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PakSets and Customization => Pak96.comic => Pak96.comic Add-ons and Graphics => Topic started by: sojo on January 28, 2009, 09:36:03 am

Title: Rivers in pak96.comic
Post by: sojo 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.
Title: Re: Rivers in pak96.comic
Post by: gerw 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.
Title: Re: Rivers in pak96.comic
Post by: Fabio 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
Title: Re: Rivers in pak96.comic
Post by: Spike 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
Title: Re: Rivers in pak96.comic
Post by: VS on January 28, 2009, 02:19:06 pm
Sounds good.
Title: Re: Rivers in pak96.comic
Post by: IgorEliezer 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).

(http://www.simutrans-forum.de/forum/attachment.php?attachmentid=8256)

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.

Title: Re: Rivers in pak96.comic
Post by: Spike 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?
Title: Re: Rivers in pak96.comic
Post by: Mac_#71 on June 30, 2009, 12:54:40 pm
hi, I got a problem with the rivers
(http://img134.imageshack.us/img134/8651/simscr18.th.png) (http://img134.imageshack.us/i/simscr18.png/)
Title: Re: Rivers in pak96.comic
Post by: sojo 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!
Title: Re: Rivers in pak96.comic
Post by: PlayTrans2009 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...
Title: Re: Rivers in pak96.comic
Post by: Qayyum on August 31, 2009, 01:15:16 pm
Hmmm.... I don't know ;D.

Remember, Simutrans has isometric tiles.
Title: Re: Rivers in pak96.comic
Post by: PlayTrans2009 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...
Title: Re: Rivers in pak96.comic
Post by: Fabio on August 31, 2009, 01:34:46 pm

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)
Title: Re: Rivers in pak96.comic
Post by: PlayTrans2009 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.