REQUEST to artists: Ship lift sprites

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Patchman
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Post by Patchman »

The graphics are not their final versions, I'm sure.
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Post by spaceman-spiff »

Looks great :!:
Well, back to work, lot's of it in the near future
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George
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Post by George »

eis_os wrote:3 tiles shiplift place routine starts working today:
Can you work with PSD files?
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eis_os
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Post by eis_os »

@George:
I should load them fine into my graphic app if you don't use vector layers.

Here some stats, but I think you know them:

We have 4 possible shiplifts, (4 cliff directions).
Each shiplift needs 3 tiles.
Each tile needs 3 sprites:
Groundsprite
Behind part
Front part

I don't know if I add shiplift groundsprites for the extra parts,
because in general the normal water is right. Any comment on that?

If we say we give all tiles groundsprites it means:
4 * 3 * 3 = 36 Sprites.

+ 4 * dike Sprites.
==========
40 Sprites :shock:
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George
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Post by George »

eis_os wrote:@George:
I should load them fine into my graphic app if you don't use vector layers.
I don't
eis_os wrote:Here some stats, but I think you know them:
We have 4 possible shiplifts, (4 cliff directions).
Yes
eis_os wrote:Each shiplift needs 3 tiles.
Each tile needs 3 sprites:
Groundsprite
Behind part
Front part
Doors and a water inside dock, that moves up and down :)
eis_os wrote:I don't know if I add shiplift groundsprites for the extra parts, because in general the normal water is right. Any comment on that?

If we say we give all tiles groundsprites it means:
4 * 3 * 3 = 36 Sprites.

+ 4 * dike Sprites.
==========
40 Sprites :shock:
Not too much. I hope I shall draw them at the week end
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eis_os
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Post by eis_os »

George wrote:
eis_os wrote:Each shiplift needs 3 tiles.
Each tile needs 3 sprites:
Groundsprite
Behind part
Front part
Doors and a water inside dock, that moves up and down :)
No, it's like a depot, you have a ground sprite (in fact currently a water tile),
a backpart thats behind the ship and a front part.

Because there is no possible solution to make collision detection work so that all ships doesn't stuck in a shiplift, there is no way to have doors, water up going down.

(and if you have to write 3D coordinates for all sprites, you know what 36 sprites are)
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Post by Chris 'Awkward' McKenna »

is it not possible to make ships only enter the lift in one direction?
e.g. in plan view. = normal water < and > ship-lift.

Code: Select all

===>>>=====
     =<<<=
It wouldn be inefficient in real life (waste of water) and space consuming, but it would allow doors adn raising water.

Chris
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Post by SHADOW-XIII »

I can bet it is not possible to strict ships going 1 direction only
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eis_os
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Post by eis_os »

Chris 'Awkward' McKenna wrote:is it not possible to make ships only enter the lift in one direction?
e.g. in plan view. = normal water < and > ship-lift.

Code: Select all

===>>>=====
     =<<<=
It wouldn be inefficient in real life (waste of water) and space consuming, but it would allow doors adn raising water.

Chris
http://www.tt-forums.net/viewtopic.php?p=129732#129732

In sumary doors aren't possible, one way aren't possible aswell...
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Post by Bart »

Ow darn, what is keeping Mr. Saywer to release his source ???
[url=CALLTO://Sgreehder]Image[/url]
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Post by Chris 'Awkward' McKenna »

would be possible to set ship lifts as destinations, like goto depot?
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eis_os
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Post by eis_os »

Sprite routines and created 3D tables:

(And you see why I can't make experimental release until I am done, the other shiplift is saved with an old version)

edit:
To the current state: "I need to refix floating routines, and placing and movement and need to write a remove routine, and find the reason why shiplifts can't be build on water tiles..."

The shiplifts are normal tiles, as I said earlier = no order.
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water_on_h1preshiplift3tiles_spr.png
water_on_h1preshiplift3tiles_spr.png (23.5 KiB) Viewed 2807 times
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Endre
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Post by Endre »

Interesting...But the dikes look odd a bit...Maybe it'd be better if it'd look like the TTO rough land's little hump...(I don't have a pic of it, sadly.) It should be like...like dunes! That's the best simile I can find for that.

To draw something similar, simplified:

~~~~~^------------
water dike ground
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eis_os
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Post by eis_os »

Feel free to draw ones :) The template for the 4 four sprites should be 2 pages before...

( canalsprites_v01.png, top right)
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Endre
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Post by Endre »

I'll try it, though there are 2 points against it
1) I'm not good at drawing (although it may work, since it's not so difficult)
2) I was planning some corrections in the toyland graphics...

But let's see! EDIT: no, can't do it...At least, not from that. Will try later.
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George
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Post by George »

Some test
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Lift
Lift
SCR22.png (17.37 KiB) Viewed 2531 times
Prof. Frink
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Post by Prof. Frink »

I like the walls! not so sure about the lift, I'd have to see it in action to decide...
I think it's the yellow line along the bottom that spoils it.
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Post by SHADOW-XIII »

looks great
some tips: walls at docks, walls at lift (when list begins walls disappear ... maybe continue it a bit there)
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George
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Post by George »

SHADOW-XIII wrote:looks great
some tips: walls at docks, walls at lift (when list begins walls disappear ... maybe continue it a bit there)
I have described some glitches to Oskar, he said he will try to allow fixing them. I've made some graphics for that already
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Post by hovering teacup »

sorry if this is a stupid question, but why should the river be edged by the special dike sprite, rather than raising the land around the water by one level ?
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