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Posted: 11 May 2005 00:50
by Alltaken
Sellu wrote:Any Wiima bus with left side doors would be surely exotic :)
he he.

Alltaken

Posted: 11 May 2005 14:03
by Sellu
Hopefully the new engine will support longer depots as it looks stupid when trains disappear to a cramped house.

(Edit: Its bit too bright but for some reason I can't get the darkened version to the attachment)

(Edit: added fast train carriage and depot in real size)

Posted: 11 May 2005 14:13
by Dextro
Sellu wrote:Hopefully the new engine will support longer depots as it looks stupid when trains disappear to a cramped house.
HOLY COW, THAT'S AN HELL OF DEPOT Image

Looks very good even though I couldn't recognize that as a depot from the start :?

Posted: 11 May 2005 15:23
by Arsenal
That's a very narrow depot?

Posted: 11 May 2005 15:26
by Sellu
Well its rendered bit too far and player can add many of them side by side.
Alltaken,grr :) you should give us some reference what is the scale of the new graphics engine.

Posted: 11 May 2005 17:43
by LKRaider
I think depot graphics should change over time, so that newly build depots are not wooden houses, like old ones.

Your depot looks like a very big container (maybe a combination of many?). I think this could be possible, since it would be cheaper to build. :o

Posted: 11 May 2005 17:51
by Dextro
LKRaider wrote:I think depot graphics should change over time, so that newly build depots are not wooden houses, like old ones.

Your depot looks like a very big container (maybe a combination of many?). I think this could be possible, since it would be cheaper to build. :o
What about something simillar to the NewStations in TTDPatch? There's a dropdown in the station build menu that allows you to choose the type of station you want to build.
What if we added the same to depots? you would get a new window when you clicked the depot button and you could create depots just like you create stations with diferent lengths and with a dropdown box to chose the type of depot you want. Wouldn't it be a cool? :mrgreen:

Posted: 11 May 2005 20:16
by StavrosG
Sellu wrote:Well its rendered bit too far and player can add many of them side by side.
Alltaken,grr :) you should give us some reference what is the scale of the new graphics engine.
Did you check the sticky topics here?
Alltaken has mentioned more than once that -if you work in Blender- 2x2 blender units = 25x25 meters. (IIRC) :wink:

EDIT: Forgot to comment on the depot: Nice, but too narrow as someone else commented out. :)

Posted: 12 May 2005 01:09
by Alltaken
Sellu wrote:Well its rendered bit too far and player can add many of them side by side.
Alltaken,grr :) you should give us some reference what is the scale of the new graphics engine.
yeah 25x25m is 2x2 blender tiles :P = one TTD tile

the scale of the vehicles i.e. trucks trains.... might be increased to emphasise them within the game a bit more, the current "to-scale" renderings of vehicles we have done look rediculously wrong, even though they are technically correct.

so we are trying to determine a scale which wil be less real, but more correct looking (to the eye)

if you have any input into what you think those scales should be, then i'd be glad to hear them. current trains will probably be half as long as they would be in real life (just so that trains don't take up a station with a few carridges, and so they don't look like iny earth worms.. )

but trucks and buses i think will be to the correct proportions.


Alltaken

Posted: 12 May 2005 09:40
by Sellu
Well what is blender tile? How do you measure it without using blender? I am using 3ds.

Posted: 12 May 2005 10:09
by Alltaken
Sellu wrote:Well what is blender tile? How do you measure it without using blender? I am using 3ds.
no problem, use your standard 3ds unit then. (we can deal with conversions later)

basicly one Blend unit is 1 square on the Default 3d plane. (3ds will have grids/squares too i presume (as all 3d software does, except maybe CAD)

so just make 1 tile from OTTD = 2x2 grid squares in 3ds, and have that equal 25 meters. (for modeling purposes)

pretty much having a known standard to work to, then if we change things later it just becomes an issue of scaling to a known value.

basicly your depot could be (IMO) a building with a workshop, and then a large carpark 2x2 tiles in OTTD. if vehicles drive in, park up in the carpark. new vehicles that are built appear in the carpark area... (it would look nice, and fairly realistic)

the bus depots here just by my house, basicly has a single workshop area with an office on top, and then all around it is just bus sized parking areas.

keep up the good work though, i really like it.

Alltaken

Posted: 12 May 2005 11:17
by DeletedUser21
super awesome graphics!! :shock:

I can't wait for the new graphics engine anymore, I have to restrain myself. :D

Posted: 12 May 2005 12:55
by Sellu
Ah. So pixel per meter ratio isn't yet determined?

Posted: 12 May 2005 13:09
by Mek
Sellu wrote:Ah. So pixel per meter ratio isn't yet determined?
one flat tile is 128x63 pixels (exactly twice the size of the current tiles)...

Posted: 12 May 2005 13:18
by Alltaken
Sellu wrote:Ah. So pixel per meter ratio isn't yet determined?
well the standard size will as Mek has said be 2x that of current.

however i am a fan of another zoom level larger than that (as optional) since they are from 3d models. a zoom level of 256x127 would also be nice. (again even but that is getting to be rather huge :P)

so make them assuming that they are 2x that of current, but 4x that of current would be the best :D (i know your models are already good enough)

my personal screen is 1600x1200 so i would play in the largest mode, but many other people were very keen on having it at only 2x or even the same size as current.

Graphics will possibly be packed with all zoom levels to keep everyone happy. (like sim city does it)

Raven is happy to create his thousands of vehicles at another zoom level inwards. but it is optional.

pixel per meter.... 35 meters = 128/256 pixels (pythagoras)

Alltaken

Posted: 12 May 2005 14:10
by Sellu
Thanks now its clear as crystal :) I would also like to see that 256x127 huge
pixel layout. How many angles would you prefer? Locomotion uses 64 sprites for busses, maybe double of that would be proper. :D

But then there will be the size issues..vehicles made in 256x127 would consume a lot of harddrive.

Posted: 13 May 2005 16:28
by osai
sellu rockz 8)
I really like your work, the train is awsome. :)
Keep on rocking 8)

Posted: 13 May 2005 18:25
by Arsenal
osai wrote:sellu rockz 8)
I really like your work, the train is awsome. :)
Keep on rocking 8)
I second that. 8)

Posted: 13 May 2005 18:37
by Villem
I thought all the SR2's have VR instead of just V for the logo novadays?

Posted: 13 May 2005 18:46
by Sellu
Oh yes they are, the V-logo was designed to high speed passenger traffic but they then changed that to casual VR-logo. I just prefer the V-version as it has something unique altough I have made both versions.