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Author Topic: Rivers in pak96.comic  (Read 10961 times)

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Offline sojo

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Rivers in pak96.comic
« on: January 28, 2009, 09:36:03 AM »
Now are rivers available. I think we should collect a few ideas.

1. How should the normal river bed look like?
I think a tile without a border is the best. So we can build a river bigger it is needed.

2. How should the slopes look like?
Possible are rapids and wather-locks. But on a rapid wouldn't drive a ship normaly. And a wather-lock is not animated, so it is all time open.

3. How should a watersource (the end/beginning of river) look like?
To this I have no idea yet.

Offline gerw

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Re: Rivers in pak96.comic
« Reply #1 on: January 28, 2009, 10:45:06 AM »
2. How should the slopes look like?
Possible are rapids and wather-locks. But on a rapid wouldn't drive a ship normaly. And a wather-lock is not animated, so it is all time open.
Maybe, I will implement, that ships can't drive on river slopes, if the author of a pak set want this. I think this is possible, if a pak set provides two water ways for rivers: one normal for flat river tiles and one for the slopes with max speed zero. I will talk to prissi about this.

Offline Fabio

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Re: Rivers in pak96.comic
« Reply #2 on: January 28, 2009, 10:47:33 AM »
maybe you guys could be interested (for ideas) in my sources for pak128 rivers:

http://forum.simutrans.com/index.php?topic=1373.msg13494;topicseen#msg13494

Offline Spike

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Re: Rivers in pak96.comic
« Reply #3 on: January 28, 2009, 02:14:11 PM »
2. How should the slopes look like?
Possible are rapids and wather-locks. But on a rapid wouldn't drive a ship normaly. And a wather-lock is not animated, so it is all time open.

I favor waterfalls. This would mean that rivers are not usable for ships on full length at the beginning, but only within even segments.

Later the players can add locks to overcome this restriction

Offline VS

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Re: Rivers in pak96.comic
« Reply #4 on: January 28, 2009, 02:19:06 PM »
Sounds good.

Offline IgorEliezer br

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Re: Rivers in pak96.comic
« Reply #5 on: January 28, 2009, 03:51:55 PM »
1. How should the normal river bed look like?
The current graphics look like a "plain water road" than a river, and they can't convince me they are river yet. For a convincing river, I think that a little gorge (2-3 pixels depth) should be drawn in each margin (see pic).



Now if all rivers will be laid down in valleys and will not have a border, then gorges will not be necessary.

2. How should the slopes look like?
I'm for waterfalls (animated?) for slopes too, and for all paksets.

3. How should a watersource (the end/beginning of river) look like?

Like a stream. I don't like seeing a river source as large as river in course.


Offline Spike

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Re: Rivers in pak96.comic
« Reply #6 on: January 28, 2009, 04:02:23 PM »
3. How should a watersource (the end/beginning of river) look like?

In nature there are frequently two kinds of "springs".

The one is located in a slight slope, and therefore immediately starts a small river.

The other is located in a slight depression, and first forms or fills some kind of lake, from which the river then starts.

Maybe the river generation code could even consider these rules, create a lake if the source is in the middle of a plain area, and start a with a more narrow river tile if the source is in a more mountainous area?

Offline Mac_#71

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Re: Rivers in pak96.comic
« Reply #7 on: June 30, 2009, 12:54:40 PM »
hi, I got a problem with the rivers

Offline sojo

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Re: Rivers in pak96.comic
« Reply #8 on: June 30, 2009, 05:28:54 PM »
Do you use the latest version? http://sourceforge.net/project/showfiles.php?group_id=196471&package_id=260290

I will have a look at this. Thank you!

Offline PlayTrans2009

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Re: Rivers in pak96.comic
« Reply #9 on: August 30, 2009, 12:28:43 PM »
Well, I am thinking about the picture below. What do you thing?

The picture one is should be animated...

Offline Qayyum

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Re: Rivers in pak96.comic
« Reply #10 on: August 31, 2009, 01:15:16 PM »
Hmmm.... I don't know ;D.

Remember, Simutrans has isometric tiles.

Offline PlayTrans2009

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Re: Rivers in pak96.comic
« Reply #11 on: August 31, 2009, 01:20:03 PM »
Hmmm.... I don't know ;D.

Remember, Simutrans has isometric tiles.

I know, I'm just showing you the example...

Offline Fabio

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Re: Rivers in pak96.comic
« Reply #12 on: August 31, 2009, 01:34:46 PM »
The picture one is should be animated...

rivers are treated as ways (road, railtracks and canals) and ways CAN'T have animations (and, in order to prevent such a request, it's extremely unlikely they'll ever have)

Offline PlayTrans2009

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Re: Rivers in pak96.comic
« Reply #13 on: September 01, 2009, 01:24:41 AM »
rivers are treated as ways (road, railtracks and canals) and ways CAN'T have animations (and, in order to prevent such a request, it's extremely unlikely they'll ever have)

Oh... ok.