I like that idea.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?
OpenGFX+ Trains development thread
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- V453000 :)
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Re: OpenGFX+ Trains development and translations thread
Re: OpenGFX+ Trains development and translations thread
If you strive for something realistic , 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 ).V453000 :) wrote:I like that idea.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?
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Re: OpenGFX+ Trains development and translations thread
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
OpenGFX+ Trains Nightly Build 572
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Re: OpenGFX+ Trains development and translations thread
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?
Re: OpenGFX+ Trains development and translations thread
Yes you can, 2 magnetic fields simply add together giving a combined effect (ref superposition principle).ZxBiohazardZx wrote:with that much magnetic force to maintain the trains "floating" you cannot use it for coupling as well
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 ..ZxBiohazardZx wrote: 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
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
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?
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?
- planetmaker
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Re: OpenGFX+ Trains development and translations thread
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).MAG101 wrote:2. is All 32bmp trains going be in 32BMP baseset?
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Re: OpenGFX+ Trains development and translations thread
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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- kirby_paul.png (105.18 KiB) Viewed 3831 times
Re: OpenGFX+ Trains development and translations thread
And here we have the SH8P hot off the render
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- sh8p.png (118.51 KiB) Viewed 3754 times
Re: OpenGFX+ Trains development and translations thread
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.
Re: OpenGFX+ Trains development and translations thread
Excellent graphics! Do you will only make the graphics of trains or your plans for something else? (sorry for my bad english )
Re: OpenGFX+ Trains development and translations thread
Thanks.Fanda666 wrote:Excellent graphics! Do you will only make the graphics of trains or your plans for something else? (sorry for my bad english )
I haven't made any plans other than to finish this set.
Re: OpenGFX+ Trains development and translations thread
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"
- chaney.png (115.68 KiB) Viewed 3627 times
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- Willis "2-8-0"
- willis.png (117.85 KiB) Viewed 3627 times
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Re: OpenGFX+ Trains development and translations thread
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:
Of course, full black wouldn't be the best idea, but that's up to you. I do like your work so far.
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
I think that looks more like one of the trains for Toyland.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:
Of course, full black wouldn't be the best idea, but that's up to you. I do like your work so far.
Ploddyphut Choo-Choo
This is the list of original trains
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.
Re: OpenGFX+ Trains development and translations thread
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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- Suningpool Transport, 26th Jul 1961.png (51.4 KiB) Viewed 3592 times
Re: OpenGFX+ Trains development and translations thread
Seems the automated nightly failed to build again, so I have uploaded a manual Build 656 to the backup repository server.
Re: OpenGFX+ Trains development and translations thread
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
Here is a sample of the cola sprites
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- Empty cola tanks
- cola_empty.png (103.66 KiB) Viewed 3513 times
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- Full cola tanks
- cola.png (115.99 KiB) Viewed 3513 times
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