OpenGFX+ Trains development thread

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V453000 :)
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Re: OpenGFX+ Trains development and translations thread

Post by V453000 :) » 25 May 2012 18:31

lawton27 wrote:For maglev why not have some kind of magnetic coupler? Perhaps it could look like a cylinder, implying you have a superconducting coil / electromagnet within?
I like that idea. :idea:
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Re: OpenGFX+ Trains development and translations thread

Post by Michi_cc » 25 May 2012 22:20

V453000 :) wrote:
lawton27 wrote:For maglev why not have some kind of magnetic coupler? Perhaps it could look like a cylinder, implying you have a superconducting coil / electromagnet within?
I like that idea. :idea:
If you strive for something realistic :twisted: , the coupler doesn't matter at all, because you wouldn't see it anyway. For maglev speeds (600+ km/h), even small gaps between wagons would kill aerodynamics. Cargo graphics are just as easy, everything is covered (The coal in an open wagon at 600 km/h will do many things, but "staying in place" is not included in them 8) ).

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Re: OpenGFX+ Trains development and translations thread

Post by Xotic750 » 26 May 2012 08:18

As the nightly build failed due to lack of space on the server last night, I have uploaded a manual nightly on the backup server.

OpenGFX+ Trains Nightly Build 572

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Re: OpenGFX+ Trains development and translations thread

Post by ZxBiohazardZx » 26 May 2012 10:52

with that much magnetic force to maintain the trains "floating" you cannot use it for coupling as well, you will have to use either a mechanical interlock system or leave it completely (accelleration & decelleration are based on activation/deactivation of the magnets, so if you have a smart computer, both units can slow/accellerate simultaniously making it a seamless non-connected train?

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Re: OpenGFX+ Trains development and translations thread

Post by lawton27 » 26 May 2012 11:33

ZxBiohazardZx wrote:with that much magnetic force to maintain the trains "floating" you cannot use it for coupling as well
Yes you can, 2 magnetic fields simply add together giving a combined effect (ref superposition principle).
ZxBiohazardZx wrote: so if you have a smart computer, both units can slow/accellerate simultaniously making it a seamless non-connected train?
This however I also agree with, perhaps it would be best to have to coaches hug together so tightly that either this is implied or that the coupler cannot be seen ..

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Re: OpenGFX+ Trains development and translations thread

Post by NekoMaster » 28 May 2012 01:16

I rather like the idea of having coupler-less maglevs with computers controlling the speed to keep them together, though the cars would still probably need some kind of cowl around the ends to keep them aero dynamic. Also, for irregular shaped cargos like tanks, why not make them more square-ish, kinda like how they have tanks inside a container sized frame (aka Tanktainers)
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Re: OpenGFX+ Trains development and translations thread

Post by MAG101 » 28 May 2012 21:32

Nice 32bmp for NewGFX+

1.Spinter got a Center doors in middle the middle passenger car than mk1 dmu 101 trailer car
Real 150 got center door in middle carriage prototypes Class 150 and Class 150 with 150/2 driving carriage
since first class 150s were built as 3 cars


2. is All 32bmp trains going be in 32BMP baseset?

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Re: OpenGFX+ Trains development and translations thread

Post by planetmaker » 28 May 2012 21:50

MAG101 wrote:2. is All 32bmp trains going be in 32BMP baseset?
As far as that's feasible: yes, they'll be integrated in OpenGFX. A NewGRF has far more freedom and possibilities though; thus this set will contain many more sprites (e.g. wrt extended cargo support or dedicated looks of wagsons for MU).

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Re: OpenGFX+ Trains development and translations thread

Post by Xotic750 » 05 Jun 2012 09:45

We have had many updates to existing graphics, improved and added details. The monorail wagons were updated with the changed coupling for a visual difference. Maglev wagons are currently using the monorail wagon sprites until I get around to drawing something visually different. Options were added to enable and disable steamer tenders. Now we have the first look at the new Kirby-Paul steamer.
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Re: OpenGFX+ Trains development and translations thread

Post by Xotic750 » 05 Jun 2012 18:19

And here we have the SH8P hot off the render :)
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Re: OpenGFX+ Trains development and translations thread

Post by Xotic750 » 05 Jun 2012 19:07

As the automatic nightly build has not happened for a few days, I have made a manual build of Revision 646 which is located on the backup repository server.

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Re: OpenGFX+ Trains development and translations thread

Post by Fanda666 » 07 Jun 2012 10:12

Excellent graphics! Do you will only make the graphics of trains or your plans for something else? (sorry for my bad english :oops: )

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Re: OpenGFX+ Trains development and translations thread

Post by Xotic750 » 07 Jun 2012 11:03

Fanda666 wrote:Excellent graphics! Do you will only make the graphics of trains or your plans for something else? (sorry for my bad english :oops: )
Thanks.

I haven't made any plans other than to finish this set.

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Re: OpenGFX+ Trains development and translations thread

Post by Xotic750 » 07 Jun 2012 12:57

New for tonight's build (all going well) we have the Chaney "Jubilee" and the Willis "2-8-0". If the automatic build fails then I will perform a manual build and load it to the backup repository as before. :)
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Chaney "Jubilee"
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Willis "2-8-0"
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Re: OpenGFX+ Trains development and translations thread

Post by oberhümer » 07 Jun 2012 13:40

Since the "Arctic" represents Canada or the US, and the "Subtropic" areas also used similar engines, I think the 2-8-0 should look more American. Example:
Image
Of course, full black wouldn't be the best idea, but that's up to you. I do like your work so far.
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Re: OpenGFX+ Trains development and translations thread

Post by Xotic750 » 07 Jun 2012 13:56

oberhümer wrote:Since the "Arctic" represents Canada or the US, and the "Subtropic" areas also used similar engines, I think the 2-8-0 should look more American. Example:
Image
Of course, full black wouldn't be the best idea, but that's up to you. I do like your work so far.
I think that looks more like one of the trains for Toyland. :)

Image Ploddyphut Choo-Choo

This is the list of original trains

Image

You can see that the original graphics does not look Canadian or US.

So I choose to use The Stanier O6 (8F) 2-8-0s that were linked to from the wiki page.

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Re: OpenGFX+ Trains development and translations thread

Post by Xotic750 » 07 Jun 2012 14:33

To give you an idea of how the steamers look in game here is a cropped shot of the 4 temperate trains.
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Re: OpenGFX+ Trains development and translations thread

Post by Xotic750 » 07 Jun 2012 14:44

Seems the automated nightly failed to build again, so I have uploaded a manual Build 656 to the backup repository server.

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Re: OpenGFX+ Trains development and translations thread

Post by Xotic750 » 08 Jun 2012 15:31

For those of you that like Toyland, I have done a little work on tank and bulk wagon products; you should now have Candy Floss, Raw Sugar and Cola available in 32bpp.

Here is a sample of the cola sprites ;)
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Empty cola tanks
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cola.png
Full cola tanks
cola.png (115.99 KiB) Viewed 1217 times

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