2d / 3d ??
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sure, i'm dreaming about the same, but all the lighting will be done with blended sprites, gourand shading may be very useful for making more realistic and sundry landscape (shading, colorizing detail textures instead of using different ones for grass, lighter/darker grass, mud, plain etc.
mmm, if it all will come off i'll perhaps be playing only in night-mode
mmm, if it all will come off i'll perhaps be playing only in night-mode
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- uzurpator
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Single, far away lightning source would allow to shade dynamicly all objects on the map without modeler's worrying about it.
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
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He's right, while they are they funnest (most fun?) thing to think about, and probably the easier to get ideas for, it'd be nice to have a map with more than just flat grass/dirt before night lamps and shadowing. (That was one sentence, but it makes perfect sense. Go figure)
Any intelligent fool can make things bigger, more complex, and more violent. It takes a touch of genius -- and a lot of courage -- to move in the opposite direction. - Albert Einstein
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I just remembered one more argument for 3D: cliffs.
What has one thing to do with the other?
Well, if you want to have different kinds of slopes from one tile to the other, you will be restricted by 2D, because you have to draw all combination possibilities whichs may result in hundreds and thousands and millions of sprites. Yes, millions! The amount of combinations grows exponentially.
And we did not speak about the building´s foundations yet, which have to look out partially when built on a slope.
In 3D you just draw the polygons in the desired size and don´t worry about the combinations.
Peter
What has one thing to do with the other?
Well, if you want to have different kinds of slopes from one tile to the other, you will be restricted by 2D, because you have to draw all combination possibilities whichs may result in hundreds and thousands and millions of sprites. Yes, millions! The amount of combinations grows exponentially.
And we did not speak about the building´s foundations yet, which have to look out partially when built on a slope.
In 3D you just draw the polygons in the desired size and don´t worry about the combinations.
Peter
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- uzurpator
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IG2 is 2d, but uses 3d acceleration. There is zoom and in high detail you can see filtered textures. That is why it works so smooth (unlike RT II for example). Rotating or changing view angle is still impossible though.Peter Dobrovka wrote:Industry giant is 2D... - or did I misunderstood and you DISLIKE the graphics of IG2?
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Advertisement:Peter Dobrovka wrote:Well, you may dream of day and night and lamps, but store these ideas to a later point, otherwise you will never get started...
Simutrans from 0.81.21exp has a night mode with lit windows, some lights for sidewalks, cars etc. very few ATM because it needs different graphics, but we're working on it
c.u.
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Yes, that game looks quite realistic. Perhaps that engine could be used to our advantage?Jan wrote:@Owen, Rein, Hellfire, Adam and others!
Please, you programmers, can you check this one out? This engine power the Trainz! Maybe this one be easier to modify than other engines for the project, unless decision is made to go the long way of developing new one.
Posted by Raichase. Visit my Flickr! Gallery, Blog (get a feed of everyone at once at Planet TT-Forums).
Raichase - Perfect timing, all the time: [13:37] * Now talking in #tycoon
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Raichase - Perfect timing, all the time: [13:37] * Now talking in #tycoon
Official TT-Dave Worley Fan Club
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