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 Post subject: Re: FreeRCT project
PostPosted: Thu Oct 24, 2013 2:23 am 
Ankle Nibbler
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Joined: Tue Sep 25, 2012 12:57 pm
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Location: Adelaide, Australia
I've got more tips if anyone is interested!

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 Post subject: Re: FreeRCT project
PostPosted: Sat Dec 28, 2013 4:05 pm 
Grand Optimizer

Joined: Sun Oct 16, 2011 3:09 pm
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Location: Here (where else?)
First moving coaster train/car: http://www.youtube.com/watch?v=aqBzyJIvrrg
Still somewhat glitchy, and the orientation of the car isn't programmed yet, but very nice none the less :)

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 Post subject: Re: FreeRCT project
PostPosted: Sat Dec 28, 2013 5:18 pm 
Digerati

Joined: Thu Sep 09, 2004 1:17 pm
Posts: 1816
Location: burrowed
very nice :yeah

would be cool to see the the current elevation level when designing the tracks. like graying out the track pieces on other elevations.

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 Post subject: Re: FreeRCT project
PostPosted: Sat Dec 28, 2013 5:25 pm 
Bytewise
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Joined: Sun Aug 05, 2012 9:32 pm
Posts: 268
hmm, seems like the order in which the objects are drawn needs to be based on the elevation while the cart needs to be drawn 1 layer higher then the rest. I'm looking forward for more progress :) very nice

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 Post subject: Re: FreeRCT project
PostPosted: Sat Dec 28, 2013 6:39 pm 
Grand Optimizer

Joined: Sun Oct 16, 2011 3:09 pm
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Hazarth wrote:
hmm, seems like the order in which the objects are drawn needs to be based on the elevation while the cart needs to be drawn 1 layer higher then the rest. I'm looking forward for more progress :) very nice
I doubt that's sufficient, these tracks are mostly trivial. In the more general case there is one track behind the car, and one in front. That way you can do loops and other upside down stuff :)

Currently I am thinking I should draw the car twice; once at the front of the car, and once on the back, probably with a little masking so you don't overwrite the front track of the voxel behind it.

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 Post subject: Re: FreeRCT project
PostPosted: Sat Dec 28, 2013 6:44 pm 
Grand Optimizer

Joined: Sun Oct 16, 2011 3:09 pm
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weezl wrote:
would be cool to see the the current elevation level when designing the tracks. like graying out the track pieces on other elevations.
The original did that by adding height labels at the tracks (and the ground), but your idea sounds cool :)

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 Post subject: Re: FreeRCT project
PostPosted: Sat Dec 28, 2013 9:08 pm 
Bytewise
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Alberth wrote:
Hazarth wrote:
hmm, seems like the order in which the objects are drawn needs to be based on the elevation while the cart needs to be drawn 1 layer higher then the rest. I'm looking forward for more progress :) very nice
I doubt that's sufficient, these tracks are mostly trivial. In the more general case there is one track behind the car, and one in front. That way you can do loops and other upside down stuff :)

Currently I am thinking I should draw the car twice; once at the front of the car, and once on the back, probably with a little masking so you don't overwrite the front track of the voxel behind it.


Ah, I didn't think about that, very good point :D and your solution seems logical :).

I like this project :d great stuff

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 Post subject: Re: FreeRCT project
PostPosted: Sun Dec 29, 2013 1:30 pm 
Bibliotherapist
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Joined: Wed Nov 03, 2004 1:28 pm
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Location: Wilts, Englandshire
Cool stuff. I assume the car is a sprite? How many rotated sprites do you think you'll need? Or are going to go for an on-the-fly rotation?

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 Post subject: Re: FreeRCT project
PostPosted: Mon Dec 30, 2013 9:34 am 
Grand Optimizer

Joined: Sun Oct 16, 2011 3:09 pm
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Codehead wrote:
Cool stuff. I assume the car is a sprite? How many rotated sprites do you think you'll need? Or are going to go for an on-the-fly rotation?
It's a bitmap indeed. For the empty car, I have 4096 sprites (3 axes, 16 orientations on each axis). Passenger overlay is not yet created, but would need the same number of sprites at least.
For this roller coaster, the 'roll' is always 0, so you could reduce the set to just 256 sprites. In the general case however, you'll probably need all (or most) sprites.

The current sprite sheet is 1.3MB (at a tile-size of 64 pixels wide, 8bpp), with all orientations. It has a lot of 'empty space' around the cars, but if you add passenger sprites, and have several different roller coasters flying through loops at the screen, it adds up quickly. I really wonder how the original program managed to handle such amounts.

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 Post subject: Re: FreeRCT project
PostPosted: Mon Dec 30, 2013 1:24 pm 
Bytewise
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Alberth wrote:
It's a bitmap indeed. For the empty car, I have 4096 sprites (3 axes, 16 orientations on each axis). Passenger overlay is not yet created, but would need the same number of sprites at least.


Are you using a 3D model to create all this sprites? Cause thats a lot of sprites :D

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 Post subject: Re: FreeRCT project
PostPosted: Mon Dec 30, 2013 5:08 pm 
Grand Optimizer

Joined: Sun Oct 16, 2011 3:09 pm
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Hazarth wrote:
Are you using a 3D model to create all this sprites? Cause thats a lot of sprites :D
I don't, but zephyris, our graphics artist does ;)

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 Post subject: Re: FreeRCT project
PostPosted: Tue Dec 31, 2013 12:52 am 
Ankle Nibbler
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Joined: Tue Sep 25, 2012 12:57 pm
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You should look into blender scripting, so you can do hundreds of renders with a single click. I use it for chaotic rage. I wrote a custom exporter for my map file format

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 Post subject: Re: FreeRCT project
PostPosted: Tue Dec 31, 2013 10:13 am 
Grand Optimizer

Joined: Sun Oct 16, 2011 3:09 pm
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Hmm, apparently I was not clear enough. Zephyris, the graphics artist, provides all sprites for me. He uses blender, and has the generation process totally under control; he made entire zbase, a 32bpp base set for openttd, in a few months, which is about 40K sprites.
It seems to me I cannot be of much help there ;)

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