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Re: Ships for OpenGFX and GFX+
Posted: 29 Jul 2008 19:54
by CommanderZ
I guess this would vastly increase CPU load. I think a proper ship pathfinder should be made first

Re: Ships for OpenGFX and GFX+
Posted: 30 Jul 2008 13:50
by ostlandr
Barge trains??? Unless things are different in Europe, over here barges are generally lashed together in a raft and pushed from behind by a somewhat misnamed tow boat. This makes the barges and tow boat act like one large ship as far as handling.
http://www.fotosearch.com/DGT074/cb045622/
(quick web search)
Wow! I guess in some places tugboats still actually tug things on the end of a line.
http://www.fotosearch.com/results.asp?k ... chtype=sss
andythenorth wrote:peter1138 wrote:Hmm, I wonder if we could implement the ship's wake as a container for extra cargo... A bit of a hack but much easier than adding multiple cargo types to a single vehicle.
(Apologies: thread hijack). Theoretically, could ships be articulated? I don't mean now, today; I mean with a reasonable number of changes to the game codebase. Or is there a fundamental architectural limitation (or just too much work for too little benefit)?
The application I am thinking of is barge trains. Other people might find other uses. I am just chipping it in as a thought before anyone goes making any elegant hacks or patches to implement mixed cargoes.
cheers,
Andy
Re: Ships for OpenGFX and GFX+
Posted: 30 Jul 2008 19:11
by andythenorth
ostlandr wrote:Barge trains??? Unless things are different in Europe, over here barges are generally lashed together in a raft and pushed from behind by a somewhat misnamed tow boat. This makes the barges and tow boat act like one large ship as far as handling.
Ok, good point. Given that ships are scaled completely differently to other vehicles, barges would work just fine as single sprites.
There are RL examples of strings of barges that would look better in the game with articulated ships, but it's definitely not a big deal.
cheers,
Andy
Re: Ships for OpenGFX and GFX+
Posted: 03 Aug 2008 11:53
by lead@inbox
small general cargo vessel (project 3.08)
Re: Ships for OpenGFX and GFX+
Posted: 03 Aug 2008 14:11
by Purno
Looks awesome!

Re: Ships for OpenGFX and GFX+
Posted: 03 Aug 2008 15:37
by DanMacK
I like it
Looks awesome
Re: Ships for OpenGFX and GFX+
Posted: 03 Aug 2008 16:06
by andythenorth
lead@inbox wrote:small general cargo vessel (project 3.08)
That's
nice. I like the proportions - perfect blend of RL and toylike (that's a definite complement btw)
cheers,
Andy
Re: Ships for OpenGFX and GFX+
Posted: 04 Aug 2008 11:12
by lead@inbox
Re: Ships for OpenGFX and GFX+
Posted: 04 Aug 2008 11:13
by lead@inbox

- teaser-ss.png (11.58 KiB) Viewed 5220 times

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Re: Ships for OpenGFX and GFX+
Posted: 04 Aug 2008 11:15
by lead@inbox
without sails

- ss000la.png (14.79 KiB) Viewed 1461 times

- ss000ln.png (8.74 KiB) Viewed 1427 times
DanMack

Re: Ships for OpenGFX and GFX+
Posted: 04 Aug 2008 15:29
by andythenorth
lead@inbox wrote:1878
Objects of beauty

Re: Ships for OpenGFX and GFX+
Posted: 04 Aug 2008 21:11
by ostlandr
Avast there, matey! Looks like yer sailin' fleet will rule the seven seas. I see there ye've added a fine tramp steamer, a handsome paddlewheel steamer, and a proud sailing ship, ready for the China trade. Well done, me bucko.

Re: Ships for OpenGFX and GFX+
Posted: 04 Aug 2008 22:44
by DanMacK
Re: Ships for OpenGFX and GFX+
Posted: 05 Aug 2008 02:44
by lead@inbox
thanks to everybody. i'll continue

Re: Ships for OpenGFX and GFX+
Posted: 05 Aug 2008 03:35
by lead@inbox
peter1138 wrote:Hmm, I wonder if we could implement the ship's wake as a container for extra cargo... A bit of a hack but much easier than adding multiple cargo types to a single vehicle.
Sirs developers. What about ship's wake?
Re: Ships for OpenGFX and GFX+
Posted: 05 Aug 2008 14:20
by Zutty
Wow these are some BEAUTIFUL ships!
How about some
Narrowboats for canals?
If they were half the width of a canal tile and always sat on the left (or right), relative to their movement of direction, then they would be able to pass each other like buses do without appearing to travel through each other. Does that make sense?
Re: Ships for OpenGFX and GFX+
Posted: 05 Aug 2008 14:22
by Zephyris
If they were half the width of a canal tile and always sat on the left (or right)...
I made a dummy grf of this once to see how well it would work, it doesn't look bad! With some good graphics it could work well...
Re: Ships for OpenGFX and GFX+
Posted: 05 Aug 2008 15:03
by DanMacK
I actually thought about this myself, and it would work very well. and you'd only need 8 sprites to do it.
Now how would you add horses to ith though

Re: Ships for OpenGFX and GFX+
Posted: 05 Aug 2008 21:12
by blackjak231
Beautiful work!!! i love all of them all!
But (i know its gonna sound noobish..

), when are we going to be able to get a grf file with all of those boats?
and here i another boat you should try to make:
http://www.darkroastedblend.com/2006/12 ... art-1.html
It will probably be very big!!!!!!
Also, somebody should try to do a submarine... the idea would be to just have a shadow drwan instead of a boat when its moving and when it stops, it comes out of the water....
Re: Ships for OpenGFX and GFX+
Posted: 05 Aug 2008 21:32
by CommanderZ
Why? Ships cannot be really bigger then one tile, so...why would you like to have a one tile big floating city?