID, solving all side-effects described above, but there's one ID less to use for other stuff.
If the set only contains passenger trams there are 30 IDs to use. When also including passenger trucks (most people call those buses), you can add 3 more IDs.
When creating a full Road Vehicle set (passengers and freight) there's 88 IDs to use.
It might go without saying that Toyland is not supported in all cases.
Old trams will be 6 x 7 (or and new trams from about 1990 will be 8 x 8. That's alright to you? Keep in mind that I have the same question about road vehicles. Wat pix should we use over there?
Those sizes you suggest are fine by me. Old trams a bit smaller than newer ones.
I've currently drawn one section of the Combino, with a front of 8 by 8 pixels. I find it really hard to put all details in such a small scale.
As for road vehicles I'd suggest to stick to TT's default sizes. Those are 8px wide, 7px high and 28px long. Of course we can vary a bit (e.g. 8*8*32). I think we should stick to TT scale. Personally, I don't like those over-sized vehicles (no offence, George).
Keep in mind that for normal road vehicles it's also possible to have trailers.
I'll start coding some vehicles as soon as I've finished that Combino. I'm in a drawing mood now, and don't want to spoil that by starting to code before it's finished. I guess I can start coding a bit at the beginning of next week (maybe sunday, most likely monday).
- Allan_152_201_v3.PNG (3.04 KiB) Viewed 2153 times
- Werkspoor_21_150_v2.PNG (3.05 KiB) Viewed 2151 times
As trams are most only seen in diagonal views (and horizontal in the buy window), this isn't a show stopper, but for a train it would be.
- Allan_152_201_v3.PNG (2.97 KiB) Viewed 2125 times
- Werkspoor_21_150_v2.PNG (2.91 KiB) Viewed 2123 times
My Combino is finished too. Pictures of the real life thing are available here.
Connections between carriages 1-2 and 4-5 might need to be redone to look like the ones between 2-3 and 3-4. Currently sprites don't line up quite right to let all connections look the same.
- What a mess, there's sprites all over the place!
- Combino_v1.0.png (4.52 KiB) Viewed 2087 times
Looking at the first page(s) of pictures it looks that all carriages are the same size. Here's a pretty good picture taken from the side showing pretty clearly that only the front and the end are the same size. I took 8/8th for the second carriage, 5/8th for the middle and 6/8th for the others.
I'm gonna edit it a bit, create some real sprites and upload it the ftp server.
Edit: forget that you are right FooBar.
Anyways, here's my second -in my opinion final- version. Fixed the alignment issues, all carriages are evenly spaced now. I didn't include the sprites this time, not really important for a showcase IMO.
- GVB Amsterdam Combino
- Combino_v2.png (2.64 KiB) Viewed 2047 times
- Allan_600_629.jpg (24.94 KiB) Viewed 2046 times
- (139 Bytes) Downloaded 68 times
- Allan_600_629_v1.PNG (2.91 KiB) Viewed 2045 times
@Foobar: I am still looking for the co wagon behind the werkspoor 21 - 150 but I can't find it. But I have draw before the Allan 127 - 151. It was my first creation... Shall I refurbisch it, strip the engine and give it al little painting
- Werkspoor_21_150_v2.PNG (2.93 KiB) Viewed 2026 times
Users browsing this forum: Google Adsense [Bot] and 13 guests