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Re: Open Loco(motion)

Posted: 17 Dec 2007 20:23
by Gonozal_VIII
belugas wrote:
Gonozal_VIII wrote:curved tracks should be possible if the sprite is choosen based on the surrounding tiles
And what about the engine's movment? It has to be changed too to adapt to the new design...
i guess that would have to stay the same as there are only 8 sprites for vehicles... maybe increasing that to 16 sprites or something would make it more smooth (use the same sprites twice if extra sprites are not provided)

Re: Open Loco(motion)

Posted: 17 Dec 2007 20:30
by Slye_Fox
Would it be possable to convert the vehicles to Voxels (3d sprites, used in CnC: Tiberium Sun/Red Alert 2, Alpha Centori)?

<edit>
Here's one i just made;
OpenTTD Voxel example
OpenTTD Voxel example
OTTDTrain01_000.gif (5.59 KiB) Viewed 3622 times
I'd like to point out, that this is my first vexel ever, and that it is still incompleate.


<edit 2>
Better version;
OpenTTD Voxel example
OpenTTD Voxel example
OTTDTrain01_002.gif (21.38 KiB) Viewed 3594 times

Re: Open Loco(motion)

Posted: 17 Dec 2007 23:48
by Bilbo
While simple 3d small almost-box-like models with tiny textures would probably look better, it may work in small sizes used in openttd. The 8 directional sprites could be easily generated from the 3d voxel model and size like 30x20x10 voxels may be enough for most wagons probably. Though editing may be worse, is there any software to edit voxel models?

Re: Open Loco(motion)

Posted: 18 Dec 2007 00:21
by Slye_Fox
Voxels arn't 3d models.

They're sprites made up of layered 3d pixels, and pixel can only have one colour on it.

http://www.tibed.net/voxel

Re: Open Loco(motion)

Posted: 18 Dec 2007 05:42
by athanasios
I tried in the past to work with voxels but the result was not so good.
Bilbo wrote:Higher tunnels - what good are they for?
Current ones look weird when you have a tall train/road vehicle. They have to go double.
Gonozal_VIII wrote:smooth slopes... i somehow don't like that, it may look better but it makes it harder to see the shape of the terrain and to place tracks
I was referring to 2 tile slopes for rails. Of course I wouldn't say no to expand them to the terrain but this would mean endless new sprites...

Re: Open Loco(motion)

Posted: 18 Dec 2007 09:36
by AntBUK
The only Locomotion feature I would want in OTTD is being able to turn on bridges.

Re: Open Loco(motion)

Posted: 18 Dec 2007 12:54
by Bilbo
AntBUK wrote:The only Locomotion feature I would want in OTTD is being able to turn on bridges.
I wonder ... does locomotion allow to have semaphores on bridges? (or in tunnels) That was one of the features that many people would like to have, but that is very difficult to implement due to way the map is organized in memory. That feature may also be one of the wanted ones ...

Re: Open Loco(motion)

Posted: 21 Dec 2007 06:17
by AntBUK
Bilbo wrote:I wonder ... does locomotion allow to have semaphores on bridges? (or in tunnels)
That too :)

(I think I was asleep on my last visit to the forums!)

Re: Open Loco(motion)

Posted: 13 Oct 2020 06:46
by This is my name
I have here ALL MY WORK so you could share with your family FS https://archive.org/details/all-my-work-fs FS

Re: Open Loco(motion)

Posted: 13 Oct 2020 09:02
by Geo Ghost
This is my name wrote: 13 Oct 2020 06:46 I have here ALL MY WORK so you could share with your family FS
Your temporary ban expires not even a day, and you're back to this behaviour again. Bumping a topic over a decade old now.

Have you honestly leant nothing from what we've told you? :roll:

Re: Open Loco(motion)

Posted: 05 Nov 2020 19:46
by maquinista
By the way, It's interesting to add a link to the Open Loco thread and project:
viewtopic.php?f=30&t=75019
https://github.com/OpenLoco/OpenLoco

About TTD vs Locomotion, both games are good, each hone focuses on different points, for example I love the big curves of Locomotion for rail roads or the depots of OpenTTD instead of placing trains from nowhere.