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PakSets and Customization => Pak128 => Pak128 Add-ons and Graphics => Topic started by: martin on March 28, 2010, 07:21:17 PM

Title: [WIP] Bulk trailer(s)
Post by: martin on March 28, 2010, 07:21:17 PM
I just started a new bulk trailer. It probably ends up with a smaller brother, but first this one... This is a preview with only coal as cargo. Painting all different cargotypes takes a lot of the little free time I have so I give this sneek preview for comments and to make sure I'm going the right way.

PS Does anybody have templates/examples for cargotypes? You would do me a big favor with it.
Title: Re: [WIP] Bulk trailer(s)
Post by: gauthier on March 28, 2010, 07:42:54 PM
There's a simple trick to make other cargo types : change the color of the coal ;)
black : coal => coal, waste
grey : stone
brown : sand, fertilizer, iron ore
yellow : uranium ore (make sure you have the nuclear power plant addon unless ST will crash loading your vehicle)
Title: Re: [WIP] Bulk trailer(s)
Post by: Zeno on March 28, 2010, 08:06:59 PM
Quote from: martin on March 28, 2010, 07:21:17 PM
PS Does anybody have templates/examples for cargotypes? You would do me a big favor with it.
This image (http://graphics.simutrans.com/displayimage.php?album=109&pos=1) is the best I can help with. Take profit from it if you can, or take a look at g.s.c. to see if you find something worthy there. Images there aren't open source, so you'll need to ask before using them, but maybe you find something interesting there.
Title: Re: [WIP] Bulk trailer(s)
Post by: VS on March 28, 2010, 08:40:09 PM
In my big "variable bulk cargo" project years ago, I used this:
http://graphics.simutrans.com/thumbnails.php?album=12
Title: Re: [WIP] Bulk trailer(s)
Post by: Václav on March 29, 2010, 08:12:01 AM
Quote from: gauthier on March 28, 2010, 07:42:54 PM
yellow : uranium ore (make sure you have the nuclear power plant addon unless ST will crash loading your vehicle)

1. Raw uranium ore (mostly UO2 - uraninite; czech name is smolinec; german name is pechstein) is black, not yellow
2. This is truth (called chain is downloadable here (http://ota.webz.cz/data.plus/factory.chain/jaderny_prumysl_rc5.zip))
Title: Re: [WIP] Bulk trailer(s)
Post by: gauthier on March 29, 2010, 03:19:21 PM
Google pictures didn't gave me true pictures for uranium ore  :-X
(I checked at least 15 pages to see a small rock of uranium ore ... when you search "uranium" you find more victims of atomic bomb's radiations than uranium ore pictures ...)
Title: Re: [WIP] Bulk trailer(s)
Post by: Zeno on March 29, 2010, 03:38:16 PM
VaclavMacurek is right; uraninite is dark gray coloured. You can take a look here: http://en.wikipedia.org/wiki/Uranium_ore_deposits
Title: Re: [WIP] Bulk trailer(s)
Post by: Václav on March 29, 2010, 06:09:15 PM
Quote from: gauthier on March 29, 2010, 03:19:21 PM
Google pictures didn't gave me true pictures for uranium ore  :-X
(I checked at least 15 pages to see a small rock of uranium ore ... when you search "uranium" you find more victims of atomic bomb's radiations than uranium ore pictures ...)

You have to search for name of ore instead name of element - it means uraninite instead uranium.

Here are some photos of uraninite: http://web.natur.cuni.cz/ugmnz/mineral/mineral/uraninit.html (http://web.natur.cuni.cz/ugmnz/mineral/mineral/uraninit.html). I am sorry that texts are in czech language.
Title: Re: [WIP] Bulk trailer(s)
Post by: gauthier on March 29, 2010, 09:08:43 PM
I didn't know that, thanks to learn me that  ;D
Title: Re: [WIP] Bulk trailer(s)
Post by: Václav on April 01, 2010, 07:55:47 PM
Thanks were not needed.

This is clearly off-topic (so I please for replacing to topic where this fits better):
1. if you need to find anything special, try to search within pages of special organisations at first -for example: if you need to find anything about minerals, search within (for example) on pages on any geological organisation of special school (high school or university) which has it as main object of education
2. use special additive words which cannot be found wherever else where you want to search
Title: Re: [WIP] Bulk trailer(s)
Post by: martin on April 01, 2010, 08:21:06 PM
The discussion about uranium ore is indeed off topic...

Now here is revision 0002 of the trailer. I used (some slightly modified GIMP) patterns from VS to fill in the rest of the cargotypes. Didn't do uranium ore... Maybe later as a separate add-on.
Title: Re: [WIP] Bulk trailer(s)
Post by: gauthier on April 01, 2010, 08:34:42 PM
nice trailers ;)
perhaps a bit more relief on you uranium ore and other minerals should be nicer :D
Title: Re: [WIP] Bulk trailer(s)
Post by: Václav on April 01, 2010, 09:33:47 PM
Chain of nuclear poweplant is getting more and more people (mainly from countries where this way of electric energy production is not deprecated) but it is not needed to uranium ore has own trailer when it is black - so it is sufficient when zeroed cargo will be black/coal.

Gauthier, I am sorry but it is not fair to force all people to use something what is only like add-on (and mainly if it is in category of deprecated chains). I think I would find any chain what you would not like to use for bad experience while I could play it.

May be I made error when I included uranium ore to cargolist of my maglev train Arboria (its reason was setting iron ore as zeroed cargo) - but I also published source files for allowing private changes when somebody would like to play less chain of nuclear poweplant but with my maglev.
Title: Re: [WIP] Bulk trailer(s)
Post by: gauthier on April 01, 2010, 09:35:42 PM
QuoteGauthier, I am sorry but it is not fair to force all people to use something what is only like add-on

... I don't understand what you mean by "force"  ???
Title: Re: [WIP] Bulk trailer(s)
Post by: Václav on April 01, 2010, 09:41:00 PM
I hope this phrasal verbs will help you.

To make somebody to do it.
Title: Re: [WIP] Bulk trailer(s)
Post by: gauthier on April 02, 2010, 03:52:27 PM
I understood that ...
I don't understand by what way I force people to use nuclear chain.
Title: Re: [WIP] Bulk trailer(s)
Post by: Václav on April 02, 2010, 04:03:20 PM
May be I did not get (comprehend)
perhaps a bit more relief on you uranium ore and other minerals should be nicer
wrong because this sounds to me like you say that with uranium ore and other cargos (and I don't know more cargos than basic and uranium ore) would be that trailer nicer with these cargos in list.
Title: Re: [WIP] Bulk trailer(s)
Post by: gauthier on April 02, 2010, 04:13:08 PM
so ....... ?

I do suggestions, I don't force anyone to do anything, sorry if I do some English mistakes that make me sound autoritary.
Title: Re: [WIP] Bulk trailer(s)
Post by: Václav on April 02, 2010, 06:14:08 PM
Gauthier:
I beg your pardon.
-- there would be (and it is written better): If that chain had not been deprecated, your suggestion would be right. When any special material from add-on is added to main package, then add-on becomes necessary because material without factories is useless.

Let Isaac say his opinion on this quarrel.

Martin:
I don't understand shade of red for iron ore - it is too red (no iron ore is so red). And also I think that waste would have else colour (else texture - closer to texture of fertilizer but brighter).
Title: Re: [WIP] Bulk trailer(s)
Post by: martin on April 03, 2010, 03:55:42 PM
No need to wait for our Benevolent Dictator ;) The nuclear-power chain is not, and probably never will be, part of the main pak128. So everything related to that chain, which is an add-on itself, has to be released as add-ons. It's up to the artist/painter to release add-ons.

Personally I don't like gauthiers attempt to get uranium ore as cargotype by listing it alongside main pak128 cargotypes and suggesting that way it somehow also has to be done as cargotype. If someone would like an add-on created, he/she will have to put in a request for that or create it themself. It's not very high up on my priority list.... and I will stick to the main pak128 cargotypes.

@VaclavMacurek: I used VS patterns for GIMP. But it has two iron-ore patterns. I will try the other pattern as well. It is more brown. And for the waste: what color is waste (in real life) ???
Title: Re: [WIP] Bulk trailer(s)
Post by: gauthier on April 03, 2010, 04:17:06 PM
I don't force anyone to do uranium ore picture ! please stop accusing me !
Title: Re: [WIP] Bulk trailer(s)
Post by: martin on April 03, 2010, 05:03:06 PM
@gauthier: I don't accuse you of forcing me, anyone alse, to make add-ons/pictures for the nulear-power chain. If it feels that way I'm sorry.


Having said that, it's the last thing I want to see about it in this thread.
Title: Re: [WIP] Bulk trailer(s)
Post by: gauthier on April 03, 2010, 06:21:01 PM
ok ...  :-X

so, resume your bulk trailers :D
Title: Re: [WIP] Bulk trailer(s)
Post by: martin on April 03, 2010, 07:18:20 PM
OK, new revision (0003). Now with more brown iron ore
No changes for .dat file. You can use the .dat file posted earlier.
Title: Re: [WIP] Bulk trailer(s)
Post by: Aquel on April 04, 2010, 04:01:48 PM
Quote from: martin on April 03, 2010, 07:18:20 PM
OK, new revision (0003). Now with more brown iron ore
No changes for .dat file. You can use the .dat file posted earlier.

Hey!

Like the trailer very much!

2 little questions:
-> What kind of tool/software are you using to draw?
-> Can I use this trailer with one of my vehicle & if needed modify the trailer.dat?

Thanks
Title: Re: [WIP] Bulk trailer(s)
Post by: VS on April 04, 2010, 06:47:54 PM
You should shade the cargoes a bit - I used a brush with 20% opacity or some such, constrained to selection based on the pink shapes... it's pretty easy that way :) Other than that, I'm looking forward to using this!
Title: Re: [WIP] Bulk trailer(s)
Post by: martin on April 07, 2010, 07:37:08 PM
Rev 0004... I have been experimenting (brushes/opacity) for a good shade effect. This is the result.


@Aquel
-> What kind of tool/software are you using to draw?
To draw I use the GIMP. I've tried BLENDER but I find that old school pixel pushing delivers better looking trucks and trailers. Besides that I use SHADES to check images on special color pixels.

-> Can I use this trailer with one of my vehicle & if needed modify the trailer.dat?
for personal use: be my guest. If you're going to post modified versions give me some credits :)
Title: Re: [WIP] Bulk trailer(s)
Post by: VS on April 07, 2010, 10:09:48 PM
That's it! :D
Title: Re: [WIP] Bulk trailer(s)
Post by: Aquel on April 11, 2010, 12:29:32 PM
Quote from: martin on April 07, 2010, 07:37:08 PM
@Aquel
-> What kind of tool/software are you using to draw?
To draw I use the GIMP. I've tried BLENDER but I find that old school pixel pushing delivers better looking trucks and trailers. Besides that I use SHADES to check images on special color pixels.

-> Can I use this trailer with one of my vehicle & if needed modify the trailer.dat?
for personal use: be my guest. If you're going to post modified versions give me some credits :)


Ok Then I'll make the *.dat file with your credit for the trailer. DO you think it is wise to put a trailer with speed 140? Especially for a bulk truck?
Title: Re: [WIP] Bulk trailer(s)
Post by: Václav on April 12, 2010, 11:16:39 AM
I hope it will not be thought bad: no - mainly if you want to simulate real world - where (and I don't know laws of other countries) these materials have to be covered. Then you could use speed 140 km/h - but when it is open to show what is transported?
Title: Re: [WIP] Bulk trailer(s)
Post by: Aquel on April 13, 2010, 10:43:45 AM
Quote from: VaclavMacurek on April 12, 2010, 11:16:39 AM
I hope it will not be thought bad: no - mainly if you want to simulate real world - where (and I don't know laws of other countries) these materials have to be covered. Then you could use speed 140 km/h - but when it is open to show what is transported?

I didn't get it.
Anyway after looking to my road law code I found that max speed for trailer is around 130 km so I wil stick with this.

@martin: please find the *.dat file for your bulk goods trailer.
is it ok for you?
Title: Re: [WIP] Bulk trailer(s)
Post by: Václav on April 13, 2010, 11:15:21 AM
Quote from: Aquel on April 13, 2010, 10:43:45 AM
I didn't get it.

So, again and simply:
bulk cargos have to be covered in real world (to avoid losing of materials and also to avoid damaging of cars going behind and around truck) - but you would not see what is transported. Then you could use that speed but ... going with open trailer makes this speed forbidden
Title: Re: [WIP] Bulk trailer(s)
Post by: Aquel on April 13, 2010, 11:49:59 AM
Quote from: VaclavMacurek on April 13, 2010, 11:15:21 AM
So, again and simply:
bulk cargos have to be covered in real world (to avoid losing of materials and also to avoid damaging of cars going behind and around truck) - but you would not see what is transported. Then you could use that speed but ... going with open trailer makes this speed forbidden

Ok now I got it.
So speed is going to be reduced to 120 because I feel it should go faster than the others bulk trailer.

Right now I have a problem.
I'm unable to make the bulk trailer appear in the game.
I changed the *.png and the *.dat.
Any help?
Title: Re: [WIP] Bulk trailer(s)
Post by: Václav on April 13, 2010, 03:09:30 PM
Of course,
Constraint[Prev][0]=None replace with Constraint[Prev][0]= (name of truck).
Title: Re: [WIP] Bulk trailer(s)
Post by: Aquel on April 14, 2010, 04:07:47 AM
Quote from: VaclavMacurek on April 13, 2010, 03:09:30 PM
Of course,
Constraint[Prev][0]=None replace with Constraint[Prev][0]= (name of truck).

Thanks for the help, but it is useless ;D
It's my fault I did not said it the first time. :-[
I had already tried to modified the *.dat to tail it with one of my truck but was not working...
Please find new one + *.dat of the truck
See what you can do.

Many thanks in advance!
Title: Re: [WIP] Bulk trailer(s)
Post by: Václav on April 14, 2010, 06:04:33 AM
What is wrong now? Please.

But I found minor error in trailers' dat:

freightimagetype[1]=Kohle
freightimagetype[2]=Eisenerz
freightimagetype[3]=Stone
freightimagetype[4]=Sand
freightimagetype[5]=fertilizer
freightimagetype[6]=waste

It should be

freightimagetype[0]=Kohle
freightimagetype[1]=Eisenerz
freightimagetype[2]=Stone
freightimagetype[3]=Sand
freightimagetype[4]=fertilizer
freightimagetype[5]=waste

and the same number have to be in lines below. This could cause that error too. If this is not source of error, I don't know.
Title: Re: [WIP] Bulk trailer(s)
Post by: Aquel on April 14, 2010, 12:54:00 PM
Namastéji to all!

@VaclavMacurek : problem solved I modified too many things including in the *.png file so obviously could not worked.... ;D
Problem is solved now except minor details to make it looks good!

@martin:  I don't konow if it's my truck or your trailer position but I got some problems with the positions!
Seems your trailer is mixing with the truck!
Did you try and tested it with others truck to check it?

Thanks
Title: Re: [WIP] Bulk trailer(s)
Post by: martin on April 14, 2010, 07:24:23 PM
Quote
@martin: please find the *.dat file for your bulk goods trailer.
is it ok for you?
I'm not very pleased that you upload modified .png and .dat files with the same names I gave the files. It's getting confusing which files are from me (the originals) and the ones modified by you. Please use different filenames from now on when posting modifications.

To all readers: please take a good look from which post you download files...

Besides that I don't understand why you add constraints in the .dat file specific for your truck. The original file has no limitations (constraint[prev]) set and lets the trailer to be picked by any truck (at least when the trucks constraints allow it too :))

Quote
@martin:  I don't konow if it's my truck or your trailer position but I got some problems with the positions!
Seems your trailer is mixing with the truck!
Did you try and tested it with others truck to check it?
I draw all of my trucks and trailers using the pak128 template for busses and trucks/trailers. And I've also tested it in the game. I found no weird graphic problems. Also tried with some 'standard' trucks from pak128 v1.4.6
Title: Re: [WIP] Bulk trailer(s)
Post by: Václav on April 14, 2010, 09:05:13 PM
Besides that I don't understand why you add constraints in the .dat file specific for your truck. The original file has no limitations (constraint[prev]) set and lets the trailer to be picked by any truck (at least when the trucks constraints allow it too)

Martin: please, don't be angry with me for following words:

I understand your complaint quoted above and effort to make that trailer to be free for using by any other trucks but no constraints on trailers cause chaos is depot - similary to if you checked in depots button "Show all vehicles".

So here is space for minor patch handling (or better wrote: eliminating) this bug.
Title: Re: [WIP] Bulk trailer(s)
Post by: martin on April 15, 2010, 06:29:16 PM
I have absolutely nothing against setting constraints, but since I see Aquel having trouble over and over again with .dat files (and constraints) I was wandering why he is keeps on implementing it for mainly testing purposes. Not implementing constraints in those testing situations would make his life a bit easier... (I think/hope)

When posting new objects here Ik try to make the .dat file useable as possible. It is free to everyone to download my images and dat files, modify them and compile 'personalized' pak files to be used in Simutrans. Even questions about it are no problem. But I am not that happy if modified version of my 'sources' are posted here again with the same name... There's the danger of getting very confusing then very simply....
Title: Re: [WIP] Bulk trailer(s)
Post by: Václav on April 15, 2010, 07:15:42 PM
Aha - I got it. What I wanted to know you wrote in part one. And upon part two I keep silence.
Title: Re: [WIP] Bulk trailer(s)
Post by: Aquel on April 17, 2010, 04:43:47 PM
Quote from: martin on April 15, 2010, 06:29:16 PM
I have absolutely nothing against setting constraints, but since I see Aquel having trouble over and over again with .dat files (and constraints) I was wandering why he is keeps on implementing it for mainly testing purposes. Not implementing constraints in those testing situations would make his life a bit easier... (I think/hope)

When posting new objects here Ik try to make the .dat file useable as possible. It is free to everyone to download my images and dat files, modify them and compile 'personalized' pak files to be used in Simutrans. Even questions about it are no problem. But I am not that happy if modified version of my 'sources' are posted here again with the same name... There's the danger of getting very confusing then very simply....

Hello

Sorry to answer late I was out for a while.
Regarding the constraints I thought tht you just could not let the constraint with nothing.
This is why I modified it... Sorry if that hurt your feelings.

Promise Next time I'll change the name.
I did not realize it could lead to mistake.
People are supposed to read my post and understand that I modified the files.
Regarding the position I'm using it with a truck I made. So if position is a problem it's my truck and not the trailer.
Anyway i'll have to modify my truck *.png to mkae it work with your trailer.