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Smooth curve tracks

Posted: 28 Sep 2004 21:51
by Jouster
Is there a way to implement curving tracks similar to those in locomotion?
While it may not be possible to have different degrees of curves (as in locomotion), there may be a way to automatically add a proper graphic based on the angle on which the track is joined to the straight one. Still, if its not possible to have 'free' curves, is there a way to have 'nice' switches with such curve?

I'm very impressed with OpenTTD so far - great work guys! :)
Please consider adding the curving tracks.

TIA.

Posted: 28 Sep 2004 22:15
by Rexxie
That would require a ton of new sprites, so I heeeighly doubt that will be implemented.

Posted: 28 Sep 2004 23:45
by Jouster
Well... not quite a 'ton', but about 16 (but no more than 32). Here are some drawings I made - if I wasn't such 'all thumbs graphics artist' I would jump on it myself. What may be somewhat complex would be programming an automatic replacement of the sprites. You'd still use the original rail build menus.

Comments? Ideas? Please.

TIA.

Posted: 28 Sep 2004 23:48
by ConductorBob
Actually this would add a ton more realism, me thinks. It actually looks nice in those pics. But then you do have to redraw a bit.

Posted: 29 Sep 2004 07:00
by Magic_Pixel
Yeah, that curvy track looks nice, _BUT_ don't forget that the same image is used when building a rail from top to bottom and you wouldn't want to see a "snake" instead of a straight line.

Besides, the trains will have the same angle in movement even if the track is curvy.

So I guess there is no solution to this problem with the current graphics and engine... 8)

Posted: 29 Sep 2004 08:05
by Celestar
While I can imagine coding curved tracks for OTTD, it's still pretty far away, maybe something for 0.6.0 or the like ...


Celestar

Posted: 29 Sep 2004 11:15
by habell
I hope it never get 'fixed' that's the reasen why I don't like Locomotion. It 'invents' it's own curves. I think this brings down the freedom of the builder. (maybe it will be an option)

Futhermore it would mean you'd need more angles of a sprite in stead of 8, you'd need about 16 or even more.

Posted: 29 Sep 2004 13:31
by Korenn
habell wrote:I hope it never get 'fixed' that's the reasen why I don't like Locomotion. It 'invents' it's own curves. I think this brings down the freedom of the builder. (maybe it will be an option)

Futhermore it would mean you'd need more angles of a sprite in stead of 8, you'd need about 16 or even more.
that's not true, you don't need 16 angles. it will just look butt ugly with less.

Posted: 29 Sep 2004 14:54
by Pilatus
Is it not posible to make it like a vector curv?
I dont know how it is in loco...

Posted: 29 Sep 2004 15:15
by Gorre
Rexxie wrote:That would require a ton of new sprites, so I heeeighly doubt that will be implemented.
Yes, you' re right, we'll need not only surface graphich but also many new trains, cars... graphics to see them for different angles.

I think, there are many more important things, so this is a pretty dream (not my)

Posted: 30 Sep 2004 01:04
by Jouster
GORR3: You don't need new carriage angle graphics, train would still use the 90/45 car positions.

habell: I could probably be, like many options that one is able to turn ON/OFF in OpenTTD. This whole 'auto-replacement' could be an object that can be disabled in options, but I'll leave this to better brains than mine :)

Celestar: I will be patient, I promise :wink:

Magic_Pixel: You are right, in order to avoid the 'zig-zag' we would need 8 more sprites to compensate for the 45 degrees on some switches.

I have updated the sprites drawing to show the total of 24 'auto-sprites' that will be needed to compensate for all possibilities.

Thank you all for your feedback.

Posted: 30 Sep 2004 11:30
by habell
Korenn wrote:
habell wrote:I hope it never get 'fixed' that's the reasen why I don't like Locomotion. It 'invents' it's own curves. I think this brings down the freedom of the builder. (maybe it will be an option)

Futhermore it would mean you'd need more angles of a sprite in stead of 8, you'd need about 16 or even more.
that's not true, you don't need 16 angles. it will just look butt ugly with less.
That's my point :roll:

Posted: 02 May 2006 00:00
by Costas
trying to revive an old thread instead of making new post...

... will this be implemented at all? (and i dont care if the train graphics dont move according to the curve like they do in locomotion, as long as the track looks nice!)

Posted: 02 May 2006 07:34
by Vorn
To make sections that are currently straight continue to look straight, you need 64 * 4 + 4 = 260 individual sprite pieces for flat ground, dividing the ground into a small central square and four trapezoidal chunks. Then there's dozens more for slopes.

Yes, I did the math once.

Vorn

Posted: 04 May 2006 10:21
by prissi
To distinguish curved track from diagonal ones is not so very hard. You can see this in Simutrans, you will just need four curve images. But it looks not so good. Imho, the cars are straight, thus the tracks should be straight too.