Busses and other stuff for new graphics engine

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MeusH
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Post by MeusH »

Cargo ship must be at least 4 tiles long (TT ships were way too small)

Passenger\Mail ships can remain at size of 2\3 tiles, so they can swim a rivers, y'know, smaller passenger ships would look much better
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Post by Alltaken »

well a 100m ship IMO should remain 100 meters long, 4 tiles is not to large.

however an oil tanker of 300m would scare the crap out of me.


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Post by Purno »

Alltaken wrote:however an oil tanker of 300m would scare the crap out of me.
How long would it take to full load?
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Post by Sellu »

Four tiles long ship would take A LOT of sprites to make it look smooth on curves.. Besides the ship is 411 m long not some pity 300m bucket :)

I don't understand why it should be in same scale with the trains and busses when its not technically possible with any 2d engine.

In my opinion the engine has to be planned so well that any real vehicle can be implemented.

As I said why not to make two scales, one for huge ships and one for 100m or less. 100m or less could be in same scale with busses if player decided so.
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LKRaider
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Post by LKRaider »

In my opinion the engine has to be planned so well that any real vehicle can be implemented.
A logarithmic progression scale is more universal than a two scale system, IMO.
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Sellu
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Post by Sellu »

And what does it help? Nothing is precisely on same scale with busses and trains. For example containers on deck of loaded ships will have to be resized in every ship and it isn't still very realistic to have bigger containers on some ships compared to others IMO.
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Post by dmh_mac »

A 16 tile long ship would rock my world :)
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Post by Korenn »

it would also be 3-4 tiles wide...

I agree with Sellu, the logarithmic progression scale might allow for one scale for all vehicles, but you'll end up with hundreds of differently sized containers for all of them. having one or two scales makes that a lot less.
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Sellu
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Post by Sellu »

Ok some new vehicle for instance:
--M/V Golar Freeze

Type: LNG gas carrier
Length: 274m
Width: 43.4m
Built: 1977
Capacity: 125.000 m3
Real owner: Golar Gas Operations Inc.
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The ship looks like a boat compared to Batillus.
The ship looks like a boat compared to Batillus.
BatillusandFreeze.jpg (74.76 KiB) Viewed 5267 times
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Post by mic006fr »

As always, very impressive ! :shock:
For global scaling, logarithmic scale should be the best compromise : objects of very different scale (big big boats against bus / lorry containers) can be seen on the same view.
And all containers can have the same size. One boat (log scale) cannot have as many containers on it as in real scale, but the visual effect would be very good I think.

Just my .02 € (sorry for English mistakes, I do as I can) :wink:
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Post by dmh_mac »

Why not just let these "super" ships keep their size but make them expensive, requiring expensive larger harbours and only able to fare in deep water areas and open sea.
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Post by LKRaider »

It would be nice if water depth could be implemented (or, at least two or three depths)

Those ships are looking very nice :o
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Sellu
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Post by Sellu »

I think there could be three different load variations with different depths.
I am just curious how will the depth change when the gas carrier is filled with helium :)
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Post by Korenn »

the helium will be under pressure and will weigh a lot, so I'm guessing the same happens as with normal cargo.
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Post by Alltaken »

Sellu wrote:I think there could be three different load variations with different depths.
I am just curious how will the depth change when the gas carrier is filled with helium :)
the load levels can be done like this.

3 different alpha channels (same original sprite they are overlayed) defining the underwater section of the boat. and then just a pixel offset (downwards) for the game to make the boat actually go downwards.

this will save a heck load of memory in the game i would think, since the alpha overlays need to only be B/W

nice stuff though

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Post by Sellu »

Korenn wrote:the helium will be under pressure and will weigh a lot, so I'm guessing the same happens as with normal cargo.
Ok then I guessed that :)
Alltaken wrote: 3 different alpha channels (same original sprite they are overlayed) defining the underwater section of the boat. and then just a pixel offset (downwards) for the game to make the boat actually go downwards.


Hmm, sounds interesting idea.
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Post by Alltaken »

hmmmm then also cargo overlays of how full it is.

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MeusH
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Post by MeusH »

How's the stuff rolling?
If you need help, I can help with 2D graphics...
I'd really like to see it in-game.
Also I can help you with the dynamic textures and effects...
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Post by Alltaken »

well we need some pretty basic admin type tasks done before nearly anything else can happen.

i personally (with university the way it is) not do any of them. and none of the 3d artists seem to interested in doing them.

things like creating lists of sprites, lists of current actions.... things that the initial artists and coders can look at and then cross off as they solve the problems.

if basicly copying pasting and uploading sounds like somthing you would be willing to do, i can get you started.


we need a list of all the objects (not all the sprites, but one sprite per object) in the current TTD graphics, and a single image of each.

so far we have the images of the vehicles, and Owen has the names of the vehicles, but they have not been put together yet :P

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Post by DaleStan »

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