Page 4 of 6

Posted: 04 May 2007 08:42
by Maedhros
boekabart wrote:Sounds good... But how does my patch know what spriteID's to use?
Have a look at how drive-through roadstops did it in gfxinit.cpp:393 and table/sprites.h:215.

Posted: 04 May 2007 12:54
by George
lepkka wrote:i've got an idea to make de color cycle appear faster.. i'll try it later, let's wait boekabart solve the assigment of the sprites less stones, more water
I'd suggest even less stones.

Posted: 04 May 2007 16:43
by Born Acorn
There should be 3-5 rocks per tile. (per Ben's example) Any more, and it really does look silly.

Posted: 07 May 2007 05:40
by boekabart
OK, the sprite numbers:

RoadStop starts at 6026, and has 8 sprites, so that makes the first sprite for downhill water 6034. I hope someone can make a GRF file now!

Posted: 07 May 2007 08:32
by Ben_K
lepkka wrote:less stones, more water
Lepkka, looks good :D
sc79 wrote:M...shouldn't the tiles have a lot more 'white-water', covering most of the rocks, rather than the rocks being mostly visible?
That was going to be my next comment - it just needs somethign to indicate the flow. :)

Posted: 07 May 2007 10:36
by Rubidium
boekabart wrote:OK, the sprite numbers:

RoadStop starts at 6026, and has 8 sprites, so that makes the first sprite for downhill water 6034. I hope someone can make a GRF file now!
These numbers are totally useless. Primarily because they could change and secondly the GRF that needs to be created does not care about the sprite numbers because it IS NOT A NEWGRF that needs to replace some sprite.

Posted: 07 May 2007 11:19
by boekabart
Rubidium wrote:
boekabart wrote:OK, the sprite numbers:

RoadStop starts at 6026, and has 8 sprites, so that makes the first sprite for downhill water 6034. I hope someone can make a GRF file now!
These numbers are totally useless. Primarily because they could change and secondly the GRF that needs to be created does not care about the sprite numbers because it IS NOT A NEWGRF that needs to replace some sprite.
Conclusion: Please just make a grf file then, so i can implement it's using!! The world is waiting for it!! :)

Posted: 07 May 2007 12:26
by lepkka
the world can stop waiting
just for testing purposes, this are same graphics posted,
I declared the sprites with action 5 as canals

Posted: 07 May 2007 12:42
by boekabart
Excellent, working on it!

Posted: 07 May 2007 12:45
by Frostregen
One hint:
As those are new sprites you should not need any action at all...

Just something like this:

Code: Select all

0 sprites/copypaste.pcx 18 8 01 20 20 0 0
1 sprites/copypaste.pcx 50 8 01 20 20 0 0
2 sprites/copypaste.pcx 82 8 01 20 20 0 0
etc...

Posted: 07 May 2007 12:45
by Purno
Both the texture and the shape of those tiles do not connect correctly to each other.

Posted: 07 May 2007 23:31
by maartena
Now for the big question: Will boats be able to ride the rivers, and how do they get past all them rocks! ;)

Posted: 08 May 2007 00:11
by Ailure
No, as states earlier in this thread it would make locks worthless.

You usually don't see huge boats travelling up/down waterfalls anyway. The poor hull of the boat would take lots of damage... ;)

Posted: 08 May 2007 01:04
by Ben_Robbins_
lepkka: Could you created some animated tiles and/or mock up, just to make it easy to see what works/doesn't work?. I like that amount of stones, and I love the smoothness of the stones, and it's fitting as the water would smooth them off. I'm just concerned that there's no sign of rapid choppy water movement, and the slopes may appear flat as if there more than 1 wide, there will be little for your eye to pick out the angle of the tile from. i.e. no shading/no tile outlines etc. I also noticed what Purno has already stated, so won't say it again, but just agree with that. There very nice, but do still need work.

Posted: 08 May 2007 09:31
by lepkka
well, that grf is unfinished, i post it because of boekabart's impatience :) of course the tiles will be properly conected, and the use of the light water color cycle may improve the rapid effect, not sure about this, i'll make some attemps.

about making an animated gif, well, its tedious, but i'll try

Posted: 08 May 2007 13:52
by lepkka
without flash water, the effect is weak

Posted: 08 May 2007 13:58
by Ben_K
It looks nice. Didnt notice it at first, but its subtle and looks effective... sadly however, I think it does need to have white water parts/foaming etc.

Great work though! 8)

Posted: 08 May 2007 14:02
by Nickman
Looking good there ;).
Only needs some splashing water and it'll look great! :)

Posted: 08 May 2007 16:23
by boekabart
NICE! The white splashes should be doable: The original ottd water has a color that cycles through white now and then, doesn't it?

Posted: 08 May 2007 16:55
by Red.xiii
lepkka wrote:without flash water, the effect is weak
But it's a great start!! :o