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 Post subject: Re: FreeRCT project
PostPosted: Sat Jun 02, 2012 7:46 pm 
Source Code Swashbuckler
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Alberth wrote:
Thank you for the offer. There is currently another pixel artist in the project, so you should talk to him. (you can find the current sprites in /trunk/sprites_src, about 90MB of data). I'll forward your request to him.

All sprites will have to be licensed under the GPL license.

:thumbs Ok! I'm taking a look in the sprites, and I'll start some stuff later.

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 Post subject: Re: FreeRCT project
PostPosted: Sat Jun 02, 2012 10:58 pm 
Hi! I'm the the current graphics guy for FreeRCT :)

The current setup for the graphics is all 3D graphics modelled and rendered using blender. The sprites are then converted to the FreeRCT palette (also in the repo) using some scripts I have written for ImageJ. I have made standard templates for different kinds of object which keep the rendering and sprite sheet generation quite streamlined. We would like to stick to 3D rendered sprites as much as possible because it will help with bigger tile sizes in the future.

If you are keen to help then I think the most useful thing would be to help generate content in the templates I have made. E.g. I have setup the blender template for shops and have modelled one (selling pizzas). It would be great if you could help make a fizzy drink shop, burger shop, chip shop, sweets shop, etc. working in that template.

Let me know :)


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 Post subject: Re: FreeRCT project
PostPosted: Sun Jun 03, 2012 5:24 pm 
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How could I send my models to you guys?

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 Post subject: Re: FreeRCT project
PostPosted: Sun Jun 03, 2012 6:17 pm 
Initially I suggest you just email them to me; be_very_happy_or_else[#at#]hotmail[.com] I can then sort out the rendering and making the sprite sheet.

Which program will you be modelling in? It would be good if you could use blender if possible...


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 Post subject: Re: FreeRCT project
PostPosted: Sun Jun 03, 2012 6:22 pm 
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Oops, realised I was posting anonymously. Posting to subscribe to this topic.


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 Post subject: Re: FreeRCT project
PostPosted: Sun Jun 03, 2012 6:31 pm 
Source Code Swashbuckler
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I'm using Blender. Ok, I will send my models for this e-mail, then!

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 Post subject: Re: FreeRCT project
PostPosted: Sat Jun 09, 2012 10:35 am 
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Hey, I hope you got my email. I loved the tent model, the doughnut needs a bit more work but is a very good start. I have created a 1x1 tall object template in the repo which may be useful if you feel like doing some more modelling :)


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 Post subject: Re: FreeRCT project
PostPosted: Sun Jun 10, 2012 8:44 am 
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I got your e-mail. I'm just a bit busy these days, but I will sent you new updates later.
Also, I will study about that "node editor" in Blender, because I never used that.
:)

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 Post subject: Re: FreeRCT project
PostPosted: Sun Jun 10, 2012 9:18 am 
Grand Optimizer

Joined: Sun Oct 16, 2011 3:09 pm
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Nice tent.
I am not sure what it is supposed to do yet, but I am sure we'll find a use for it :)
(perhaps a fortune teller attraction?)

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 Post subject: Re: FreeRCT project
PostPosted: Tue Jun 12, 2012 1:30 pm 
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If you are creating an RCT equivalent - the squares were 4m by 4m - all shops, rides, and track pieces were constrained to these squares.


Medium slope track pieces gain 2 meters of height per segment, at an angle of 26.565 degrees normally, or 19.471 degrees on the 45 degree diagonal pieces. Flat to medium transitional pieces are 1 meter tall.

Steep slopes gain 8 meters per segment at an angle of 63.435 degrees normal, 54.735 degrees for diagonals. Medium to steep transitions are 4 meters tall, steep to vertical transitions are 8 meters tall.

Vertical slopes are built in 4 meter tall blocks.

Trackbuilding via loft is actually very easy, but it's also very time consuming - you need several hundred renders for just a simple track set.


Good luck.


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 Post subject: Re: FreeRCT project
PostPosted: Sat Dec 08, 2012 12:36 pm 
Grand Optimizer

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An update, pictures are getting very pretty imho
Image

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 Post subject: Re: FreeRCT project
PostPosted: Sat Dec 08, 2012 12:45 pm 
Bibliotherapist
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Nice. Fancy submitting a featured image?

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 Post subject: Re: FreeRCT project
PostPosted: Sun Dec 09, 2012 9:00 pm 
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Yay, New featured image. http://www.gpwiki.org/iotd

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 Post subject: Re: FreeRCT project
PostPosted: Sat Jan 05, 2013 2:11 pm 
Grand Optimizer

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More nice news, guests can buy things from shops now http://youtu.be/jPNVrK7zxd8

The balance is very wrong though, the personnel costs are way higher than the profits you make from selling food :P

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 Post subject: Re: FreeRCT project
PostPosted: Sun Sep 08, 2013 5:50 pm 
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This weekend I added the ability to build rollercoaster tracks. See the blog in my signature.

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 Post subject: Re: FreeRCT project
PostPosted: Sun Oct 06, 2013 11:34 pm 
Harmlessness does no harm
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Quite a long weekend, there! ;)

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 Post subject: Re: FreeRCT project
PostPosted: Wed Oct 16, 2013 12:24 pm 
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Hey Alberth,

How is FreeRCT going? It's one of those games I've been keeping an eye on. Having much progress?

Josh

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 Post subject: Re: FreeRCT project
PostPosted: Wed Oct 16, 2013 8:02 pm 
Grand Optimizer

Joined: Sun Oct 16, 2011 3:09 pm
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Hi!

After getting tracks to a mostly nice state, the next step is cars on top of the tracks following them, tilting and rotating as needed. It was a big puzzle on how to actually make it happen in a generic way (ie one that will work on all coasters, no matter what weird shapes tracks they have).

While working that out, I wrote some code to allow creation and use of free 32bpp graphics in Corsix-TH (they currently use the data files of the original Theme-Hospital game); That code is currently waiting to get reviewed.
Since FreeRCT is also going towards 32bpp, the experience I got writing that patch, can be re-used later for FreeRCT.

Now it's time to switch back to the FreeRCT project, and test whether the ideas about cars actually work.


I find that I do this kind of project hopping a lot. It's perhaps not optimal in progress of the FreeRCT project, but on the other hand, I often learn new things I can use again, it keeps the mind and eye fresh, and FreeRCT a fun project to work on.

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 Post subject: Re: FreeRCT project
PostPosted: Sun Oct 20, 2013 9:57 pm 
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It's good to hear your making some progress - it will be great to play the game with cars on the track! That will be a massive milestone!

I was having some difficulty with Chaotic Rage a while back; getting into the zone and stuff. I ended up coming up with a solution which works pretty well.

What I implemented was fortnightly releases. Just about every other release it's delayed to three weeks, but I always aim for fortnightly. It forces me to do at least some work on the game every week, or I won't have anything to release. Sometimes a release ends up just being code cleanup or small bugfixes, but at least it's something. It definetly helped not feeling chained to the release process (thinking this like "gotta get this right for the release"), if something is broken, I just try to get it as working as possible (i.e. not crashing constantly) and then release anyway. It's never a huge thing because there is always another release two weeks later.

I implemented a few other ideas to keep the project fresh, but this one was the big one.

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 Post subject: Re: FreeRCT project
PostPosted: Mon Oct 21, 2013 8:34 am 
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That's a top tip and great way of keeping focus. I often find my personal projects lack the urgency and drive that my work stuff does. I guess that's because work stuff is timeboxed and that keeps it lean.

I never thought to have a self imposed milestones or deadlines, I always just think 'It'll be done when it's done', (and then it rarely ever gets done).

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