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Posted: 14 May 2005 02:46
by Alltaken
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.
Alltaken
Posted: 14 May 2005 07:20
by Sellu
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?
Posted: 14 May 2005 07:29
by Alltaken
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.
we can still do that

.
Alltaken
Posted: 15 May 2005 12:16
by Sellu
Alltaken rockz if he can get the workable organization to work for the new engine
I made my first foreigner locomotive, the BR 103, which is my favourite of german locs.
Posted: 15 May 2005 12:24
by jvassie
Wow, Thats amazing!
Keep up the bril work
James
Posted: 15 May 2005 12:27
by Alltaken
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

.
this one looks fantastic.
Alltaken
Posted: 15 May 2005 12:31
by Sellu
Hmm I am just worried that there will be too big cap between rails going to same direction making switches look too long.
Posted: 15 May 2005 12:46
by Alltaken
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.
Alltaken
Posted: 15 May 2005 12:53
by Sellu
I mean this gap. Doesn't look very realistic railyard.
The tiles are 256x128:
Posted: 15 May 2005 13:33
by Alltaken
Sellu wrote:I mean this gap. Doesn't look very realistic railyard.
The tiles are 256x128:
put two tracks on one tile
divide the tile into 4 part, and put a track at edge of the first and second part, and the 3rd and 4th part
those two locations pointed too
this will make it realisitc i am hoping

.
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
Alltaken
Posted: 15 May 2005 13:35
by Purno
Sellu wrote:I mean this gap. Doesn't look very realistic railyard.
The tiles are 256x128:
Use smaller tiles compared to the trains, as in Locomotion.
Posted: 15 May 2005 13:40
by Sellu
Ok sounds good

Posted: 15 May 2005 13:42
by Villem
Purno wrote:Sellu wrote:I mean this gap. Doesn't look very realistic railyard.
The tiles are 256x128:
Use smaller tiles compared to the trains, as in Locomotion.
makes houses look tiny compared to trains, wich is not the case in real life.
Posted: 15 May 2005 14:15
by Purno
Let houses use more tiles

Posted: 15 May 2005 18:21
by Sellu
First steam locomotive is ready. I hope to see some very cool looking steam effects with new engine.
Posted: 15 May 2005 19:28
by Arsenal
Posted: 15 May 2005 19:29
by StavrosG
yay! cool!
Just keep 'em coming!

Posted: 16 May 2005 07:48
by Singaporekid
Is it supposed to be blue?
Looks cool though
Posted: 16 May 2005 18:10
by ThorRune
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!

Posted: 16 May 2005 21:58
by Raven
This is a SideLine diesel Shunter (Co) "Deutz", as the ones used by Volkswagen to transport their famous VW 1200 and the 1961 VW 1500.
Hope you like it