Simutrans Forum Archive

The International Simutrans Forum > Projects and Web Resources > Various Projects (Moderator: Isaac.Eiland-Hall) > Topic: My Simutrans Projects
Author
Topic: My Simutrans Projects  (Read 12560 times)
Timothy
Member
*
*
*
*
*
Gender: Male
Posts: 2163
pak64 - every pixel counts
My Simutrans Projects
Last Edit: March 22, 2008, 06:21:59 PM by Timothy
This page hosts a list of every Simutrans-related thing I've done, as well as some things I have planned for the future.


Note: I am not really working on any of this stuff anymore, I have a lot of other stuff on and don't really feel the passion for pixel drawing at the moment. We shall see what happens after I'm done with university (I would really like to finish off TileCutter...)

Also I am working on 3D programming, which is quite interesting. I'm probably going to be setting up a blog about that sooner or later, we shall see. Anyway, consider everything here to be on-hold until further notice.



Programming

TileCutter Under Constant Development
TileCutter banner, small size
>> Version 0.3d.1 <<
>> Version 0.3c <<
>> Version 0.3b <<
>> Version 0.1 <<
TileCutter is a tool designed to make the process of building creation in Simutrans a little bit easier. It's main feature is the automatic cutting up of an image into the tiles used by the game, the new GUI version has full .dat file editing capability, and a comprehensive building editor - just import images of your building, fill in the .dat info, and with one click you have a .pak file ready for in-game use! Development has resumed, the new version 0.4 will include support for all current building parameters and options and have a much better cutting system and more features, currently approx. 60% finished.

Simutrans for Intel Mac Under Development
Banner for the Intel Mac version of Simutrans
>> Old binaries <<
Simutrans compiled for OSX (Intel), allows you to play Simutrans on your Mac! - This is now outdated, I'm not going to be compiling any new versions.

Pixel Painting application Planned
>> No link <<
I am getting pissed off with PSP8, so I've decided to start compiling a list of features for a dedicated Simutrans-oriented painting application. There are functions of PSP I love, and lots which I don't use, so why not take the ones I actually need and stick them into an app which won't be full of bugs? That's the idea anyway...
Feature list (so far, I'll add more when I think of them...), these are things PSP doesn't have that I want:
Zoom levels for preview image as well as main image
Some way to display/select working images without using an MDI
Pixel-level alpha editing
Ability to select/move from several layers or a layer group at once
Merge group to layer function
Area combination duplicator - basically so you can define areas on the image (from layers, or across layer groups) which are duplicated in another place on the image, each duplication will have macro-ified transforms at the layer level. This would let you, for example, have cursors for a station update automatically when the main image is edited.
Built-in Shades-like functions, so you can just click a button in-editor to display special colours and correct them. Also the ability to lock pixels of special colour, so that further editing to that layer doesn't affect them (i.e. you can place special colours, then when you use a lighten/darken tool it will only affect the non-locked, non-special pixels. Alternatively you can select "partial lock", which will do the same only the tool will work in steps associated to those special colours, e.g. for player colours the tool will lighten in the steps of the player colour so that it remains a special colour...)
Isometric drawing tools
Built-in TileCutter functionaliy (eventually this program will probably merge into TileCutter...)
...

Graphics

MLM - Maglev Monorail (pak64) (pak128) On Hold

>> pak64 version || pak128 version (history) <<
One of my biggest projects, the MLM system is a futuristic maglev designed to rival air transport in the years past 2010. The pak64 version was one of my first really successful add-ons for Simutrans (and it is now included in the main pak64 set). The basic pak128 version is now finished, with one vehicle, the track and a bridge. It is under active (if slow) development, stations and signals are next on the to-do list. On hold again until I finish some other things, pak64 version is to be re-developed first

London Transport (pak128) Under Constant Development

>> Tube Trains || London Buses || Stations/Tunnel <<
Underground trains and London buses for pak128, more are planned for the future... Also available are LU stations and a tunnel-style way-object! As always, new trains and stations are planned, signals are also a high priority...

Way Electrification (pak64) (pak128) Under Development

>> pak64 version || pak128 version <<
Some types of electrification for track and road, for pak128 there is third and fourth rail electrification for rail and overhead electrification for tram and road (trolleybus). For pak64 there are two kinds of mainline rail electrification (normal and high-speed) and tram/trolleybus electrification.

Bridges/Elevated ways (pak64) (pak128) On Hold
>> pak64 version || pak128 version <<
A timeline set of bridges and a road tunnel for pak64. I am now developing pak128 versions of all of these, as well as reworking the pak64 versions. There are also going to be elevated way (tile-by-tile bridge building) versions of some of them for both paksizes. This is quite a major undertaking and is currently on-hold, as I don't have the motivation to get on with it.

Tunnels (pak64) (pak128) Under Development

>> Box Tunnel (pak64) || Box Tunnel (pak128) || Road Tunnel <<
This is being developed alongside the Bridges/Elevated ways set above, currently there is only one new tunnel (Box tunnel) for pak128 and pak64, more are planned however. Also planned is an underground way-object for pak64.

Bus Stops (pak64) (pak128)


>> pak64 bus stops || pak128 bus terminus <<
Set of bus stops for pak64, several levels as well as a passenger terminus and extended loading bay. Newly added is a bus terminus for pak128 (at the behest of Jeremy), along with a through varient and a roofless bus terminus also.
pak64 versions will be re-developed to make them work with the forthcoming extension to the way stations work, as will my stations & the MLM (eventually).

Ground Set (pak64) Under Re-Development
>> pak64 grounds set (old) || Double-height lightmap <<
My ground set for pak64, some parts of which are used in the main pak. - Now being redeveloped for the climates version of Simutrans. There's also a double-height lightmap, but this is on-hold indefinitely since it doesn't look like the game will support this feature...

Railway Track with realistic points (pak64) On Hold
>> Development Thread <<
Something I've been working on is making graphics for railways look more realistic, which is achieved by having several sets of track graphics which can be used situationally. - On hold for the moment while I do more important things.

Rail Signals (pak64)

>> pak64 version <<
Set of signals (in British style) for pak64, set contains both semaphore and modern light signals, with a normal, two-block, choose and long-block signal for each.

Roadsigns (pak64) (pak128)


>> pak64 version | pak128 version <<
Set of roadsigns for pak64 and pak128, now updated to be compatible with version 89.03. Includes many combination roadsigns (combining more than one roadsign function). pak128 and pak64 versions are inter-compatible, and backwards compatibility is provided for with compat.tab entry information.

Rail Vehicles (pak64) On Hold

>> Click here <<
I plan on making Simutrans versions of every train I've ever been on, currently completed:
#1 NS Regiorunner (VIRM)

Taxiway (pak64)

>> Click here <<
A taxiway for pak64, included in the main set.

Nuclear Power (fission) industry chain (pak64)

>> Click here <<
This is a complete industry chain, including vehicles for land and sea, as well as Uranium mine, processing facility, Nuclear reactor and waste storage facility. Due for an update, but will come with the completion of the other power chain projects below. Needs re-development for climates version...

Ships (pak64) On Hold

>> Steel Ship || LMPCV Cargo varients || Standard Scale Shipping <<
This project has two parts, the first is to produce a set of standard scale ships - ships that're on the same scale as other vehicles in Simutrans (well, same scale as rail and road vehicles, airplanes are a whole other matter...) Secondly, I aim to produce a set of vehicles capable of transporting many of the goods in Simutrans, for road, rail and sea, in interchangible "containers", i.e. steel transported on a truck will look the same as steel transported by train. Each unit of a good will be represented by a graphic (e.g. one tonne of steel will have a graphic, and a vehicle will be able to carry as many tonnes as it has graphics for that material). For bulk goods, "standard volumes" will be used, to ensure the same effect. Also now available is a full set of ships for the goods in pak64, the EnCo LMPCV (Light Multi-Purpose Cargo Vessel), see link above. On Hold, but something I will get back to asap, probably when image offsets are introduced.

Placeholders (aka Fences) (pak64) (pak128) On Hold
>> pak128 version || pak64 version under development <<
Fences which can be used to protect your roads from being taken over by cities, or just for eyecandy. Both pak64 and pak128 versions need finishing, this is a very low priority at the moment.

Streetlights & Other road eyecandy (pak64) (pak128)

>> Click here (pak64) || Old thread<<
Something I never quite finished properly, streetlights... A pak128 version is planned also, with the new way-object type available, I will certainly look at this again. This is a higher priority as it should be easy to do, and playing with way-object is always fun.

Level Crossings (pak64) On Hold
>> Click here <<
(Crossing images are currently on hold until I've finished some other stuff...) Planned: Firstly, new crossing images compatible with the current crossing design (medium priority), secondly crossings which are way dependant (i.e. different images for wooden/concrete/steel track, asphalt/cobblestone road etc.) with hopes that more than one crossing type can be implemented (low priority), thirdly expanding the crossings to cover the full set of possible crossing types (diagonal crossings) in hopes that this feature will become supported, maybe implementing this idea as a type of tram_track as a hack in the meantime (low priority) - this has been on my to-do list since forever... One day perhaps...

Nessie! (pak64)

>> Click here <<
No, you're not imagining things, it's really Nessie (aka the Loch Ness Monster), long has she remained elusive in the world of Simutrans, but now you can hire her to do the bidding of your transport company - remember, having your competitors eaten is cheating Wink

Other Stuff

Elements Citylist
>> Click here <<
List of all known elements, for use as a citylist.

There are probably other little projects I'm working on here and there, but that's the bulk of it. A big thing I want to do is redesign my website for Simutrans, which will probably happen when I get the next version of TileCutter finished...

<< Click here for a list of my Simutrans creations >>
Isaac.Eiland-Hall
Benevolent Dictator
Board Mod
Member
*
*
*
Gender: Male
Posts: 6700
Re: Planned projects
Thumb up  woot
alexthegreater
Member
*
Gender: Male
Posts: 367
pak64: less pixels, more soul
icarus467
Re: Planned projects
devs to codeing

painters to painting

full speed ahead


nananananananananana SIMUTRANS!




"this is a refrence to batman if you dount understand what is going on"
Richard Gatinho
Restricted Users
Member
*
*
Gender: Male
Posts: 203
BANNED USER
Re: My Simutrans Projects
Quote
pak64 version under developing
beef

Quote
Nessie!
I don't get it!
Isaac.Eiland-Hall
Benevolent Dictator
Board Mod
Member
*
*
*
Gender: Male
Posts: 6700
Re: My Simutrans Projects
I don't get it!

Well:

Nessie! (pak64)

>> Click here <<
No, you're not imagining things, it's really Nessie (aka the Loch Ness Monster), long has she remained elusive in the world of Simutrans, but now you can hire her to do the bidding of your transport company - remember, having your competitors eaten is cheating Wink

So...

http://en.wikipedia.org/wiki/Loch_ness_monster
IgorTekton
Building Technician and Student in Architecture
Member
*
*
*
*
Gender: Male
Posts: 1943
Playing since the Simutrans 0.80.0
Re: My Simutrans Projects (in: explaining Nessie for Richard Kitten...)
Last Edit: October 30, 2006, 04:35:38 AM by IgorEliezer
Nessie!

 I don't get it!

I'll speak in Portuguese now:

O Monstro do Lago Ness não te faz lembrar de nada, não, Richard Gatinho?
(Doesn't Loch Ness Monster make you to remember anything, no, Richard Kitten?)



(I wonder: Why will be that this monster is so photogenic?)
 y_roflmao

_______________________________________ _______________
(October 29, 2006, 06:55:16) UPDATE: My 400th post too
[/size]

Hehe! This is the my 400th post on The Simutrans Forum

 dance

Brazil Miniflag
[AVISO] O Simutrans Forum se fechará temporariamente a partir de 9 de agosto
pt.simutrans.com | Simutrans Forum Portuguese Section | Our Guidelines/Nossas Diretrizes
Please, do not send me PM asking about Simutrans game play. Use the forum.
fagonella
live from Bucharest
Member
*
*
*
*
*
*
*
Gender: Male
Posts: 4016
Re: My Simutrans Projects
Hehe! This is the my 400th post on The Simutrans Forum

 dance


Fireworks _toast
IgorTekton
Building Technician and Student in Architecture
Member
*
*
*
*
Gender: Male
Posts: 1943
Playing since the Simutrans 0.80.0
Re: My Simutrans Projects
y_isnothing

Thanks very much! Thanks very much! Thanks very much! 

 y_worship y_worship y_worship

More a bit ...
Fireworks Fireworks Fireworks Fireworks
Brazil Miniflag
[AVISO] O Simutrans Forum se fechará temporariamente a partir de 9 de agosto
pt.simutrans.com | Simutrans Forum Portuguese Section | Our Guidelines/Nossas Diretrizes
Please, do not send me PM asking about Simutrans game play. Use the forum.
Isaac.Eiland-Hall
Benevolent Dictator
Board Mod
Member
*
*
*
Gender: Male
Posts: 6700
Re: My Simutrans Projects
 Fireworks _toast _burp _toast Fireworks

To your 400 and Fagonella's 2500  _king3
stormoog
heeft een nog onbekende vertraging
Member
*
*
*
Posts: 3269
Aide-toi, le ciel t'aidera.
Re: My Simutrans Projects
 _toast
Isaac.Eiland-Hall
Benevolent Dictator
Board Mod
Member
*
*
*
Gender: Male
Posts: 6700
Re: My Simutrans Projects
(but I do wonder what the threshhold wold be -- the minimum number of users who could reach an infinite number of posts just by congratulating each other on reaching milestones... hehehe - not to discourage the congratulating!! But as an aside...)
stormoog
heeft een nog onbekende vertraging
Member
*
*
*
Posts: 3269
Aide-toi, le ciel t'aidera.
Re: My Simutrans Projects
Depends on the number of milestones per 1000 posts of course. It also depends on them not decreasing in number for higher post counts, i.e. 400 may be more of a milestone than 2400.
Macwinux
Frequent Visitor; Player
Member
*
Gender: Male
Posts: 72
Drive faster and safer...
Re: My Simutrans Projects
Thanks for your projects, I am now starting to create addons for Simutrans. Hope you could successfully finish Vehicle Editor. I cannot create vehicles until it is not released, by the way, thanks again!!!

  Thumb up
Freeways arent always free, they are just free of jams...
Timothy
Member
*
*
*
*
*
Gender: Male
Posts: 2163
pak64 - every pixel counts
Re: My Simutrans Projects
Thanks for your projects, I am now starting to create addons for Simutrans. Hope you could successfully finish Vehicle Editor. I cannot create vehicles until it is not released, by the way, thanks again!!!

  Thumb up

Why not? Vehicles are easy to make, just draw it in 8 views, there are lots of templates and explanations on the graphics board... Any vehicle editor I made would perform a similar function to TileCutter - aligning and managing sprites rather than actually creating them in the first place... Don't hold your breath for it either, it's a somewhat low priority thing for me atm.

<< Click here for a list of my Simutrans creations >>
Macwinux
Frequent Visitor; Player
Member
*
Gender: Male
Posts: 72
Drive faster and safer...
Re: My Simutrans Projects
Im going to build buildings first, since Im a newbie, however, I dont know where does the pakBuilder put its compiled file... where it does it go? thanks....
Freeways arent always free, they are just free of jams...
Timothy
Member
*
*
*
*
*
Gender: Male
Posts: 2163
pak64 - every pixel counts
Re: My Simutrans Projects
I've never used PakBuilder, so I can't really help you Sad

<< Click here for a list of my Simutrans creations >>
INB681
Finagle's Law: Anything that can go wrong, will—at the worst possible moment
Member
*
*
*
Gender: Male
Posts: 146
Heh, can you tell me who this is?
Re: My Simutrans Projects
It puts it in the folder where your used dat file is.
lost.eu
Jockah
Member
*
*
Posts: 51
Apaixonado por Curitiba! Viciado em Simutrans.
Re: My Simutrans Projects
Hello friends.

Look. I have tried several times to create buses, but I never can.
Then, if it is not much abuse, I want to ask you a favor: can you develop PAK128 of bus London London in three colors: yellow, green and orange?
I am very grateful if you can help me.

please
VS
Vladimír Slávik
Member
*
*
*
Gender: Male
Posts: 1568
284545810
Re: My Simutrans Projects
Timothy, I sent you a PM but looks like it disappeared... still around?

Tools for messing with Simutrans graphics. Template archive - templates and some other stuff for painters.
The International Simutrans Forum > Projects and Web Resources > Various Projects (Moderator: Isaac.Eiland-Hall) > Topic: My Simutrans Projects