marine dump (ship and stuff)

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blackjak231
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Re: Ships for OpenGFX and GFX+

Post by blackjak231 »

CommanderZ wrote: Why? Ships cannot be really bigger then one tile, so...why would you like to have a one tile big floating city?
lol, i dont know, i just thought the idea was funny....
But here is a passenger boat that could be used for the years 2010 and over....
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(original page with a lot of futuristic designs: http://www.darkroastedblend.com/2008/05 ... olani.html)
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lead@inbox
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Re: Ships for OpenGFX and GFX+

Post by lead@inbox »

Andythenorth - what do you use for models creation - 3d or pixel painting? Maybe we could create together anything?
i'll make the ship and you - different superstructure on it?
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Re: Ships for OpenGFX and GFX+

Post by CommanderZ »

blackjak231 wrote:
CommanderZ wrote: Why? Ships cannot be really bigger then one tile, so...why would you like to have a one tile big floating city?
lol, i dont know, i just thought the idea was funny....
But here is a passenger boat that could be used for the years 2010 and over....
Image
(original page with a lot of futuristic designs: http://www.darkroastedblend.com/2008/05 ... olani.html)
This page is quite popular here on TT-forums, I have seen it linekd from here at least two times before :)

The designs are cool anyways, many of them would look great in 2030+.
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andythenorth
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Re: Ships for OpenGFX and GFX+

Post by andythenorth »

lead@inbox wrote:Andythenorth - what do you use for models creation - 3d or pixel painting? Maybe we could create together anything? i'll make the ship and you - different superstructure on it?
Pixel painting all the way, although I do know how to to model and render. When I taught myself CGI, the first thing I made was a ship. I'd like to contribute, but right now I'm committed to drawing for the Heavy Equipment set and finishing some ISR sprites. However if you need cranes, cargo, greeble etc then I might be able to help.

cheers,

Andy
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lead@inbox
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Re: Ships for OpenGFX and GFX+

Post by lead@inbox »

Andy - ok :)
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lead@inbox
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Re: Ships for OpenGFX and GFX+

Post by lead@inbox »

Narrow boats
teaser.png
teaser.png (3.58 KiB) Viewed 3446 times
ns000a.png
ns000a.png (5.66 KiB) Viewed 1094 times
ns000n.png
ns000n.png (4.18 KiB) Viewed 1083 times
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lead@inbox
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Re: Ships for OpenGFX and GFX+

Post by lead@inbox »

ship's hold
sp000n.png
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blackjak231
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Re: Ships for OpenGFX and GFX+

Post by blackjak231 »

im trying to use these as a 32bpp sprite, but it doesnt work. (i just wanted to try)

Could somebody create a grf with those boats? thanks in advance!
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Re: Ships for OpenGFX and GFX+

Post by ostlandr »

That was an idea I had when I was working on a US vehicle set. I was planning three sets of sprites for some vehicles: realistic (for the cargo type), 2CC, and a livery refit that would give some variety. For example, a bus might have a realistic paint scheme, a 2cc version, and a school bus version for variety. A truck could have a refit to realistic, 2CC and a snowplow, etc.

If ships can have a livery refit, then you could have a set of submarine sprites for the oil tanker, a set of warship sprites for the cargo ship, a set of coastguard cutter sprites for the fast ferry, etc. They would still work exactly the same, but would break up those endless parades of identical ships.

blackjak231 wrote:Beautiful work!!! i love all of them all!

But (i know its gonna sound noobish.. :roll: ), when are we going to be able to get a grf file with all of those boats?

and here i another boat you should try to make: http://www.darkroastedblend.com/2006/12 ... art-1.html
It will probably be very big!!!!!!

Also, somebody should try to do a submarine... the idea would be to just have a shadow drwan instead of a boat when its moving and when it stops, it comes out of the water....
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Re: Ships for OpenGFX and GFX+

Post by Tom0004 »

blackjak231 wrote:Could somebody create a grf with those boats?
http://www.tt-forums.net/viewtopic.php? ... 69#p710969

It was posted in the other graphics thread.
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Re: Ships for OpenGFX and GFX+

Post by blackjak231 »

thanks! i hope it will be updated with the new ones too!
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lead@inbox
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Re: Ships for OpenGFX and GFX+

Post by lead@inbox »

narrow boat update (just a little)
ns000a.png
ns000a.png (5.26 KiB) Viewed 1088 times
ns000n.png
ns000n.png (6.4 KiB) Viewed 1072 times
sh000n.png
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lead@inbox
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Re: Ships for OpenGFX and GFX+

Post by lead@inbox »

Benson ford.
DanMack, we need simplify the ship, because it looks weird at this scale
teaser.png
teaser.png (5.81 KiB) Viewed 3133 times
empty
s000ea.png
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s000en.png
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lead@inbox
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Re: Ships for OpenGFX and GFX+

Post by lead@inbox »

loaded
s000la.png
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s000ln.png
s000ln.png (12.06 KiB) Viewed 1068 times
ship's hold
sh000n.png
sh000n.png (6.95 KiB) Viewed 1069 times
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lead@inbox
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Re: Ships for OpenGFX and GFX+

Post by lead@inbox »

benson with simple front superstructure
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s2decks000n.png
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lead@inbox
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Re: Ships for OpenGFX and GFX+

Post by lead@inbox »

Can I make ship do not depart far from the shore? This option could be usefull for ship classification (class - river/sea, river, sea)
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Zutty
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Re: Ships for OpenGFX and GFX+

Post by Zutty »

lead@inbox wrote:narrow boat update (just a little)
ns000a.png
ns000n.png
sh000n.png
Awww its so CUTE!

Very cool lead@inbox! :D
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Zephyris
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Re: Ships for OpenGFX and GFX+

Post by Zephyris »

The options for coding ships are very limited, at the moment there is no way to restrict where ships can travel (eg. canal only/coast only/all).
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Re: Ships for OpenGFX and GFX+

Post by Purno »

Awesome work, all of you! :bow:
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Re: Ships for OpenGFX and GFX+

Post by DanMacK »

Excellent work :D Great representation of a Laker. Love the canal boat too, great work.
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