this is an option, however then EVERY SPRITE (of almost 100 ) would need to have its co-ordinates known. it also doesn't allow for only some sprites to be loaded (saving memory) and you must also load much whitespace for each sprite. having multiple seperate sprites means that you can have more sprites available than currently implimented in the code (more angles...) without OTTD caring.DaleStan wrote: What about a single file with multiple sprites?
also its more effort to make the sprites into one file. a script can spit out single sprites with easy and unique names very quickly. yet to composite sprites together into a single file you must make a lot of effort.
each sprite set would be in a compressed container format like .zip .7z .Gz.... so would effectivly be one file.
yes i am suggesting pre rendered sprites, however i don't think we need 792 sprites this would be in the order of 10Mb per vehicle. IMO unescisary. since the source files will be distributed there is nothing stopping the remaining sprites being rendered later.You'll need four sets there, not two, unless the vehicle is symmetrical.Alltaken wrote:Code: Select all
------up/down-------- first file NW-SE 25 degrees: CTNWSE001.png last file NW-SE -25 degrees: CTNWSE011.png first file NE-SW 25 degrees: CTNESW001.png last file NE-SW 25 degrees: CTNESW011.png degree incriment: 5 ------------------------
If we're going for realism, I'd suggest reducing the grade range to [-10,10] degrees, or possibly smaller. Ten degrees is a 17.6% grade--enormously steep for vehicles.
There is a little redundancy between this and the 72 (or however many) flat sprites, but that can be compiled out with minimal difficulty.
Will it be possible to build things along slopes in the 4 cardinal directions as well? How about sloped curves a-la Loco?
Either of these increase the number of sloped sprites required.
If sloped curves, then we might as well just render all (num-rotations)x(num-tilts) (in this case 72x11=792) sprites and list them together.
(You are proposing pre-rendered sprites from 3D models, correct?)
i would have isometric rotation, and (yes thanks for the correction) 4x going over slopes.
as for the steepness, i will go as steep as the hills are now. i don't know the exact degrees of it, but i think its about 25. (the game is not realistic nor it should be IMO.)
how its written doesn't bother meI'd also suggest listing num-rotations and num-tilts, instead of degree increment, to get floating-point numbers out of the GPD.

there are two types of sprites.Why couldn't someone just re-render all the sprites and release that?Alltaken wrote:Code: Select all
--------custom colours------- Fed ex: /FE New Zealand Post: /NZP Alltakens: /Alltaken army: /army -----------------------------------
Or did you mean that the graphics used will depend on the cargo being carried?
A) one with company colours that can be changed in colour. i.e. the user could choose any one of 256 colours (or however many you want) and the vehicles would be altered in colour to reflect this.
B) the vehciles can be pre-rendered with textures, logos.... but with a set colour.
some people may wish to create graphics for specific carriers, like Fed-ex etc.... and could re-render all the original sprites from the source file. then add this carriers set to the distributed graphics file.
eventually for any vehicle you might be able to select a company for it to be, rather than a colour. (look at transport giant, how they provide their vehicle colour schemes)
smoke, hence it is in the shared folder (not distributed with the graphics file) there MAY be different types of smoke, there may be firey smoke... there may be dark smoke, and there may be very white smoke. i don't knowDo we really need this part? I'd say that the smoking animations should be the same for all vehicles of any one type, and turning was already covered above, in those first 72 sprites.Alltaken wrote:Code: Select all
-----animations---------- smoking: /../shared/smoketruck turning left: /turningL turning right /turningR ---------------------------
if you have a vehicle like the two carrige buses in australia with a rotating joint in the middle of it, you MAY require turning graphics. and yes they may make 68 of the 72 sprites useless. but if you turn off the function "turning vehicles" or somthing then those 72 would be needed?
yes i think this would be fine for most situations. two seperate graphics the cab and the trailer.... but may not suit all situations. remember this is an example of the functions i might want, they would not be used by all items.For that, we should use road trains.Alltaken wrote:if its a truck with a weird joint in the middle of it
seperate program is fine with me. as long as it does it, i am happyThis seems to me like featuritis. I'd suggest a separate program.Alltaken wrote:a GUI program to set all this (perhaps built right into OTTD i dunno)

don't see why you can't have point+ click AND a text window in the same programPoint and click programming. Ugghh!Alltaken wrote:but dropdown menus, and browse buttons (to select files/folders for certain sections like shadows, or files like rotated...) would be very cool.
Whatever floats your boat, as long as notepad is still a valid editor.

but yes i agree it should be text editable.

Alltaken