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River waterside(riverbanks) additions requested

Posted: 06 May 2007 20:56
by eis_os
Hello

Most stuff is done to support river watersides as additional to canals,
may I ask who may have (already drawn) river watersides as replacement for canals. As canals will soon support random parts as well, it may be possible to add some different parts, when they fit together. (This should break the uniform nature of canals a bit)

A tile will be created the same way as the dike system of canals,
the only difference that there need to be sloped versions of them as well to support slope pieces.

So who will make the slope river part look good in TTD?

The base slopes from canals to play:

Posted: 07 May 2007 06:01
by XeryusTC
The same has been requested here: http://www.tt-forums.net/viewtopic.php?t=31644.

Posted: 07 May 2007 07:25
by eis_os
That seem to be not very action based, I guess I have too create my own sprites for all views... (aka 12*5 watersides + slope variations).

While I do admit, that Ben_Robbins_ water.gif is in the direction I like :)


-edit-

Do you like flooding or canal like building, please tell why, and explain aswell why your way don't hurt gameplay.

Posted: 07 May 2007 11:45
by wallyweb
eis_os wrote:That seem to be not very action based, I guess I have too create my own sprites for all views... (aka 12*5 watersides + slope variations).

While I do admit, that Ben_Robbins_ water.gif is in the direction I like :)


-edit-

Do you like flooding or canal like building, please tell why, and explain aswell why your way don't hurt gameplay.
Flooding would be more realistic and rather than hurt game play, it would provide another challenge ... "Careful where you build your waterways (rivers and lakes) as they may flood your roads and tracks unless you raise them first."

A little help with translation ... A water slide is found in amusement parks. The terms you should use are:
waterfall - where water drops (falls) perpendicularly over the edge of elevated terrain.
rapids - where water flows down a slope. (Although this is often also referred to as a waterfall ... Hey! its English! It is supposed to be confusing :wink: )

Ooops! :oops: You said waterside ... no L ... my mistake for reading too fast.
riverbanks and lakeshore might be useful expressions here. :wink:

A suggestion, if this is possible, is to have rivers and lakes also available in the scenario editor.

This is going to add a whole new dimension to TTDX. I am looking forward to it. :D

Posted: 07 May 2007 12:36
by lepkka
I'd be glad to help with it, as soon as I understand how many, and what sprites are going to be needed

Posted: 07 May 2007 12:42
by Ameecher
Is this the sort of thing you are after Oskar?

Note: I'm not entirely familiar with the blue colour cycle so I have no idea what this will look like when in game.

Edit: I think the pattern of the rocks looks a bit too regular at the moment.

Posted: 07 May 2007 12:46
by Purno
I guess it's supposed to be that rocky, that a ship won't be able to pass the river?

Posted: 07 May 2007 12:47
by m3henry
also I think that there are going to need to be 2 water types (omg, i cant believe I said that!)
1. sea, already done (leppka), has waves and beaches. used when lowest corner of tile hight is 0.
2. lake/river no waves no beaches this class would include rapids. used when lowest corner has a height of >0

Posted: 07 May 2007 12:49
by Ameecher
Had another little stab to try to remove the regularness of the rocks. (Bottom right mock-up is the one to look at.)

Posted: 07 May 2007 12:51
by wallyweb
Just to give you an idea of what they might look like, I googled rapids. :D

Posted: 07 May 2007 12:53
by m3henry
but the problem is we dont have white-water colur cycles

Posted: 07 May 2007 12:55
by Ameecher
Is this more of what you were thinking Wally? :lol: :P

Posted: 07 May 2007 13:14
by wallyweb
Ameecher wrote:Is this more of what you were thinking Wally? :lol: :P
Save that one for the arctic climate. :wink:
The Googled images should give you some thoughts on rock placements. Some rapids appear to have a lot of rocks with little water, but that quickly changes after a heavy rain when water levels rise very quickly. Other rapids seem to have few rocks. Perhaps something between the two levels would be appropriate.

Posted: 07 May 2007 13:18
by m3henry
oooh!
ice breakers!
in arctic, the rivers in the snow line could be frozen over/packed with ice chunks, and need ice breaker ships to run through them

Posted: 07 May 2007 13:28
by eis_os
Hint:

Canals VarAction2Canals: Var 81 has the info:
http://wiki.ttdpatch.net/tiki-index.php ... ion2Canals

And wallyweb, no I don't want to convert TTD into Rollercoaster Tycoon :)

The flooding system may be a bit tricky, because towns expanding/AI could create havok on the landscape.

Posted: 07 May 2007 13:49
by wallyweb
eis_os wrote:The flooding system may be a bit tricky, because towns expanding/AI could create havok on the landscape.
What prevents towns and the AI from building on water as it currently exists? Can this code be included in rivers and lakes?

Posted: 07 May 2007 13:52
by Ameecher
eis_os, would you like me to continue with the slopes that I have a started to draw or are you looking for something different?

Posted: 07 May 2007 14:16
by eis_os
I think I should first create a test grf out of it and see it in game in action. I am not 100% sure about the system for the riverbanks.

a) use the dike system (overlay based, less sprites)
b) use for each tile an own sprite, for this would mean that every dikebitmap need a own graphic (4bits=15 possible combinations), which is indeed a bit much, we would need atleast 15 sprites + 4*15 sprites for the slope parts.

PS: And Michael seems to have some sprites aswell :-)

Posted: 07 May 2007 14:17
by michael blunck
m3henry wrote:in arctic, the rivers in the snow line could be frozen over/packed with ice chunks, [...]
Like this?

regards
Michael

Posted: 07 May 2007 14:21
by ISA
michael blunck... that is.... amazing piece of art!!! :shock: