Sellu wrote: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.
But then there will be the size issues..vehicles made in 256x127 would consume a lot of harddrive.
the number of sprites is more like...
15 degree incriments around a circle
then 4x4 up/down hills of various lengths
does that = 40?
this number was after a comprimise between smoothness in rotating and the need to keep ram usage reasonable.
i will try to export the animated rendering script from blender to 3ds (you use 3ds isn't it) basicly i have an empty in the middle of the 3d world that is rotating and tilting over the 40 frames using IPOs, all you would need to do is parent the vehicle to the empty and render out a 40 frame .png animation.
Only 40? That will look bit clumsy but is totally understandable in 32 bit environment. How do you calculate the ram need for like 100x100x32 pixel vehicle that has 40 sprites?
Sellu wrote:Only 40? That will look bit clumsy but is totally understandable in 32 bit environment. How do you calculate the ram need for like 100x100x32 pixel vehicle that has 40 sprites?
actually it looks pretty smooth.
it greatly depends on the scale of the rendered vehicles though, because on a small sprite 15 degrees is only a few pixels worht of displacement. but on a larger sprite 15 degrees is twice the pixel displacement.
so perhaps we need to create more rotation incriments for the larger zoom level.
Sellu, if these are at 100% scale (in all directions) i definatly think we should stick with 100% scale for vehicles, and just have them take up more than one square .
Sellu wrote:Hmm I am just worried that there will be too big cap between rails going to same direction making switches look too long.
how do you mean? you mean the space between signals. or the angle of how trains turn to joining tracks?
the new GFX engine actually change the track layout system (well its designed to) which means there will be no no more than 45 degrees turned in any one tile.
and as i said in PM, i think this will also solve the problem of trains being to long. if we can fit two trains on a tile then the length is not such a big deal
OMG that thing just is the friggin best thing i've seen so far in all of this topic, that's just absolutely amazing! I love it, both the modeling, the shading and the trains layout/design. Just great!
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