Page 8 of 9
Posted: 14 Mar 2006 11:45
by Sonicelo
That would realy bring life into citys.
Posted: 14 Mar 2006 12:44
by The Irish
Hyronymus wrote:I like your animation, Caelan. I wonder if having more such animation would slow the game down. Perhaps a patch dev can asnwer this?
would be no harm if it would slow it down a bit. It's running too fast in my opinion anyway.
Posted: 14 Mar 2006 13:45
by Axlrose
Considering how fast a day goes during the game, those people are in slow motion...
While I do not know those created "named" buildings since I am over here in America, they do look pleasant.
Posted: 19 Mar 2006 15:07
by Caelan
Allright a slightly project coming up: City halls....i have been drawing one in the beginning, which of coure i will try to develop a bit more.
Second to that i am working currently on the Dutch Stationset... A prerelease will be sent to a coder when i have drawn enough...
Aegir can you code stations filling with people as more passengers wait? (like MB or the freight sets) I will then sent you a couple of platforms (also with snow)...
Thats the update

Posted: 19 Mar 2006 21:25
by Aegir
Caelan wrote:Aegir can you code stations filling with people as more passengers wait? (like MB or the freight sets) I will then sent you a couple of platforms (also with snow)...
Nope, they're way, way out of my league. You want to chase down somone like Oracle to code them.
Posted: 19 Mar 2006 21:33
by Patchman
Coding people/cargo is not any more difficult than not. The action 2 just needs more than one set.
Posted: 19 Mar 2006 21:36
by Aegir
Shhh! You're only making things worse for yourself patchman! You are the one who's going to have to walk me through this later anyway

.
Posted: 20 Mar 2006 00:10
by lifeblood
OzTrans is working on it for the Canadian set.
Just bragging about having a
really good coder.

Posted: 20 Mar 2006 00:44
by lobster
i like the entire European-feel TTD's gonna get with all them new graphics.

Posted: 20 Mar 2006 05:51
by OzTrans
lifeblood wrote: ... Just bragging about having a really good coder. ...
Thanks, but those excellent sprites, lifeblood creates, are the real start for a good station set; as a result you get good coding.
Caelan, coding is the easy bit, you need to make sure your sprites are perfect. I recommend you go for a 'Lego' type system when building a single station tile; i.e every feature of a tile is a seperate sprite, which in turn can be reused to make many different looking individual tiles. That also includes various numbers of passengers waiting.
Posted: 20 Mar 2006 15:49
by Caelan
I got some hints and tips from Zimmlock in the ' new way of coding'
That is, creating a building is done in several parts od buildings pasted together by a coder create a building.
Would it be okay if i created sprites, making various sub sprites that all come together in one drawing?
Hmm let me add a drawing to it... will do when i get back from work.
Posted: 20 Mar 2006 20:00
by Caelan
A second post if i am permitted:
Here i drafted some parts that wouls need to fit together somehow. I will continue later with this, but i was wondering if this would suffice for a coder. In this case just one platform side.
Posted: 20 Mar 2006 21:01
by OzTrans
Caelan wrote: ... Here i drafted some parts that wouls need to fit together somehow. ... but i was wondering if this would suffice for a coder. In this case just one platform side.
Yes, you are on the right track. I assume the 2 left platform sprites are a mock up to show how you want it arranged.
You will need a mock up of each individual platform tile you want to appear; then you will also need some mock up's of the station as a whole. In particular, how a single track, dual track (even number of platforms) and multiple track stations (including odd number of platforms) are to be constructed. Then you need to give instructions for the very left and very right platforms, especially if they have fences. Also, you need to remember a player can build anything from a 1x1 to a 14X14 station. The more complex that station is to be, the more details you need to provide.
Posted: 21 Mar 2006 08:14
by Purno
Looks nice, but the lightpole is wrong.
Double lightpoles are only used for double platforms. Single platforms got single lightpoles. The lights of the lightpoles usually point towards the tracks (that's 90 degrees compared to the platform direction).
Example;
Code: Select all
---------------------------------------
_______________________________________
| |
| | |
| * |
| | |
|_____________________________________|
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_______________________________________
| |
| | |
| * |
#######################################
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------ track
______
| | platform
|____|
|
* lightpole
|
###### end of platform (hedge or something)
If you understand what I mean.
Posted: 21 Mar 2006 10:36
by Caelan
This is a sample of the station lay out i would want to create. The platforms are only on one side of the track (in the middle we could optionally do a 'dead' track for eyecandy , 'dead" signals or just plain nothing... Anyway the railing is orange... hopefully you will like this, perhaps i could try some other colors as well...
Posted: 21 Mar 2006 10:38
by Purno
The overpass looks a bit skinny and unstable. Besides, I wonder if it's high enough for catenary.
Posted: 21 Mar 2006 10:39
by SAC
Looks really good!

I'd prefer to have a "dead" track in between there actually!
Posted: 21 Mar 2006 10:52
by Caelan
Purno wrote:The overpass looks a bit skinny and unstable. Besides, I wonder if it's high enough for catenary.
It is as high as MB's overpass, i took the same measure.
Posted: 21 Mar 2006 12:28
by CPCNMAN007
Great great continue my friend

Posted: 21 Mar 2006 12:53
by Hyronymus
Try adding a pylon in the middle, Caelan. Any overpass build designed like this will fail safety tests, imagine what happens if the overpass does buckle! But no further comments, it looks great!