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Topic: Boats, barges and ships (Read 127378 times) previous topic - next topic

For Hood re. Pak Britain boats

Reply #280
Hi mate Here is the first boat it is the narrowboat President as a .dae file and some data on the boat itself. You said you could render them and set it up for the game as I find it a problem to get right. If it all goes okay more boats to follow.
thanx

Re: Boats, barges and ships

Reply #281
Awesome, I've managed to get it into blender and with a bit of re-scaling and adjusting the colours it fits right in! I've not had time to render it properly and get it in game yet though (hence no pictures), and I doubt I'll have that much time over the next week or so, but if you keep the models coming I can sort them out eventually.

PS I merged the topic as it follows on the discussion in this thread.

Re: Boats, barges and ships

Reply #282
Managed to find a bit of time today to finish off the Humber Keel (a sailing barge descended from the Viking longboats apparently, maybe you can tell in the pictures?) and also I've got Druid's narrowboat into the game, re-scaled and with a few finishing touches like different cargo pictures so it fits with the other boats. Here's some screenies:

What ships do we need

Reply #283
Right
I have uploaded 3 ships I created for pak britain as .dae into files.[ simutrans [dot] us (site down, do not visit) ] for the hood to render and place in game (as I can't seem to do that, so I'll stick to drawing them).

Boats so far with background information;

British cargo narrowboat for canals,
Clyde sea going p****enger/cargo paddle steamer,
Clan Line cargo steamer,

what other boats do we need and I'll get onto them.
 :)

Re: Boats, barges and ships

Reply #284
Thanks druid!  I'll take a look at the cargo steamer and clyde steamer when I get chance (actually I started work on the clyde steamer but I didn't get much time so no pictures yet!  But it looks good).  

Here's one list I had come up with of older ships that need doing:
- Dogger (fishing boat)
- Fifie (fishing boat)
- Brig (sea/ocean going, medium capacity)
- East Indiaman (ocean-going, high capacity; 1750-1830)
- Blackwall Frigate (ocean-going, high capacity; 1830-1890)
- Windjammer (ocean-going, high capacity; 1890-1940)
- Clipper (ocean-going, fast high capacity; 1830-1870)

But feel free to look in the rest of this topic for ideas and draw whatever you want.  The only limit is that it must have been used in Britain!

Thanks for helping with this!

PS at some stage can you send the model of the big tanker ship you drew and I can convert that too?

Re: Boats, barges and ships

Reply #285
not a problem mate will do as soon as I can, but need some data to accompany it first.

Re: Boats, barges and ships

Reply #286
For the purpose of windjammer: you can use the Flying-P-Liner if the graphics (pak128) is suitable to pak128.britain I made it long ago and it's now under free license. I think it is one of the only bigger sailing ships available in simutrans. And it was a hard piece of work.

Maybe it is a good idea to unite the shipping departments of the different paks, unless there are enough ships in every pak available. Shipping in 128 right now is impossible in earlier times.

But don't be chauvinist: the Flying-Ps were from a german shipping company.

Re: Boats, barges and ships

Reply #287
JS,

Thanks for the offer.  That's more or less what I want, it looks great, but I think to fit the pak128.Britain scale it would need to be bigger and also I'd need to tweak the colours.  Colours I can do in the GIMP, but scale is tricker.  The easiest solution would be if you made it in blender or another 3D program, and then I could re-render it to the same scale and colour settings as the rest of pak128.Britain.  Does such a model exist or did you draw it pixel by pixel?

As for uniting the shipping departments, the main problem is consistency of scale and size.  There will be more ships in pak128.Britain than current pak128, going right back to 1750 as you can see.  Of course these are all open source so no reason why they can't be used in 128 if people want to adapt them!

As for them being German, we'll just have to keep that quiet!  But then again, I think the design looks the same as what I want, I'm just after a generic windjammer.

Re: Boats, barges and ships

Reply #288
It was hard work: that means pixel to pixel, in principle. I created some modules, like mast, shrouds..., to put them together time by time. But everything happened in the Gimp (the next time I will take another prog). So there is no easy scaling. I don't know the British rules of scaling, and I never rescaled something before. Did you rescaled a pixeled picture so far? Along with this work might come some slight easy modifications (e.g. color of hulk, height of last mast) to keep the British ship distinct from pak128. I can't estimate the amount of work, it might be easier to just draw a new one in a scalable programm. With new modules, for the next sailing ship getting easier painted. Drawing a sailing ship can be really painful, as there are only few straight lines or forms. But the result is much more satisfying.

The case of the two paks: I don't think we should mix the ships alltogether (this would be the beginning of the end of pak.britain), only the ships that are missing in one pak. Marked clearly as non-native, so hopefully someone will start to work on them sometime. Right now me, and I don't think no one else, knows the status of pak128 shipping. This will a future project.

Re: Boats, barges and ships

Reply #289
Rescaling with pixels is a nightmare, and the results aren't great either.  I don't think sailboats should be too much work in blender, as I've already got some small sailing boats (e.g. the humber keel and thames sailing barge), so I have some of the "components", which I can re-scale and copy until I have a new boat.  But I will do some trials with your existing windjammer just to see what it is like, but I'd say it's more likely I'll draw a new one.  Thanks for the offer though, and no offence to your graphics skills (it looks amazing, just in a pak128 way rather than a pak128.Britain way!).

Re: Boats, barges and ships

Reply #290
Am a bit behind the times, as I've only just had broadband enabled in my new flat, but - lovely latest editions!
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Re: Boats, barges and ships

Reply #291
Just uploaded to files.[ simutrans [dot] us (site down, do not visit) ] a 1906 scottish Seine Nette fishing boat th "Success". Got information on build and that but could not find data on carrying capacity sorry. But at least thats another boat.

Re: Boats, barges and ships

Reply #292
Cool.  Don't worry if you can't find all the stats you need, I can just invent some that seem to fit for what we need. 

I'm also hoping for some time to start converting some of these next week, but still there's plenty of potential for that time to get hijacked!

Re: Boats, barges and ships

Reply #293
not to worry at least we are getting these ships built. Another one added a 1970 to present day Shell Handysize Tanker on files.[ simutrans [dot] us (site down, do not visit) ].
working on some other ones not in your list but used by uk between 1850 and 1945

Re: Boats, barges and ships

Reply #294
It's been a while since anything new, so here's a quick preview of the clyde steamer (again another joint effort between druid and me).

Re: Boats, barges and ships

Reply #295
Very lovely! And it's excellent to see new contributors working towards Pak128.Britain, too, especially with quality like that.
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Re: Boats, barges and ships

Reply #296
I decided the Clyde steamer was too small compared to the docks and buildings.  Hopefully this one looks better, but I'd appreciate other people's thoughts...

Also below is the Clan Line cargo steamer, also by druid, using the Zeno "big ships" technique (it's 192x192).

Re: Boats, barges and ships

Reply #297
The larger steamer does look better, I think. The new Clan Line steamer is also delightful - an excellent contribution! Are there any plans for ocean going sailing ships of earlier eras?
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Re: Boats, barges and ships

Reply #298
Yep currently working on some uk ships from 1700 to 1850. Hopefully have them done and sent off to the hood soon. Also I have a pirate ship if we want to include piracy.
 8)

Re: Boats, barges and ships

Reply #299
Awesome new graphics, you guys have gotten me fully converted to pak britain and creating a large new game from a blank map upwards. Any spoilers on the capacities and cargo's of the boats so I can plan my network a bit more fully?

Re: Boats, barges and ships

Reply #300
@jamespetts - yes, a full boat timeline is intended, either by me or druid, but at the minute I'm just bringing druid's boats into the game as I get time.

@druid - cool, looking forward to the new batch of boats.  The pirate ship definitely sounds like a great idea, but what would it transport?  Maybe I could do a slightly random pirate add-on (bringing back "pieces of eight" from the "high seas" industry to a "smuggler's cove" on the land?)

@TheMacpau - capacities not yet determined fully - the small boats are around 20 crates of cargo, but the larger ones I need to work out what would balance well in the game.  Quite large though.

Anyway, here's the seine netter type of fishing boats by druid.  I've done two versions, one steam (first picture) and one diesel (second picture).  These work with the new fishing chain (with a special fishing port building that acts as an intermediate industry between fishing ground and fishmonger - you can see the artwork for this in the first shot).

Re: Boats, barges and ships

Reply #301
Thanks Hood, I'll leave space for some of the station addition buildings to act as smoothing for the large shipping surges. A capacitor in my circuit diagram.
Will the new stage in the Fishing require the creation of a new transportable product
Because:
Fish (Fishery-Fishing port)
followed by
Fish (Fishing port-Fishmonger)
seems rather odd, or are you thinking "raw fish" and "processed fish" or "fish fillets"

Re: Boats, barges and ships

Reply #302
The new fishing chain will be:

fishing ground ---(Fresh Fish)--> Fishing port ----(fish)---> Fishmonger

Fresh fish is a unique goods type, only transportable by fishing boats.  The idea is that this allows specialist fishing boats, and that other boats capable of carrying cooled goods (e.g. container vessels of cooled goods) cannot pick up from fishing grounds (fairly sensibly!).  When I release this in v1.06, it may break existing saves with the old fishing chain.

Re: Boats, barges and ships

Reply #303
So if I just leave out the fishing chain is an old save likely to work, or is it a more likely a total loss?

Re: Boats, barges and ships

Reply #304
Looking very lovely! The Hood - you could make it work more or less (i.e., load without crashing, if not have a fully working transport network involving fish) by using compat.tab, I think.
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Re: Boats, barges and ships

Reply #305
I've done some tests - no crashes, but you may get funny behaviour with the fishing chain for saves <=v1.05 (this chain may be broken or fishing grounds still producing cooled goods).  Nothing a bit of work with the map editor shouldn't be able to fix if you really want the new fishing chain working in old saves.

Re: Boats, barges and ships

Reply #306
Thanks for the re****urance, I really don't want to have to re-do all my ground work :-)

Re: Boats, barges and ships

Reply #307
One more - here's druid's handysize tanker.

@druid - can you give me a list of what you are planning to draw so I don't draw the same things?

Re: Boats, barges and ships

Reply #308
Good work, Druid!
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Re: Boats, barges and ships

Reply #309
I've also adapted the handysize ship to produce container and bulk variants, as you can see in these screenshots. 

Re: Boats, barges and ships

Reply #310
Excellent work!  Eagerly awaiting the next release and hoping it includes these!

Re: Boats, barges and ships

Reply #311
Very nice  :)


Re: Boats, barges and ships

Reply #313
Thanks for the feedback.  The ship is only one tile but uses a graphical hack.  The image tile size is 192x192 and is packed using makeobj pak192.  I have used offsets to centre the images on the centre of a 128x128 tile.  pak128 Still recognises the pak file and you get what you see in the screenshot.  The only problem is when it is docked, it can sometimes look like it is over-riding the dock, but I prefer that to an obviously tiny scale ship compared to the dock.

Re: Boats, barges and ships

Reply #314
The Hood,

good work! As to the hack - does one compile all boats with makeobj pak192? If not, it might be helpful to put those that are compiled in that way into a separate directory (perhaps subdirectory), to avoid confusion.
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