Busses and other stuff for new graphics engine
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How long would it take to full load?Alltaken wrote:however an oil tanker of 300m would scare the crap out of me.
Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.

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All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."
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.

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.
The power that I trust.
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.
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.
Creator of the Openttd Challenge Spinoff, Town Demand patch
After action reports: The path to riches, A dream of skyscrapers
After action reports: The path to riches, A dream of skyscrapers
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.
--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.
- Attachments
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- The ship looks like a boat compared to Batillus.
- BatillusandFreeze.jpg (74.76 KiB) Viewed 5274 times
The power that I trust.
As always, very impressive ! 
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)

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)

the helium will be under pressure and will weigh a lot, so I'm guessing the same happens as with normal cargo.
Creator of the Openttd Challenge Spinoff, Town Demand patch
After action reports: The path to riches, A dream of skyscrapers
After action reports: The path to riches, A dream of skyscrapers
the load levels can be done like this.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
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
Alltaken
Ok then I guessed thatKorenn wrote:the helium will be under pressure and will weigh a lot, so I'm guessing the same happens as with normal cargo.

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.
The power that I trust.
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
Alltaken
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

Alltaken
Free hint:
Start TTDPatch
cht:year 2045
Open purchase lists
Take screenshot (shoot screen?)
Start TTDPatch
cht:year 2045
Open purchase lists
Take screenshot (shoot screen?)
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