Transport Tycoon Forums

The place to talk about Transport Tycoon
It is currently Thu Feb 21, 2019 5:05 pm

All times are UTC




Post new topic  Reply to topic  [ 170 posts ]  Go to page Previous 15 6 7 8 9 Next
Author Message
 Post subject:
PostPosted: Sat Mar 11, 2006 1:02 pm 
Offline
Route Supervisor
Route Supervisor
User avatar

Joined: Fri Dec 23, 2005 12:56 pm
Posts: 412
Location: Haarlem, Netherlands
Aegir wrote:
Add construction stages for thoses, and I can code them into the game for you ;).


Actually most of these buildings are very old, so they should only appear in the city centre and in the beginning. I will create soon some buildings which will have construction stages no worries :)


Top
   
 Post subject:
PostPosted: Sat Mar 11, 2006 2:10 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Wed Sep 29, 2004 8:07 pm
Posts: 7824
Location: Kingdom of Far Far Away
To bad that you cant construct this little boy:

Image

_________________
:: Looking for the Locomotion section? Scroll down on the forum index or click here. :: See all releases in Locomotion section? Clicky here! :: Click here for the best tool ever! :: .datCrawler try it! ::
Following roadmap for releases: Whats a roadmap?
Releases of LocoTrains can be found by checking the posts of:
LocoTrains - Goold old AMI Trains member of the first hour.
I have Private Messaging disabled, because of the stupid questions i get in my PM box.
Want to talk to me? Get on the #tycoon and #locomotion channel on OFTC thingy. :: Evolution of men: Loosing more braincells, everytime you post...


Top
   
 Post subject:
PostPosted: Sat Mar 11, 2006 8:48 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Thu Jul 08, 2004 10:14 pm
Posts: 8514
Skype: wile.e.coyote2
Location: Belgrade, Serbia
Verynice work! Windmill is great! But maybe George is right: it'll look better faced to canal.

_________________
Serbian rail set with Serbian scenario (ECS, PBI, FIRS and Tourist set compatible) Website | Topic and download | Latest version: 03.06.2015.
Serbian tram set Tracking table | TTD Patch tram set Latest version: 17.06.2015. | Open TTD Remix Latest version: 11.07.2015.
WIN-DOS GRF Converter Topic and download | Version 0.2.1: 09.01.2005.


Runner-up in "Best avatar Forums award" for years 2006 and 2010!


Top
   
 Post subject:
PostPosted: Sun Mar 12, 2006 9:03 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Sun Dec 21, 2003 11:30 pm
Posts: 5627
Location: Atlantic Ocean
bloody awesome Caelan! soon i'll be able to build Utrecht in my own game, awesome. looks bloody great. :D

_________________
"On the other hand, I have different fingers" -- The rascal formerly known as astath, loathing you and more specifically your religion. Anti-theist, be like it. -- Last.fm -- Official TT-Dave Worley Fan Club -- Good times.

Image

Image

<orudge> make love to me while I surf, dear lobster


Top
   
 Post subject:
PostPosted: Mon Mar 13, 2006 9:28 am 
Offline
Route Supervisor
Route Supervisor
User avatar

Joined: Fri Dec 23, 2005 12:56 pm
Posts: 412
Location: Haarlem, Netherlands
And here is the first drawing of the request list:

The famous landmark of Terschelling, the one and only oldest lighthouse (dated from around 1600)

The BRANDARIS!


Attachments:
Brandaris.PNG
Brandaris.PNG [ 3.94 KiB | Viewed 3018 times ]
Top
   
 Post subject:
PostPosted: Mon Mar 13, 2006 10:21 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Tue Mar 30, 2004 12:30 pm
Posts: 16663
Location: Almere, The Netherlands
Looks awesome, but where's the light of the lighthouse? If it'll replace the TTD's lighthouse (which I guess it will) you got (IIRC) 4 animation sprites available.

_________________
Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.
Image Image
Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
GRF Codec | GRF Crawler | GRF Maker | Usefull graphics & tools sites | NML Documentation Wiki | NFO Documentation Wiki
All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."


Top
   
 Post subject:
PostPosted: Mon Mar 13, 2006 10:45 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Tue Dec 03, 2002 10:36 am
Posts: 13184
Location: The Netherlands
Nice Caelan. It would indeed be nice to see it function!

_________________
Image
Dutch Trainset for OpenTTD | Dutch Trainset Topic | Combined Roadset v0.10


Top
   
 Post subject:
PostPosted: Mon Mar 13, 2006 11:07 am 
Offline
Route Supervisor
Route Supervisor
User avatar

Joined: Fri Dec 23, 2005 12:56 pm
Posts: 412
Location: Haarlem, Netherlands
Actually i will want to draw a more representative lighthouse using this one as a landmark in (a few) coastal towns or if possible indeed as a lighthouse but a second one, not the primary...
Anyway let me see if i can add some illuminating from it....


Attachments:
Brandarisanimated.gif
Brandarisanimated.gif [ 1.97 KiB | Viewed 2970 times ]


Last edited by Caelan on Mon Mar 13, 2006 11:12 am, edited 1 time in total.
Top
   
 Post subject:
PostPosted: Mon Mar 13, 2006 11:11 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Thu Jul 08, 2004 10:14 pm
Posts: 8514
Skype: wile.e.coyote2
Location: Belgrade, Serbia
Now, with animation, it's very nice! :D Looking forward to replace original lighthouse with that.

_________________
Serbian rail set with Serbian scenario (ECS, PBI, FIRS and Tourist set compatible) Website | Topic and download | Latest version: 03.06.2015.
Serbian tram set Tracking table | TTD Patch tram set Latest version: 17.06.2015. | Open TTD Remix Latest version: 11.07.2015.
WIN-DOS GRF Converter Topic and download | Version 0.2.1: 09.01.2005.


Runner-up in "Best avatar Forums award" for years 2006 and 2010!


Top
   
 Post subject:
PostPosted: Mon Mar 13, 2006 11:41 am 
Offline
Transport Coordinator
Transport Coordinator
User avatar

Joined: Sat Nov 12, 2005 7:46 pm
Posts: 355
Location: Germany
Really great, Caelan.

But there's still something wrong with the old windmill's propellers:
George wrote:
Caelan wrote:
well you are right when the propellors are aligned to the canal, but not when they are facing the viewer (facing the lower corner) as they do now right? But i will take another look at them.
I suppose they should be faced to canal.

Wile E. Coyote wrote:
Verynice work! Windmill is great! But maybe George is right: it'll look better faced to canal.

It's not a question of if you align the propellers to the canal or to the (virtual) viewer pane.

But it's a question of the orthographic projection we use to put 3D world onto a 2D screen:

The plane in which the rotor blades should rotate is normally (at least in the old german windmills I know) perpendicular to the ground - but in your image it looks like the rotor blade plane and the ground plane enclose an angle different from 90°.

Because we look slightly from the top to the TTD world you have to shorten the length of the rotor when it is orthographic to the ground plane - by an amount of cos(phi), as seen in the image below. Unfortunately I don't know phi exactly, but maybe George is right when he says that the blade has to be shortened to 66% or something...

[edit]:
phi seems to be exactly 30°, so 66% is too much. cos(30°) = 87%


Attachments:
projection.png
projection.png [ 7.73 KiB | Viewed 2948 times ]
Top
   
 Post subject:
PostPosted: Mon Mar 13, 2006 12:45 pm 
Offline
Route Supervisor
Route Supervisor
User avatar

Joined: Fri Dec 23, 2005 12:56 pm
Posts: 412
Location: Haarlem, Netherlands
Red*Star wrote:

But it's a question of the orthographic projection we use to put 3D world onto a 2D screen:

The plane in which the rotor blades should rotate is normally (at least in the old german windmills I know) perpendicular to the ground - but in your image it looks like the rotor blade plane and the ground plane enclose an angle different from 90°.

Because we look slightly from the top to the TTD world you have to shorten the length of the rotor when it is orthographic to the ground plane - by an amount of cos(phi), as seen in the image below. Unfortunately I don't know phi exactly, but maybe George is right when he says that the blade has to be shortened to 66% or something...


You are right when it concerns a 90 degree angle, but mills are rarely in a 90 degree at least not here. The angle would more something like 80 to 75 degrees making it appear slightly more upwards to the wind.

In relation to the view of the mill this means the propellors should be a bit larger then you sugegsted. Maybe not as large as they are now, though.


Top
   
 Post subject:
PostPosted: Mon Mar 13, 2006 12:48 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Thu Jun 03, 2004 4:35 pm
Posts: 1519
Location: Gothenburg, Sweden
This lighthouse would be a perfect addition to my suggestion about having the ability to add additional graphics to the editor, (lighthouses, transmitters) 8)


Top
   
 Post subject:
PostPosted: Mon Mar 13, 2006 1:34 pm 
Offline
Transport Coordinator
Transport Coordinator
User avatar

Joined: Sat Nov 12, 2005 7:46 pm
Posts: 355
Location: Germany
Caelan wrote:
You are right when it concerns a 90 degree angle, but mills are rarely in a 90 degree at least not here. The angle would more something like 80 to 75 degrees making it appear slightly more upwards to the wind.


Damn, it is difficult to get pictures on the net where the windmill's rotors are shown from the side. But now I have found some...
...and ok, it seems the angle really depends on where you live. At least I have not seen so much windmills with rotation planes differing /very much/ from the inclosing 90° orth. on the surface. But well, that's in northern germany.

Maybe you really could just leave your sprite as-it-is, because it still looks amazing :D

_________________
Like sun is to the dark soil,
so is true enlightenment to the soil's friends.

N.F.S. Grundtvig


Top
   
 Post subject:
PostPosted: Mon Mar 13, 2006 2:13 pm 
Offline
Route Supervisor
Route Supervisor
User avatar

Joined: Fri Dec 23, 2005 12:56 pm
Posts: 412
Location: Haarlem, Netherlands
Well if everybody likes it, then i will leave it. Here is another building. Though i am not entirely sure about it yet, i just wanted to have some comments:

The Utrecht Domtoren:


Attachments:
Domtoren.PNG
Domtoren.PNG [ 2.54 KiB | Viewed 2889 times ]
Top
   
 Post subject:
PostPosted: Mon Mar 13, 2006 2:53 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Tue Mar 30, 2004 12:30 pm
Posts: 16663
Location: Almere, The Netherlands
Is that the tower nearby plein Vredenburg nearby the Bijenkorf? Dunno, I'm not that familiar in Utrecht, but that tower is brown. Can't imagine the Dom being grey, TBH.

_________________
Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.
Image Image
Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
GRF Codec | GRF Crawler | GRF Maker | Usefull graphics & tools sites | NML Documentation Wiki | NFO Documentation Wiki
All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."


Top
   
 Post subject:
PostPosted: Mon Mar 13, 2006 3:24 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Tue Dec 03, 2002 10:36 am
Posts: 13184
Location: The Netherlands
That brown is the patina layer (= dirt) on the stones. If you clean it, which they do every now and then, it's a greyish stone.

_________________
Image
Dutch Trainset for OpenTTD | Dutch Trainset Topic | Combined Roadset v0.10


Top
   
 Post subject:
PostPosted: Mon Mar 13, 2006 3:32 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Tue Mar 30, 2004 12:30 pm
Posts: 16663
Location: Almere, The Netherlands
Ah ok, didn't knew that. Anyways, cool building! 8)

_________________
Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.
Image Image
Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
GRF Codec | GRF Crawler | GRF Maker | Usefull graphics & tools sites | NML Documentation Wiki | NFO Documentation Wiki
All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."


Top
   
 Post subject:
PostPosted: Mon Mar 13, 2006 8:13 pm 
Offline
Tycoon
Tycoon
User avatar

Joined: Sun Dec 21, 2003 11:30 pm
Posts: 5627
Location: Atlantic Ocean
Purno wrote:
Is that the tower nearby plein Vredenburg nearby the Bijenkorf? Dunno, I'm not that familiar in Utrecht, but that tower is brown. Can't imagine the Dom being grey, TBH.


Utrechtse domtoren op het vreeburg? when's the last time you've been to Utrecht? :P

look great Caelan, although i think it's indeed not a bad idea to get it a little darker and more brownish, since it's the current external look. but beside that point it looks great, and remarkably recognizeable as well! :) maybe you should get a try on the Utrechtse "inkpot" as well, that would be a 4-tile building. it's actually the biggest brick building in the Netherlands, currently being renovated.

http://nl.wikipedia.org/wiki/De_Inktpot

_________________
"On the other hand, I have different fingers" -- The rascal formerly known as astath, loathing you and more specifically your religion. Anti-theist, be like it. -- Last.fm -- Official TT-Dave Worley Fan Club -- Good times.

Image

Image

<orudge> make love to me while I surf, dear lobster


Top
   
 Post subject:
PostPosted: Tue Mar 14, 2006 10:24 am 
Offline
Route Supervisor
Route Supervisor
User avatar

Joined: Fri Dec 23, 2005 12:56 pm
Posts: 412
Location: Haarlem, Netherlands
I created the Monument at the Dam,
But since i thought it was rather boring, just grey, i added an animation to it. Perhaps it could be usefull in the future to have more of such animated buildings with people walking along....Its not yet perfect but it gives an impression of the possibilities. That is, if it works with coding...


Attachments:
Dam animated.gif
Dam animated.gif [ 1.43 KiB | Viewed 2723 times ]
Monument Dam.PNG
Monument Dam.PNG [ 7.6 KiB | Viewed 2723 times ]
Top
   
 Post subject:
PostPosted: Tue Mar 14, 2006 10:46 am 
Offline
Tycoon
Tycoon
User avatar

Joined: Tue Dec 03, 2002 10:36 am
Posts: 13184
Location: The Netherlands
I like your animation, Caelan. I wonder if having more such animation would slow the game down. Perhaps a patch dev can asnwer this?

_________________
Image
Dutch Trainset for OpenTTD | Dutch Trainset Topic | Combined Roadset v0.10


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 170 posts ]  Go to page Previous 15 6 7 8 9 Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 9 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000-2019 phpBB Limited

Copyright © Owen Rudge/The Transport Tycoon Forums 2001-2019.
Hosted by Zernebok Hosting.