Hmmm, so I hope to see more of the Seddon Atkinsons (both before and after merger), Scammels, Fodens and ERFs that made Britain great. Obviously ignoring the fact that all of the British truck names are now almost certainly gone forever. But I shall ignore that in the traditional British way.
Another option for smaller trucks would be the often forgotten Karrier brand, think it was an offshoot of Commer once upon a time...
Bob_Mackenzie wrote:What I'm discovering as I draw the set is that a lot of trucks look similar at OTTD scale and that they perform similar too.
I wondered if that would be the case. It's what I've thought while planning BANDIT. I'm just going to do quite generic classes of truck, maybe with real names, maybe not. This will annoy players who want realism, but I think it's a good approach for RVs I think Zeph called this aspect right with eGRVTS - better for gameplay.
I find real names, real performance and accurate drawing make for more flavour. However its not worth adding a whole new vehicle when you are tweaking one or two pixels and changing the speed my 5mph
Bob_Mackenzie wrote:Thanks to Colossal 404 for his template - I now have my first Artic. I only understand the half of what's going on but the vehicle is playable
It will remain in its own GRF until Ive worked out how to do refit graphics and how to do more than two trucks
95XFw.GRF
Green & Co., 04-02-2012.png
Cheers
Bob
Very nice, now that youy know how to make articulated trucks maybe you can help me with the International Lonestar I started working on.
Set the capacity to the trailer, and then th refit is the same as the single vehicles. Sometimes the capacity don't shown in the buy menu, but I don't know how to fix it.
Still struggling with the refits but I think that's because I have the capacities arse about tit - ie the truck carries the cargo and the trailer does nothing
Bob_Mackenzie wrote:Still struggling with the refits but I think that's because I have the capacities arse about tit - ie the truck carries the cargo and the trailer does nothing
There's no reason (except possibly tractive effort, although that'll be a little off no matter what) to put the cargo in the trailer instead of the front part of the vehicle, and there's a couple of good reasons to put it in the front part of the vehicle rather than the trailer.
The DAF is off by quite a bit making it apper its driving more on the left side of the road for right hand drive games (or on the grass in left hand drive) also, you may want to move the vertical and horizontal graphics for the trailer a bit closer to the truck as theres a huge gap when the truck makes a turn (almost like the trailer broke off)
NekoMaster wrote:The DAF is off by quite a bit making it apper its driving more on the left side of the road for right hand drive games (or on the grass in left hand drive) also, you may want to move the vertical and horizontal graphics for the trailer a bit closer to the truck as theres a huge gap when the truck makes a turn (almost like the trailer broke off)
The latter is to do with the pivot point of the graphic - but you have given me an idea to try....
PikkaBird wrote:there's a couple of good reasons to put it in the front part of the vehicle rather than the trailer.
Please expand
Assuming that articulated road vehicles are the same as articulated rail vehicles;
1) you can use the same vehicle ID for all trailers.
2) you don't have to build the articulate in the buy menu to get the capacity.
Actually, I guess I'm wrong. If I were building an articulated road vehicle, I'd use the same ID for all parts and then use cb 36 to set capacities. I was trying to think of the simplest method with the most agreeable result.
The trick is - at least as far as GRF maker is concerned - in order for the trailer graphic refit to work it must have a cargo capacity of at least 1. Unfortunately the cargo capacity of the trailer doesn't show in the build list. What's more if you give the tractor a capacity of 0 when you refit OTTD gives a warning message
So what I've done is given the tractor a capacity of 60 and the trailer a capacity of 61 - bit of a fudge but it works
Next up to see if I can get the loading sprites to work
I've just reviewed the sprites for the Mammoth - which was the second vehicle I ever drew. The good news is I've got better. The bad news is the Mammoth sucks. I am going to have to redraw all the Mammoth sprites
Can I ask of why are they sucks?
And some bugs/glitches:
The Daf 75 don't have loaded sprites with coal, it looks empty when loaded.
And a lot of sprites are positioned a bit wrong. Some of them are going almost off the road and some others are going on the center of the road, almost on the wrong side. Could you visit the positions again? I'm using a special positioning-road sprite to keep all of my vehicles in one lane. If it can help you, I send it to you.