Diagonal Canals
Moderator: Graphics Moderators
Diagonal Canals
Only found a old thread talking about it
Where Yexo said : I haven't seen anybody who claims it's impossible. It's simply that A) nobody has created the graphics for it yet and B) nobody has coded support for it yet (no particular order).
We can now erase A), Diagonal Canal have now some graphics, not the best ever graphics (i made them and tried to match the existing canals graphics), but it s better than nothing, is there any volunteer to code them ?
I first thought to use them as newobject, hence the "fake canal" name of the file...but i sincerely would prefer them usable for ships
So i realise it s missing some end piece for diagonal canals, that would be really quick to do, but i don t see a use for it in newobjects, so i haven t made it yet...will do when someones is willing to code diagonal canals
Edit : All graphics i made are released under GPL v2 License
Edit 2 : corrected enlargement-straight piece
Where Yexo said : I haven't seen anybody who claims it's impossible. It's simply that A) nobody has created the graphics for it yet and B) nobody has coded support for it yet (no particular order).
We can now erase A), Diagonal Canal have now some graphics, not the best ever graphics (i made them and tried to match the existing canals graphics), but it s better than nothing, is there any volunteer to code them ?
I first thought to use them as newobject, hence the "fake canal" name of the file...but i sincerely would prefer them usable for ships
So i realise it s missing some end piece for diagonal canals, that would be really quick to do, but i don t see a use for it in newobjects, so i haven t made it yet...will do when someones is willing to code diagonal canals
Edit : All graphics i made are released under GPL v2 License
Edit 2 : corrected enlargement-straight piece
Last edited by romazoon on 17 May 2018 22:23, edited 2 times in total.
- andythenorth
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- Joined: 31 Mar 2007 14:23
- Location: Lost in Music
Re: Diagonal Canals
I once made graphics for diagonal rivers too.
But then I had a silly falling out with some of the devs about it, and deleted them in a rage-quit drama.
Silly me
But then I had a silly falling out with some of the devs about it, and deleted them in a rage-quit drama.
Silly me
FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Re: Diagonal Canals
but don t we allready have diagonal rivers ? at least with ogfx landscapes that isandythenorth wrote: diagonal rivers
Re: Diagonal Canals
Très très beau... if only i knew some about C++...
- andythenorth
- Tycoon
- Posts: 5656
- Joined: 31 Mar 2007 14:23
- Location: Lost in Music
Re: Diagonal Canals
They're not strictly diagonal, it's a clever graphical trick with corners, and ships pretty much behave correctly when traversing them.romazoon wrote:but don t we allready have diagonal rivers ? at least with ogfx landscapes that is
I wanted to put 'proper' diagonal rivers in the game without requiring a clever trick in a grf. I got a bit too attached to the idea and pulled a silly drama when some people said I was wasting my time on it .
Water under the bridge now
FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Re: Diagonal Canals
Again those Developers holding our hopes The game is Dyiiinnnnnngggg
Re: Diagonal Canals
Patchers exist, you know If someone codes this and manages to convince the devs then it may be included. That how NewObjects got implemented in TTDPatch : someone requested it, then eis_os did a patch for that and it convinced enough Drexler to implement this feature.
- andythenorth
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- Joined: 31 Mar 2007 14:23
- Location: Lost in Music
Re: Diagonal Canals
I think we're both pretty aware of that, but thanksacs121 wrote:Patchers exist, you know :wink
FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Re: Diagonal Canals
I love ironyandythenorth wrote:I think we're both pretty aware of that, but thanksacs121 wrote:Patchers exist, you know :wink
Re: Diagonal Canals
Ha yeah, thanks ACS, i would have lost all hope without you
Also We Need Water type! Why isn t it already in game ?
Also We Need Water type! Why isn t it already in game ?
Re: Diagonal Canals
Hmmm...this wouldn't be quite realistic. We have rail types, road types and tram types thanks to NRT. Runway types could be added, though watertypes don't exist IRL.
Re: Diagonal Canals
Of course they do Depth, wave-size, prospective weather, salinity, etc. Not all boats would travel on every bit of water ^^;acs121 wrote:Runway types could be added, though watertypes don't exist IRL.
(and actually a difference for canals and sea is already in the game )
Re: Diagonal Canals
Indeed ! that s what i have in mind....water depth increments per 1 meters, salinity (different kind of salinity level impacting runningcost, mud , swamps, swamps with crocodiles,)Pyoro wrote:Of course they do Depth, wave-size, prospective weather, salinity, etc. Not all boats would travel on every bit of water ^^
I think we can ask the devs to directly make maximum water type types 64
Of course i mean 64K
Re: Diagonal Canals
Even though water types exist, unlike rail, road and tram types, they don't have real differences. Ships - at least baseset ships - don't have much speed differences so it's no real use. Planes, however, don't have much speed differences either except for jet planes - though most of av8 aircraft have different speed.
Re: Diagonal Canals
Ontopic, very nice graphics, I hope they make it in the game (at least as objects, if so, I would like to recommend some with a bit of overlap, so they can be visually connected to actual canals)
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Re: Diagonal Canals
of course Quast, i thought of that and will indeed make some tiles with more water overlaping in case it stays as newobject
Re: Diagonal Canals
I wonder what the best method for this is. If you make them build-able on water, as water objects, and draw the land portion instead of the water, you could use them for a 4-tile canal like this:
You'd have a 1 tile line in the middle with proper water. But as you can see, depending on the canal graphics used, there'd still need to be more overlap ^^;Re: Diagonal Canals
Haha ! Très drôle ! Ferdinand de Lesseps ! Alors qu'il n'a jamais construit de canaux en France...
Back on topic... let's hope someone's going to come and maybe code it...
Back on topic... let's hope someone's going to come and maybe code it...
Re: Diagonal Canals
Indeed Pyoro
problem with drawing the land though is that it would loose the climate awareness of the ground tile it s suposed to be built on...also i was thinking if not drawing the land, the tile could be half slope making it also not really slope aware, but at least slope compatible
so i think that making the water overlap more to cover the "real canal" is the best (it s what Quast mentionned, and what i had in mind when starting them as newobjects)
And about matching graphics, i like a lot the one you use too... which set it comes from ? depending on the licence i could maybe have a try at doing matching graphics
Edit : Question to the experimented people with overlapping tile...should i go for overlaping the canal only from one side, because, if i understood well, the overlaping sprite has to comes in front and not from the back right ?
am i right to think that in this case the sprite 0 don t need to be made overlap as it would glitch badly and make explode computers ?
Edit, added the sprite 0 with overlap
problem with drawing the land though is that it would loose the climate awareness of the ground tile it s suposed to be built on...also i was thinking if not drawing the land, the tile could be half slope making it also not really slope aware, but at least slope compatible
so i think that making the water overlap more to cover the "real canal" is the best (it s what Quast mentionned, and what i had in mind when starting them as newobjects)
And about matching graphics, i like a lot the one you use too... which set it comes from ? depending on the licence i could maybe have a try at doing matching graphics
Edit : Question to the experimented people with overlapping tile...should i go for overlaping the canal only from one side, because, if i understood well, the overlaping sprite has to comes in front and not from the back right ?
am i right to think that in this case the sprite 0 don t need to be made overlap as it would glitch badly and make explode computers ?
Edit, added the sprite 0 with overlap
- Attachments
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- Fake Canal Diagonal Piece-for connection to straight piece with Overlap A.png (8.69 KiB) Viewed 1127 times
Last edited by romazoon on 18 May 2018 10:01, edited 2 times in total.
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