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PakSets and Customization => Pak128 Add-ons and Graphics => Pak128 => Pak128 Incorporated Add-ons and Graphics => Topic started by: Fabio on November 02, 2011, 03:30:39 PM

Title: New animated water
Post by: Fabio on November 02, 2011, 03:30:39 PM
I didn't like the animation for the ocean, so here's a new version:

water.zip (http://public.gonella.eu/simutrans/grounds/water.zip)

I made new outside graphics, too (flat water with much lower saturation):

outside.zip (http://public.gonella.eu/simutrans/grounds/outside.zip)
Title: Re: New animated water
Post by: DirrrtyDirk on November 02, 2011, 03:41:04 PM
Hi Fabio, both links point to the same file (water.zip)
Title: Re: New animated water
Post by: Fabio on November 02, 2011, 03:55:32 PM
Link edited, thank you Dirk!
Title: Re: New animated water
Post by: DirrrtyDirk on November 02, 2011, 04:30:51 PM
At first, I didn't notice there was any movement at all, as it is so subtle. :D But I gotta say I like it!
Title: Re: New animated water
Post by: Fabio on November 02, 2011, 05:02:33 PM
This is exactly the idea: the old flow was way to fast. Also, it was ok when moving towards the shore (i.e. shores facing North) or open sea, acceptable for shores facing E or W, awful for shores facing South (how can water flow so fast FROM the shore?)
Also the transition with the shoreline was too hard.
Now it moves NS much slower and it's acceptable for every shoreline.
I made it using a base water tile and animated layer with 30% transparency, with the same tile mirrored horizontally scrolling from N to S. I followed THIS TUTORIAL (http://gas13.ru/v3/tutorials/waterflow_imitation.php) found on the net.

If you just changes the transparency of the "waves" layer to 40% the movement is much more noticeable, but IMHO it soesn't look good with the shore facing South.
Title: Re: New animated water
Post by: prissi on November 02, 2011, 08:58:46 PM
If it moves too fast, why not just increase a little the animation time in the simuconf.tab?!?
Title: Re: New animated water
Post by: VS on November 02, 2011, 09:13:10 PM
And break everything else? Or does it affect only some "globals" that don't have anim_speed? I can see that buildings and crossings have their own timing, but what about smokes etc.?
Title: Re: New animated water
Post by: prissi on November 02, 2011, 10:05:56 PM
It just affects the water.
Title: Re: New animated water
Post by: VS on November 02, 2011, 10:16:58 PM
Perfect, thanks :) I can imagine Fabio will play a lot with this ;D