REQUEST to artists: Ship lift sprites

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eis_os
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REQUEST to artists: Ship lift sprites

Post by eis_os »

As you maybe see in a other topic I am testing around with canals.
:D

Old screenshot:
http://www.tt-forums.net/files/water_on_h1.png

It looks like people like the idea to build canals so how could a ship lift look?
The Problem is, it can currently be only one tile as far as I can see.
Lifts with two or three tiles and three sprites are welcome too..

Currently I don't know how to add the interface for adding water either,
so I can't say that it will ever work.

But some nice ship lifts could encourage me to use more time on this fun patch...

(I will attach later a screenshot where you can see where you can test your shiplift)
Last edited by eis_os on 25 Dec 2003 11:41, edited 1 time in total.
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Re: REQ: Ship lift sprites

Post by BobXP »

The Problem is, it can currently be only one tile as far as I can see.
Why?
eis_os wrote:Currently I don't know how to add the interface for adding water either
You know how to do GUI changes, just add an extra button to the Dock bar, which when you click it and then some land, sets the land's object type to whatever water is :D
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Post by eis_os »

BobXP, it has to be multiplayer safe, and behind each button is a lot of code so it will work... And I would need to write it. I am not in mood to discuss about internals, especially with you. Stick on topic.

The ships will change z as all vehicles in TTD, like a road vehicle, the cliff is a special cliff and need a sprite...

Here is the screenshot:
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water_on_h1preshiplift.png
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Post by SHADOW-XIII »

:shock: wow, if MB would create graphic of sluice/flood-gate/lock/water-gate (dunno which one is correct) so that ships enters it, stops a while water is filling it and ships is coming out of it on higher level

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Post by eis_os »

I don't think I can make such a complex movement scheme because ships have no collison detection and TTD isn't aware of multi-tile big vehicles, thats why there are so many graphic glitches. And a tanker that stops half in the doors doesn't look right. And what about ships that pass in two direction, one down, one up, and than?



It would be the best to make a fully closed building so you don't see it or a water fall something. Be creative maybe you find a good looking way to show it even without building :) It can't be 100% realistic...
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Post by mikeya »

So, uh. If I understand this correctly. There is only 1 tile that can "lift". But the building can be made of more tiles. So what if you make a large building, large enough to put a tanker in it. Off course this would be a closed building. Then the tanker can be lift while nobody sees what actually happens. That sounds ok for me :).

Stupid me will have this wrong probably :/.
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Post by BobXP »

eis_os wrote:BobXP, it has to be multiplayer safe
Ah. Stupid me. I always neglect multiplayer mode.
eis_os wrote:and behind each button is a lot of code so it will work
Sure is, even for me programming WC and I have the source code for that! :!:
SHADOW-XIII wrote:wow, if MB would create graphic of sluice/flood-gate/lock/water-gate (dunno which one is correct) so that ships enters it, stops a while water is filling it and ships is coming out of it on higher level
well eis_os says it's impractical, and to have two-three open tiles for it you'd also have to have 1/2 or 1/3 gradients... which is also impossible :(
mikeya wrote:So, uh. If I understand this correctly. There is only 1 tile that can "lift". But the building can be made of more tiles. So what if you make a large building, large enough to put a tanker in it. Off course this would be a closed building. Then the tanker can be lift while nobody sees what actually happens. That sounds ok for me .
correct :D
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Post by Hyronymus »

To make a ship stop at a ship lift you should make ship lift's a type of station. Then you can hold them there for a while and let them continue after there being "lifted".
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Post by eis_os »

Not a good idea....


New screenshots, doesn't look to bad....
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Post by Rob »

Will this fit in ?
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Post by BobXP »

Doesn't look like it :lol:
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Post by GoneWacko »

my guess is that you'd also need some kind of graphics to be the sides of the canal... In my eyes that's more important than a shiplift.
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Post by Marcel »

Great idea, Oskar. Too bad that the lift can only be one tile. For the upper channel you can maybe add some sort of fences, like on the railroad tracks? Anyway, I think I will give it a try in the next days...
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Post by Oracle »

Maybe someone could draw something like this:
(Click to view image) http://www.andertonboatlift.co.uk/images/home1.jpg
(or look at the web site at http://www.andertonboatlift.co.uk/ )
It's a (narrowboat) lift fairly near to my house. It might not look quite right or be really suited to the types of ships TTD uses but it's fairly opaque and looks similar to what I think you're imagining, eis_os.
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Post by Marcel »

How does the ship drive on the "slope"?. Will it go softly up? This would help to fake a raising of the waterlevel while moving.
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Post by eis_os »

It goes softly up, with the same speed as on normal water...
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Post by tubechallenger »

I just had a thought and maybe I could put a modern building on top of it such as a work tower for that particular place, like wages for the people who work there.

Maybe that isn't such a good idea?

:(
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Post by eis_os »

Watertile/Canal patch stoped,
so we don't need this topic,
much thanks for your contributes...
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Post by BobXP »

aww, why stop it :cry:
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Post by SHADOW-XIII »

- because it cannot be done*
- because it was only for fun, not for patch*
- because Oskar decided*

*(mark necessary)

:mrgreen:
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