Busses and other stuff for new graphics engine

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

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Alltaken
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Post by Alltaken »

LKRaider wrote:High speed tracks could use larger curves.
Like, instead of 1x1 tile 45 degree turn, make it 2x2 tile 45 degree turn. Is that considered a clean way? :?
well what is clean is having tiles easily connect together.

pre defined "place a curve" situations is not clean. curves not crossing tile boundaries at known locations is not clean... thousands of sprites per track type is not clean....

currently we have just over 100 sprites per tracktype. (this could go up to about 200 easily)

anything over and above the current smooth curves would quadrupile that number.

my suggestion is to wait for the new system and then think about adding new stuff to it. basicly what will be available int he future will be 100x better than currently but not 100% perfect.
I would like to have some super long curves. Its not unusual that radius of a curve is 1000 meters in real world with high speed tracks.
yeah i know, that would be an ideal sollution, but we have been trialing this track layout system for a while, and we never found an easy way to tackle the problem. (it was one we tried to tackle a lot)

the best sollution to that problem is to go "fully 3d" and use bezeirs curves (for a really realistic game)

grids will always impose restrictions.

after the new GFX engine is done and working i think it would almost be time to start building an even newer 3d engine which would take another 2-3 years to complete perfectly. :D

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Post by MeusH »

I'd suggest Roller Coaster Tycoon's way to place / and \ curves:

Code: Select all

       |
   45 deg -----
      /
    /  <- any number of tiles, as player wants
45 deg
   |
   |
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ThorRune
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Post by ThorRune »

Doug, by junctions i mean like these:

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Post by Alltaken »

you won't be able to do those junctions in the same number of squares. thats all.

but since we have more squares to play with in the game it will be ok.

and sicne you won't have very sharp corners the trains will not slow down as much.

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Sellu
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Post by Sellu »

Hmm maybe there should be some project page where everyone could list their projects so there would be clear overview of what is being made and what isn't.
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Jeffrey
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Post by Jeffrey »

looks great sellu
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Sellu
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Post by Sellu »

Thank you. As project by project goes by I have noticed how important the technical drawings are. Maybe we should have some centralized drawing database where everyone could post their favourite vehicle drawings for modelers even if they couldn't model it themselves. It always lot easier to make the vehicle with drawings.
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Jeffrey
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Post by Jeffrey »

could you post some of your technical drawings ?
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Sellu
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Post by Sellu »

I do not posses many, mainly finnish trains. Would there be a place to put them?
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Post by bobingabout »

i want someone to make the flying scottsman at some point :P

and double deca busses. over 75% of the busses in this city are double decas.

i hope trucks can be multiple carages too :shock: i often see lorries carrying 2 trainlers.
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There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.

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Sellu
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Post by Sellu »

Ok proceeding with scale testing: ships. I made the outer limit again.
ULCC Super-Super Tanker Batillus with huge dwt of 550 000 tons. This 414 meter metal monster is one of the biggest ships ever built. The player who want to use this will have to be prepared for huge costs in all areas.

The scale is yet undetermined.
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It may look like regular sized tanker but its not..
It may look like regular sized tanker but its not..
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Nanaki13
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Post by Nanaki13 »

OMG that's HUGE.
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Post by haakon99 »

Fantastic!!! Did you consider taking load into account? Your ship has obviously no cargo, Do you plan a loaded version?

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Post by Sellu »

Yes the loaded version will have the water in the border of black and red with draft of 28 meters.
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Post by ThorRune »

I thought OpenTTD with new gfx engine was going to keep realistic, relative scale for everything?

Obeaously, a boat like this wouldnt work then, but still, only having boats different would make a strange unavarageness
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Post by Alltaken »

what scale is that to sellu?

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haakon99
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Post by haakon99 »

ThorRune wrote:I thought OpenTTD with new gfx engine was going to keep realistic, relative scale for everything?
If that is true, then the ship is far to small!

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Post by Alltaken »

haakon99 wrote:
ThorRune wrote:I thought OpenTTD with new gfx engine was going to keep realistic, relative scale for everything?
If that is true, then the ship is far to small!

Håkon
no the new GFX will not be a fully realistic scale. however the intention is to have them "more realistic" and have defined scales between certain objects which are adheared to.

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Post by Sellu »

There is not any particular scale. I just scaled so it fitted the view of camera.
Should the scale be bigger or smaller? If its any smaller small boats will be beyond recognition if they are in same scale with the tanker.
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Post by oboka »

WOW!

With graphics like this, OpenTTD will become the best transports game ever! Oviously, people who think the scale is too big could play with another level of zoom.

Some questions:

This big scale allows a lot more detail level, have you thought on animation, or i.e. showing half of the cargo if the ship is half loaded? or the sea port, should have animation while loading and unloading the ship...?

Another thing that is becoming obsolete is the user interface, a lot o buttons, unordered, hard to find... in this way I think that Locomotion is a lot better than OpenTTD. Has anyone thought on reworking the UI?
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