Page 7 of 9
Posted: 11 Mar 2006 13:02
by Caelan
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

Posted: 11 Mar 2006 14:10
by Illegal_Alien
To bad that you cant construct this little boy:

Posted: 11 Mar 2006 20:48
by Wile E. Coyote
Verynice work! Windmill is great! But maybe George is right: it'll look better faced to canal.
Posted: 12 Mar 2006 21:03
by lobster
bloody awesome Caelan! soon i'll be able to build Utrecht in my own game, awesome. looks bloody great.

Posted: 13 Mar 2006 09:28
by Caelan
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!
Posted: 13 Mar 2006 10:21
by Purno
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.
Posted: 13 Mar 2006 10:45
by Hyronymus
Nice Caelan. It would indeed be nice to see it function!
Posted: 13 Mar 2006 11:07
by Caelan
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....
Posted: 13 Mar 2006 11:11
by Wile E. Coyote
Now, with animation, it's very nice!

Looking forward to replace original lighthouse with that.
Posted: 13 Mar 2006 11:41
by Red*Star
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%
Posted: 13 Mar 2006 12:45
by Caelan
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.
Posted: 13 Mar 2006 12:48
by SAC
This lighthouse would be a perfect addition to my suggestion about having the ability to add additional graphics to the editor, (lighthouses, transmitters)

Posted: 13 Mar 2006 13:34
by Red*Star
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

Posted: 13 Mar 2006 14:13
by Caelan
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:
Posted: 13 Mar 2006 14:53
by Purno
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.
Posted: 13 Mar 2006 15:24
by Hyronymus
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.
Posted: 13 Mar 2006 15:32
by Purno
Ah ok, didn't knew that. Anyways, cool building!

Posted: 13 Mar 2006 20:13
by lobster
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?
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
Posted: 14 Mar 2006 10:24
by Caelan
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...
Posted: 14 Mar 2006 10:46
by Hyronymus
I like your animation, Caelan. I wonder if having more such animation would slow the game down. Perhaps a patch dev can asnwer this?