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Re: ships, help please
Posted: 06 May 2008 17:48
by FooBar
lead@inbox wrote:FooBar, all i have conceived is in this ...
As it seems, you also want different sprites for different cargo types...
That makes things a little more complicated. And to be completely honest with you, I currently don't feel like figuring out the varaction2 callback chain.
Re: ships, help please
Posted: 06 May 2008 18:08
by PikkaBird
FooBar wrote:lead@inbox wrote:FooBar, all i have conceived is in this ...
As it seems, you also want different sprites for different cargo types...
That makes things a little more complicated. And to be completely honest with you, I currently don't feel like figuring out the varaction2 callback chain.
You can make variable loading stages, and different graphics for different cargos, without using any var2s at all.
Re: ships, help please
Posted: 06 May 2008 19:16
by Zephyris
lol, see my examples
you need an action0 for the real sprites
you need the real sprites
you need an an action2 for each cargo type, with 3 loading stages and 3 loaded stages
you need one action3, which targets the appropriate action2 for each cargo type.
specifically see "I want a wagon which uses custom graphics, with 2 cargoes (coal and iron ore) both with different graphics."
you need to increase the number of cargoes, and increase the number of loading stages;
Code: Select all
-1 * 0 02 03 AA 03 03 00 00 01 00 02 00 00 00 01 00 02 00 // Loose cargo
-1 * 0 02 03 BB 03 03 03 00 04 00 05 00 03 00 04 00 05 00 // Liquid cargo
-1 * 0 02 03 CC 03 03 06 00 07 00 08 00 06 00 07 00 08 00 // Containers
-1 * 0 02 03 DD 03 03 06 00 09 00 0A 00 06 00 09 00 0A 00 // Logs
-1 * 0 02 03 EE 03 03 06 00 0B 00 0C 00 06 00 0B 00 0C 00 // Boxes
-1 * 0 03 03 01 ** [number of cargoes] ([cargo ID] [action2 ID to use]) [default action2 ID]
I cant fill in the cargo types, as I don't see how it is going to correspond to the graphics, eg. loose cargo presumably includes coal and iron ore - do you want these to look the same?
Re: ships, help please
Posted: 06 May 2008 20:34
by FooBar
PikkaBird wrote:You can make variable loading stages, and different graphics for different cargos, without using any var2s at all.
Ah, I see now. I failed to read the documentation on Action 3 before posting.
Anyways, Zephyris has it pretty much explained now. Keep in mind that you have to change the feature from planes (03) to ships (02).
Re: ships, help please
Posted: 07 May 2008 04:36
by lead@inbox
head is overloaded - can't begin with nfo

Re: ships, help please
Posted: 07 May 2008 04:37
by lead@inbox
Pingaware wrote:...And Zeph I will try to eventually finish my ship sprites. But I have no time, or a good graphics editor, at the moment.
may be i can help?
Re: ships, help please
Posted: 07 May 2008 06:35
by FooBar
lead@inbox wrote:[[previous post]]
You still need to define what
exact cargo should match up with what
exact set of sprites.
Oil would be obviously liquid, but what about grain? And what about most of the other cargos?
It would be useful to have a list all different cargo types you want to be able to transport with those ships, and what each type of cargo would have to use as graphics.
Re: ships, help please
Posted: 07 May 2008 07:55
by Zephyris
http://wiki.ttdpatch.net/tiki-index.php?page=CargoTypes
For each of these cargoes you need to say whether it is or isnt carried, and which graphics should be used.
Re: ships, help please
Posted: 07 May 2008 20:08
by andythenorth
Pingaware wrote:I've never heard of such a thing so I'd guess no. And Zeph I will try to eventually finish my ship sprites. But I have no time, or a good graphics editor, at the moment.
I'd be interested in helping with ship sprites. The game needs some smaller ships - barges for inland and river traffic.
Articulated would be great, but lets not run before we can walk...
- How many ship sprite slots exist? Does MB Newships use them all?
- Does anyone have any real-life examples / source material they would like to suggest?
I'm not a blinding graphic artist, but I've pushed pixels around for game art and web icons before.
cheers,
Andy
Re: ships, help please
Posted: 07 May 2008 20:48
by PikkaBird
andythenorth wrote:
- How many ship sprite slots exist? Does MB Newships use them all?
As of the latest OTTD nightlies, practically unlimited. Before the latest nightlies, 11 and yes.
Re: ships, help please
Posted: 08 May 2008 17:01
by Pingaware
lead@inbox: Feel free! I'm a very slow worker but I've a good hull shape that I'll use for the oil tanker and bulk carrier. And I have decided to do some future ships after that. But do anything else you like.
Re: ships, help please
Posted: 13 May 2008 12:12
by lead@inbox
feel free to use it.

- gcs0508.png (13.89 KiB) Viewed 2730 times
Re: ships, help please
Posted: 13 May 2008 12:18
by lead@inbox
Please, point me toward the 3d max template (link in openttd wiki is broken)

Re: ships, help please
Posted: 13 May 2008 19:41
by Mchl
That's pretty nice ship you've made here

Re: ships
Posted: 15 May 2008 02:08
by lead@inbox
Mchl, thanks
ferry

- ferry0515.png (8.92 KiB) Viewed 2498 times
Please, make comments on images that I could correct them. Criticize it

Re: ships
Posted: 15 May 2008 05:06
by Roujin
Hmm, the last one kinda looks like a toy boat(?) to me... I don't know, maybe it's the dimensions

Re: ships
Posted: 15 May 2008 06:15
by athanasios
So we can use it for toyland!

I suppose someone will have the time available to add some more curves to both ships.
Re: ships
Posted: 15 May 2008 11:24
by Mchl
Yes. The ferry definetely looks toylandish for some reason.
Re: ships
Posted: 16 May 2008 00:13
by lead@inbox

probably, because water line is not visible
this is real ferry

- ferry.png (10.92 KiB) Viewed 2281 times
Re: ships
Posted: 16 May 2008 06:20
by Rainer
Hi lead,
lead@inbox wrote:
probably, because water line is not visible
and real ships show more rust and dirt ...
cu
Rainer