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Re: Ships for OpenGFX and GFX+
Posted: 05 Aug 2008 22:07
by blackjak231
CommanderZ wrote:
Why? Ships cannot be really bigger then one tile, so...why would you like to have a one tile big floating city?
lol, i dont know, i just thought the idea was funny....
But here is a passenger boat that could be used for the years 2010 and over....

(original page with a lot of futuristic designs:
http://www.darkroastedblend.com/2008/05 ... olani.html)
Re: Ships for OpenGFX and GFX+
Posted: 06 Aug 2008 03:50
by lead@inbox
Andythenorth - what do you use for models creation - 3d or pixel painting? Maybe we could create together anything?
i'll make the ship and you - different superstructure on it?
Re: Ships for OpenGFX and GFX+
Posted: 06 Aug 2008 07:17
by CommanderZ
blackjak231 wrote:CommanderZ wrote:
Why? Ships cannot be really bigger then one tile, so...why would you like to have a one tile big floating city?
lol, i dont know, i just thought the idea was funny....
But here is a passenger boat that could be used for the years 2010 and over....

(original page with a lot of futuristic designs:
http://www.darkroastedblend.com/2008/05 ... olani.html)
This page is quite popular here on TT-forums, I have seen it linekd from here at least two times before
The designs are cool anyways, many of them would look great in 2030+.
Re: Ships for OpenGFX and GFX+
Posted: 06 Aug 2008 07:34
by andythenorth
lead@inbox wrote:Andythenorth - what do you use for models creation - 3d or pixel painting? Maybe we could create together anything? i'll make the ship and you - different superstructure on it?
Pixel painting all the way, although I do know how to to model and render. When I taught myself CGI, the first thing I made was a ship. I'd like to contribute, but right now I'm committed to drawing for the Heavy Equipment set and finishing some ISR sprites. However if you need cranes, cargo,
greeble etc then I might be able to help.
cheers,
Andy
Re: Ships for OpenGFX and GFX+
Posted: 06 Aug 2008 07:54
by lead@inbox
Andy - ok

Re: Ships for OpenGFX and GFX+
Posted: 06 Aug 2008 13:45
by lead@inbox
Re: Ships for OpenGFX and GFX+
Posted: 06 Aug 2008 13:50
by lead@inbox
ship's hold

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Re: Ships for OpenGFX and GFX+
Posted: 06 Aug 2008 21:50
by blackjak231
im trying to use these as a 32bpp sprite, but it doesnt work. (i just wanted to try)
Could somebody create a grf with those boats? thanks in advance!
Re: Ships for OpenGFX and GFX+
Posted: 06 Aug 2008 22:00
by ostlandr
That was an idea I had when I was working on a US vehicle set. I was planning three sets of sprites for some vehicles: realistic (for the cargo type), 2CC, and a livery refit that would give some variety. For example, a bus might have a realistic paint scheme, a 2cc version, and a school bus version for variety. A truck could have a refit to realistic, 2CC and a snowplow, etc.
If ships can have a livery refit, then you could have a set of submarine sprites for the oil tanker, a set of warship sprites for the cargo ship, a set of coastguard cutter sprites for the fast ferry, etc. They would still work exactly the same, but would break up those endless parades of identical ships.
blackjak231 wrote: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: 06 Aug 2008 23:03
by Tom0004
blackjak231 wrote:Could somebody create a grf with those boats?
http://www.tt-forums.net/viewtopic.php? ... 69#p710969
It was posted in the other graphics thread.
Re: Ships for OpenGFX and GFX+
Posted: 06 Aug 2008 23:25
by blackjak231
thanks! i hope it will be updated with the new ones too!
Re: Ships for OpenGFX and GFX+
Posted: 07 Aug 2008 01:23
by lead@inbox
Re: Ships for OpenGFX and GFX+
Posted: 07 Aug 2008 08:08
by lead@inbox
Benson ford.
DanMack, we need simplify the ship, because it looks weird at this scale

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Re: Ships for OpenGFX and GFX+
Posted: 07 Aug 2008 08:10
by lead@inbox
loaded

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ship's hold

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Re: Ships for OpenGFX and GFX+
Posted: 07 Aug 2008 08:11
by lead@inbox
benson with simple front superstructure
Re: Ships for OpenGFX and GFX+
Posted: 07 Aug 2008 08:34
by lead@inbox
Can I make ship do not depart far from the shore? This option could be usefull for ship classification (class - river/sea, river, sea)
Re: Ships for OpenGFX and GFX+
Posted: 07 Aug 2008 08:57
by Zutty
lead@inbox wrote:narrow boat update (just a little)
ns000a.png
ns000n.png
sh000n.png
Awww its so CUTE!
Very cool lead@inbox!

Re: Ships for OpenGFX and GFX+
Posted: 07 Aug 2008 09:00
by Zephyris
The options for coding ships are very limited, at the moment there is no way to restrict where ships can travel (eg. canal only/coast only/all).
Re: Ships for OpenGFX and GFX+
Posted: 07 Aug 2008 09:31
by Purno
Awesome work, all of you!

Re: Ships for OpenGFX and GFX+
Posted: 07 Aug 2008 11:37
by DanMacK
Excellent work

Great representation of a Laker. Love the canal boat too, great work.