I think they are talking about trams not trains! It's road vehicle set thred.Thief^ wrote:EDIT: they were mostly horse-drawn passenger trams which died out around 1900. Not rail as such.
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Re: Generic Road Vehicle Set [Complete]
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Re: Generic Road Vehicle Set [Complete]
Excellent looking carriage. Great for a start. Pikka, yours is cute
I'd definitely like to see a horse-drawn tram added to the set, and I was thinking having horses as rail locomotives from 1800-about 1840 or so (but that's for another thread)

Regards,
Dan MacKellar
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Re: Generic Road Vehicle Set [Complete]
I was correcting myself. I said horse-drawn rail when I was talking about trams.ISA wrote:I think they are talking about trams not trains! It's road vehicle set thred.Thief^ wrote:EDIT: they were mostly horse-drawn passenger trams which died out around 1900. Not rail as such.
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Re: Generic Road Vehicle Set [Complete]
Next we're gonna need flagmen to walk in front of those newfangled horseless carriages that make all that noise and smoke and scare our poor horses into a full gallop. 

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Re: Generic Road Vehicle Set [Complete]
Yes. But don't you find 3.6m too much for a horse?PikkaBird wrote:In your LV scale, perhaps.George wrote:12px is 3.6m long onlyPikkaBird wrote:12px long actually seems rather big for a horse...

Re: Generic Road Vehicle Set [Complete]
As the height (ground to back) of the largest horses can be over 2 meter, it's not too farfetched to imagine a length of 3.6 meter from nose tip to tail end, especially when moving.George wrote:But don't you find 3.6m too much for a horse?
http://en.wikipedia.org/wiki/Shire_horse
Re: Generic Road Vehicle Set [Complete]
Does this help? http://en.wikipedia.org/wiki/Length_(horse_racing)
"... length of a horse from nose to tail, approximately 8 feet ..." (~2.5m)
As this is a horse-racing measurement, it refers to the length of a horse in it's fully stretched out running position.
However I think your horse looks right, which is more important than accurate scale (especially in TTD).
"... length of a horse from nose to tail, approximately 8 feet ..." (~2.5m)
As this is a horse-racing measurement, it refers to the length of a horse in it's fully stretched out running position.
However I think your horse looks right, which is more important than accurate scale (especially in TTD).
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Re: Generic Road Vehicle Set [Complete]
Here are the horse sprites I started, they were shrunk from an image on the web that I cna't find now. Also shown is a mockup of a wagon.
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- Horse-1.png (1.38 KiB) Viewed 2627 times
Regards,
Dan MacKellar
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Re: Generic Road Vehicle Set [Complete]
To be honest I think yours look too realistic for use with this set! I will make some carriages in the style of the standard cargo classes and see how it looks...
Re: Generic Road Vehicle Set [Complete]
Too realistic? How does that work
lol You could always use the shunk ones as a walking pattern. the head bob is something that I think should be included

Regards,
Dan MacKellar
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Re: Generic Road Vehicle Set [Complete]
You can use my animated horse if it's not too big for your set (and of course, if it's looking good
).

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Re: Generic Road Vehicle Set [Complete]
Wonder what you guys are going to do when time arrives to attach more than one horse to your vehicles:
regards
Michael

regards
Michael
Re: Generic Road Vehicle Set [Complete]
5-part-articulated-horse-carriage? 

Re: Generic Road Vehicle Set [Complete]
I'm already working on it 

Re: Generic Road Vehicle Set [Complete]
Looking at Wile E.'s in-game, these look great. Can't wait to see more
Horse Trams were available from about 1830 in North America, so I think this would be an excellent starting date for them
Same with the omnibus (horse-drawn bus). Wagons and smaller carriages could be from 1800 or even earlier (depending how sadistic you are)
Electric trams could be available anywhere from 1880-1890 (the first 'successful' electric trams were built in 1888 for the Richmond Union Passenger Railway in Richmond, Virginia) A good timeline is Here


Electric trams could be available anywhere from 1880-1890 (the first 'successful' electric trams were built in 1888 for the Richmond Union Passenger Railway in Richmond, Virginia) A good timeline is Here
Regards,
Dan MacKellar
================
Projects in Progress
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================
Projects in Progress
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CN Boxcar drawn by Dave Hersrud
Re: Generic Road Vehicle Set [Complete]
I'm looking for some help coding short road vehicles (for articulation). I'm sure I have seen it used in tram sets, but I cant see how it's done!
Re: Generic Road Vehicle Set [Complete]
You will need to set the appropriate bit in prop 17, then use callback 11.Zephyris wrote:I'm looking for some help coding short road vehicles (for articulation). I'm sure I have seen it used in tram sets, but I cant see how it's done!
Re: Generic Road Vehicle Set [Complete]
Myself I always like to learn from examples, so here's one for you. There might be some little errors in the comments, because I just added them five minutes ago from the top of my head; I didn't have any example code with comments. The code itself should be working without problems.
Please note that this is a more advanced example, as it includes a sound effect callback and a fancy seperate sprite for the buy menu image.
Please note that this is a more advanced example, as it includes a sound effect callback and a fancy seperate sprite for the buy menu image.
Code: Select all
//[55] HTM/Randstadrail Alstom RegioCitadis 4001-4054
//Action 1; three sets of eight sprites.
-1 * 0 01 01 03 08
// Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel
-1 sprites/dutramset.pcx 2 1000 01 21 8 -4 -11
-1 sprites/dutramset.pcx 42 1000 01 16 20 -12 -6
-1 sprites/dutramset.pcx 82 1000 01 11 28 -14 -6
-1 sprites/dutramset.pcx 122 1000 01 16 20 -12 -9
-1 sprites/dutramset.pcx 162 1000 01 21 8 -4 -11
-1 sprites/dutramset.pcx 202 1000 01 16 20 -8 -10
-1 sprites/dutramset.pcx 242 1000 01 11 28 -14 -6
-1 sprites/dutramset.pcx 282 1000 01 16 20 -8 -9
-1 sprites/dutramset.pcx 2 1030 01 20 8 -4 -10
-1 sprites/dutramset.pcx 42 1030 01 15 18 -8 -7
-1 sprites/dutramset.pcx 82 1030 01 14 25 -13 -7
-1 sprites/dutramset.pcx 122 1030 01 18 18 -8 -10
-1 sprites/dutramset.pcx 162 1030 01 21 8 -4 -11
-1 sprites/dutramset.pcx 202 1030 01 18 18 -10 -11
-1 sprites/dutramset.pcx 242 1030 01 14 25 -14 -9
-1 sprites/dutramset.pcx 282 1030 01 15 18 -10 -10
-1 sprites/dutramset.pcx 2 1060 01 21 8 -4 -11
-1 sprites/dutramset.pcx 42 1060 01 16 20 -10 -7
-1 sprites/dutramset.pcx 82 1060 01 11 28 -14 -6
-1 sprites/dutramset.pcx 122 1060 01 16 20 -10 -8
-1 sprites/dutramset.pcx 162 1060 01 21 8 -4 -11
-1 sprites/dutramset.pcx 202 1060 01 16 20 -10 -9
-1 sprites/dutramset.pcx 242 1060 01 11 28 -10 -6
-1 sprites/dutramset.pcx 282 1060 01 16 20 -10 -10
// Three sets, so we need three action 2s. Sets assigned to CID AA, BB and CC.
-1 * 0 02 01 AA 01 01 00 00 00 00
-1 * 0 02 01 BB 01 01 01 00 01 00
-1 * 0 02 01 CC 01 01 02 00 02 00
// Here's a special action1+2: introducing an image for the buy menu; CID FB.
-1 * 0 01 01 01 01
-1 sprites/dutramset.pcx 322 1000 01 12 50 -25 -6
-1 * 0 02 01 FB 01 01 00 00 00 00
//Now let's get to the real stuff. All backwards ofcourse, so you might want to read from the bottom up.
// same as below, but decrease by 1*4=4px.
-1 * 0 02 01 13 81 0C 00 FF 01 01 80 11 11 CC 00
// va2 wagon length callback: use shortening level 2 (i.e. decrease length by 2*4 = 8 px), otherwise goto CID BB (in other words: CID BB has been reassigned to CID 12 and made shorter by 8 pixels).
-1 * 0 02 01 12 81 0C 00 FF 01 02 80 11 11 BB 00
// va2 define sprite layouts for each wagon: use CID AA for first wagon, CID 12 for second and CID 13 for other wagons (only third wagon in this case)
-1 * 0 02 01 11 81 40 00 FF 02 AA 00 00 00 12 00 01 01 13 00
//va2 build articulated vehicle: add 2 wagons to VID 55.
-1 * 0 02 01 10 81 10 00 FF 01 55 80 01 02 FF 80
// Varaction 2 sound effects: use first defined sound effect, otherwise goto CID 11
-1 * 0 02 01 09 81 10 00 FF 01 49 80 01 01 11 00
// Action 2 callback: goto CID 09 for sound effect, CID 10 for articulated vehicle setup, goto CID 11 otherwise.
-1 * 0 02 01 08 81 0C 00 FF 02 09 00 33 33 10 00 16 16 11 00
// Action three: one road vehicle, VID 55, use CID FB for buy menu image and CID 08 for the rest of the stuff.
-1 * 0 03 01 01 55 01 FF FB 00 08 00
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Re: Generic Road Vehicle Set [Complete]
Something like this would be even more obvious and it´ll prevent table breaking when being posted.FooBar wrote:Code: Select all
// Action 2 callback: goto CID 09 for sound effect, CID 10 for articulated vehicle setup, goto CID 11 otherwise. -1 * 0 02 01 08 81 0C 00 FF 02 09 00 33 33 10 00 16 16 11 00

Code: Select all
// handle callbacks
-1 * 18 02 01 08 81 0C 00 FF 02
09 00 33 33 // sound
10 00 16 16 // articulated
11 00 // else graphics
Michael
Re: Generic Road Vehicle Set [Complete]
Code: Select all
-1 * 0 02 01 AA 81 0C 00 FF 01 $$ 80 11 11 BB 00
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