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Parameter der ground-Objekte ( ab Vers. 0.113.xx )

Zuerst ist eine fundameltale Sache zu klären: Soll die doppelte Höhenstufe noch oben oder als Zwischenstufe dienen? (Bild aus der japanischen Doku http://japanese.simutrans.com/index.php?%C0%DF%C4%EA%A5%D5%A5%A1%A5%A4%A5%EB%2Fsimuconf.tablink-external der simuconf.tab) http://japanese.simutrans.com/index.php?plugin=ref&page=%C0%DF%C4%EA%A5%D5%A5%A1%A5%A4%A5%EB%2Fsimuconf.tab&src=height_64.pnglink-external (inline klappt leider nicht)
Image

Wenn die neue Hoehenstufe einer doppelten Hoehe entsprechen soll, dann sind nur wenig Änderungen jenseits des Bodens nötig.

Für die Böden sind nur the entsprechenden Lightmaps, marker und grenzen zu generieren, die Ausschüttungen anzupassen und danach hat man schon ein funktionierendes pak. Man braucht dazu das angehängte Lighmap-Programm.

Dann started man die folgende Batchdatei

lightmap -pak64 -marker16 -c#0xFF8000 marker.png
lightmap -pak64 -marker16 -c#0x800000 borders.png
lightmap -pak64 -slope16 -bright128 texture-lightmap.png


Pakgröße, Hoehenstufe, Farben und Helligkeit natürlich anpassen.

Dann kopiert man aus der vorhanden Datei die Daten für Fence in Water in diese
#
# lightmap doubleheight from kierongreen
#
-------------------
Obj=ground
Name=LightTexture
Image[0][0]=texture-lightmap.0.0	# flat			ns|ew
Image[1][0]=texture-lightmap.0.1	# sw1
Image[2][0]=texture-lightmap.0.2	# sw2
Image[3][0]=texture-lightmap.0.3	# se1
Image[4][0]=texture-lightmap.0.4	# se1,sw1		ns
Image[5][0]=texture-lightmap.0.5	# se1,sw2
Image[6][0]=texture-lightmap.0.6	# se2
Image[7][0]=texture-lightmap.0.7	# se2,sw1
Image[8][0]=texture-lightmap.0.8	# se2,sw2		ns2
Image[9][0]=texture-lightmap.0.9	# ne1
Image[10][0]=texture-lightmap.0.10	# ne1,sw1
Image[11][0]=texture-lightmap.0.11	# ne1,sw2
Image[12][0]=texture-lightmap.0.12	# ne1,se1		ew
Image[13][0]=texture-lightmap.0.13	# ne1,se1,sw1
Image[14][0]=texture-lightmap.0.14	# ne1,se1,sw2
Image[15][0]=texture-lightmap.0.15	# ne1,se2
Image[16][0]=texture-lightmap.1.0	# ne1,se2,sw1
Image[17][0]=texture-lightmap.1.1	# ne1,se2,sw2
Image[18][0]=texture-lightmap.1.2	# ne2
Image[19][0]=texture-lightmap.1.3	# ne2,sw1
Image[20][0]=texture-lightmap.1.4	# ne2,sw2
Image[21][0]=texture-lightmap.1.5	# ne2,se1
Image[22][0]=texture-lightmap.1.6	# ne2,se1,sw1
Image[23][0]=texture-lightmap.1.7	# ne2,se1,sw2
Image[24][0]=texture-lightmap.1.8	# ne2,se2			ew2
Image[25][0]=texture-lightmap.1.9	# ne2,se2,sw1
Image[26][0]=texture-lightmap.1.10	# ne2,se2,sw2
Image[27][0]=texture-lightmap.1.11	# nw1
Image[28][0]=texture-lightmap.1.12	# nw1,sw1		ew
Image[29][0]=texture-lightmap.1.13	# nw1,sw2
Image[30][0]=texture-lightmap.1.14	# nw1,se1
Image[31][0]=texture-lightmap.1.15	# nw1,se1,sw1
Image[32][0]=texture-lightmap.2.0	# nw1,se1,sw2
Image[33][0]=texture-lightmap.2.1	# nw1,se2
Image[34][0]=texture-lightmap.2.2	# nw1,se2,sw1
Image[35][0]=texture-lightmap.2.3	# nw1,se2,sw2
Image[36][0]=texture-lightmap.2.4	# nw1,ne1		ns
Image[37][0]=texture-lightmap.2.5	# nw1,ne1,sw1
Image[38][0]=texture-lightmap.2.6	# nw1,ne1,sw2
Image[39][0]=texture-lightmap.2.7	# nw1,ne1,se1
Image[40][0]=texture-lightmap.2.8	# nw1,ne1,se1,sw1	TODO	0 up 1
Image[41][0]=texture-lightmap.2.9	# nw1,ne1,se1,sw2	TODO	1 up 1
Image[42][0]=texture-lightmap.2.10	# nw1,ne1,se2
Image[43][0]=texture-lightmap.2.11	# nw1,ne1,se2,sw1	TODO	3 up 1
Image[44][0]=texture-lightmap.2.12	# nw1,ne1,se2,sw2	TODOns	4 up 1
Image[45][0]=texture-lightmap.2.13	# nw1,ne2
Image[46][0]=texture-lightmap.2.14	# nw1,ne2,sw1
Image[47][0]=texture-lightmap.2.15	# nw1,ne2,sw2
Image[48][0]=texture-lightmap.3.0	# nw1,ne2,se1
Image[49][0]=texture-lightmap.3.1	# nw1,ne2,se1,sw1	TODO	9 up 1
Image[50][0]=texture-lightmap.3.2	# nw1,ne2,se1,sw2	TODO	10 up 1
Image[51][0]=texture-lightmap.3.3	# nw1,ne2,se2
Image[52][0]=texture-lightmap.3.4	# nw1,ne2,se2,sw1	TODOew	12 up 1
Image[53][0]=texture-lightmap.3.5	# nw1,ne2,se2,sw2	TODO	13 up 1
Image[54][0]=texture-lightmap.3.6	# nw2
Image[55][0]=texture-lightmap.3.7	# nw2,sw1
Image[56][0]=texture-lightmap.3.8	# nw2,sw2		ew2
Image[57][0]=texture-lightmap.3.9	# nw2,se1
Image[58][0]=texture-lightmap.3.10	# nw2,se1,sw1
Image[59][0]=texture-lightmap.3.11	# nw2,se1,sw2
Image[60][0]=texture-lightmap.0.12	# nw2,se2
Image[61][0]=texture-lightmap.3.13	# nw2,se2,sw1
Image[62][0]=texture-lightmap.3.14	# nw2,se2,sw2
Image[63][0]=texture-lightmap.3.15	# nw2,ne1
Image[64][0]=texture-lightmap.4.0	# nw2,ne1,sw1
Image[65][0]=texture-lightmap.4.1	# nw2,ne1,sw2
Image[66][0]=texture-lightmap.4.2	# nw2,ne1,se1
Image[67][0]=texture-lightmap.4.3	# nw2,ne1,se1,sw1	TODO	27 up 1
Image[68][0]=texture-lightmap.4.4	# nw2,ne1,se1,sw2	TODOew	28 up 1
Image[69][0]=texture-lightmap.4.5	# nw2,ne1,se2
Image[70][0]=texture-lightmap.4.6	# nw2,ne1,se2,sw1	TODO	30 up 1
Image[71][0]=texture-lightmap.4.7	# nw2,ne1,se2,sw2	TODO	31 up 1
Image[72][0]=texture-lightmap.4.8	# nw2,ne2		ns2
Image[73][0]=texture-lightmap.4.9	# nw2,ne2,sw1
Image[74][0]=texture-lightmap.4.10	# nw2,ne2,sw2
Image[75][0]=texture-lightmap.4.11	# nw2,ne2,se1
Image[76][0]=texture-lightmap.4.12	# nw2,ne2,se1,sw1	TODOns	36 up 1
Image[77][0]=texture-lightmap.4.13	# nw2,ne2,se1,sw2	TODO	37 up 1
Image[78][0]=texture-lightmap.4.14	# nw2,ne2,se2
Image[79][0]=texture-lightmap.4.15	# nw2,ne2,se2,sw1	TODO	39 up 1
Image[80][0]=texture-lightmap.5.0	# nw2,ne2,se2,sw2	TODO	0 up 2
--------------------
Obj=ground
Name=ClimateTexture
# water
Image[0][0]=texture-climate.0.0
# beach/desert
Image[1][0]=texture-climate.0.1
# tropic
Image[2][0]=texture-climate.0.2
# mediterran
Image[3][0]=texture-climate.0.3
# temperate grass
Image[4][0]=texture-climate.0.4
# tundra
Image[5][0]=texture-climate.0.5
# rocky/barren
Image[6][0]=texture-climate.0.6
# snow
Image[7][0]=texture-climate.0.7
--------------------
# these images define the beach transition
Obj=ground
Name=ShoreTrans
Image[0][0]=texture-shore.0.0
Image[1][0]=texture-shore.0.1
Image[2][0]=texture-shore.0.2
Image[3][0]=texture-shore.0.3
Image[4][0]=-
Image[5][0]=-
Image[6][0]=-
Image[7][0]=-
Image[8][0]=-
Image[9][0]=-
Image[10][0]=-
Image[11][0]=texture-shore.1.0
--------------------
# these images define the slope transition
Obj=ground
Name=SlopeTrans
Image[0][0]=texture-slope.0.0
Image[1][0]=texture-slope.0.1
Image[2][0]=texture-slope.0.2
Image[3][0]=texture-slope.0.3
Image[4][0]=texture-slope.1.0
Image[5][0]=texture-slope.1.1
Image[6][0]=texture-slope.1.2
Image[7][0]=texture-slope.1.3
Image[8][0]=texture-slope.2.0
Image[9][0]=texture-slope.2.1
Image[10][0]=texture-slope.2.2
Image[11][0]=texture-slope.2.3
Image[12][0]=texture-slope.3.0
Image[13][0]=texture-slope.3.1
Image[14][0]=texture-slope.3.3
--------------------
Obj=ground
Name=Basement
# West
Image[0][0]=-
Image[1][0]=ls-brickslope.0.1
Image[2][0]=ls-brickslope.0.2
Image[3][0]=ls-brickslope.0.3
Image[4][0]=ls-brickslope.0.4
Image[5][0]=ls-brickslope.0.5
Image[6][0]=ls-brickslope.0.6
Image[7][0]=ls-brickslope.0.7
Image[8][0]=ls-brickslope.0.8,2,0
Image[9][0]=ls-brickslope.0.9
Image[10][0]=ls-brickslope.0.10
# North
Image[11][0]=-
Image[12][0]=ls-brickslope.1.1
Image[13][0]=ls-brickslope.1.2
Image[14][0]=ls-brickslope.1.3
Image[15][0]=ls-brickslope.1.4
Image[16][0]=ls-brickslope.1.5
Image[17][0]=ls-brickslope.1.6
Image[18][0]=ls-brickslope.1.7
Image[19][0]=ls-brickslope.1.8,2,0
Image[20][0]=ls-brickslope.1.9
Image[21][0]=ls-brickslope.1.10
--------------------
Obj=ground
Name=Slopes
# West
Image[0][0]=-
Image[1][0]=ls-slope.0.1
Image[2][0]=ls-slope.0.2
Image[3][0]=ls-slope.0.3
Image[4][0]=ls-slope.0.4
Image[5][0]=ls-slope.0.5
Image[6][0]=ls-slope.0.6
Image[7][0]=ls-slope.0.7
Image[8][0]=ls-slope.0.8
Image[9][0]=ls-slope.0.9
Image[10][0]=ls-slope.0.10
# North
Image[11][0]=-
Image[12][0]=ls-slope.1.1
Image[13][0]=ls-slope.1.2
Image[14][0]=ls-slope.1.3
Image[15][0]=ls-slope.1.4
Image[16][0]=ls-slope.1.5
Image[17][0]=ls-slope.1.6
Image[18][0]=ls-slope.1.7
Image[19][0]=ls-slope.1.8
Image[20][0]=ls-slope.1.9
Image[21][0]=ls-slope.1.10
--------------------
Obj=ground
Name=Marker
copyright=prissi
# the front part (obtained by hang%27) for single slopes
Image[0][0]=marker.0.0
Image[1][0]=marker.0.1
Image[2][0]=marker.0.2
Image[3][0]=marker.0.3
Image[4][0]=marker.0.4
Image[5][0]=marker.0.5
Image[6][0]=marker.0.6
Image[7][0]=marker.0.7
Image[8][0]=marker.0.8
Image[9][0]=marker.1.0
Image[10][0]=marker.1.1
Image[11][0]=marker.1.2
Image[12][0]=marker.1.3
Image[13][0]=marker.1.4
Image[14][0]=marker.1.5
Image[15][0]=marker.1.6
Image[16][0]=marker.1.7
Image[17][0]=marker.1.8
Image[18][0]=marker.2.0
Image[19][0]=marker.2.1
Image[20][0]=marker.2.2
Image[21][0]=marker.2.3
Image[22][0]=marker.2.4
Image[23][0]=marker.2.5
Image[24][0]=marker.2.6
Image[25][0]=marker.2.7
Image[26][0]=marker.2.8
# backpart (obtained by (hang%3) + ((hang-(hang%9))/3)
Image[27][0]=marker.3.0
Image[28][0]=marker.3.1
Image[29][0]=marker.3.2
Image[30][0]=marker.3.3
Image[31][0]=marker.3.4
Image[32][0]=marker.3.5
Image[33][0]=marker.3.6
Image[34][0]=marker.3.7
Image[35][0]=marker.3.8
Image[36][0]=marker.4.0
Image[37][0]=marker.4.1
Image[38][0]=marker.4.2
Image[39][0]=marker.4.3
Image[40][0]=marker.4.4
Image[41][0]=marker.4.5
Image[42][0]=marker.4.6
Image[43][0]=marker.4.7
Image[44][0]=marker.4.8
Image[45][0]=marker.5.0
Image[46][0]=marker.5.1
Image[47][0]=marker.5.2
Image[48][0]=marker.5.3
Image[49][0]=marker.5.4
Image[50][0]=marker.5.5
Image[51][0]=marker.5.6
Image[52][0]=marker.5.7
Image[53][0]=marker.5.8
--------------------
Obj=ground
Name=Borders
copyright=prissi
Image[0][0]=borders.3.0
Image[1][0]=borders.3.1
Image[2][0]=borders.3.2
Image[3][0]=borders.3.3
Image[4][0]=borders.3.4
Image[5][0]=borders.3.5
Image[6][0]=borders.3.6
Image[7][0]=borders.3.7
Image[8][0]=borders.3.8
Image[9][0]=borders.4.0
Image[10][0]=borders.4.1
Image[11][0]=borders.4.2
Image[12][0]=borders.4.3
Image[13][0]=borders.4.4
Image[14][0]=borders.4.5
Image[15][0]=borders.4.6
Image[16][0]=borders.4.7
Image[17][0]=borders.4.8
Image[18][0]=borders.5.0
Image[19][0]=borders.5.1
Image[20][0]=borders.5.2
Image[21][0]=borders.5.3
Image[22][0]=borders.5.4
Image[23][0]=borders.5.5
Image[24][0]=borders.5.6
Image[25][0]=borders.5.7
Image[26][0]=borders.5.8
--------------------
Water and Fence from old data!



Dann kopiert man in diesen Ordner noch texture-shore.png sowie https://sourceforge.net/p/simutrans/code/HEAD/tree/pak128.Britain/grounds/images/texture-slope.pnglink-external und muss neue Ausschüttungmen erstellen (dauert am längsten ... ), hier die Reihenfolge in obiger Datei https://sourceforge.net/p/simutrans/code/HEAD/tree/pak64/ground/ls-slope.pnglink-external

Jetzt kommt die Qual der Wahl, es gibt nämlich zwei Arten, ein Pak mit doppelten Höhen zu erstellen.

Methode eins: Die doppelte Höhenstufe entricht eine doppelten Steigung (pak64). Damit können alle Brücken, Tunnel, Straßen usw. sofort weiter verwendet werden. Dazu ist “pak_height_conversion_factor = 1” in der Simuconf.tab des Paksets zu setzen. Allerdings kann man jetzt keine Straßen mehr auf ganz steilen Wegen bauen, dazu müssen die Straßen neien Steigungen bekommen (andere Weg natürlich analog).

Methode zwei: Die neue Höhenstufe entspricht einem halben Schritt (pak128, pak128.britain). Dazu ist “pak_height_conversion_factor = 2” in der Simuconf.tab des Paksets zu setzen. Dann müssen sofort alle Wege um eine halbe Höhenstufe ergänzt werden und Tunnel und Brücken erneuert werden. Auch sind die erhöhten Fahrbahnen danach recht flach.

Methode 1.5: Wie methode zwei, aber wenn man eh alles neu macht, setzt man als Höhenstufe eben nicht 8 oder 16 sondern 12. Dann hat man nicht ganz so steile Hügel aber noch genug Platz unter den Brücken.

In der menuconf.tab sollte man noch Werkzeuge hinzufügen, sonst kann man keine doppelten Aufschüttungen bauen. Es gibt auch zwei neue Werkzeuge, Seen füllen und absenken (die sind extrem kryptisch) und Klimazonen hinzufügen. Letzteres ist für Strände etc. sehr praktisch.

# slope tools
toolbar[1][0]=general_tool[2]
toolbar[1][1]=general_tool[3]
toolbar[1][2]=general_tool[4],10,,36 #southslope
toolbar[1][3]=general_tool[4],40,,72 #double southslope
toolbar[1][4]=general_tool[4],11,,4 #northslope
toolbar[1][5]=general_tool[4],41,,8 #double northslope
toolbar[1][6]=general_tool[4],12,,12 #westslope
toolbar[1][7]=general_tool[4],42,,24 #double westslope
toolbar[1][8]=general_tool[4],13,,28 #eastslope
toolbar[1][9]=general_tool[4],43,,56 #double eastslope
toolbar[1][10]=general_tool[4],14,,82 #all up slope
toolbar[1][11]=general_tool[4],15,,83 #all down slope
toolbar[1][12]=general_tool[5]
# now alter climate tools
toolbar[1][13]=general_tool[39],32,^W,0
toolbar[1][14]=general_tool[39],35,,3

...
# Und das volle Program im Editortoolbar
# fill and draw bassins (images would be 30 and 31)
toolbar[9][14]=general_tool[38],30,,+1
toolbar[9][15]=general_tool[38],31,,-1
# new terraforming
toolbar[9][16]=general_tool[39],32,,0
toolbar[9][17]=general_tool[39],33,,1
toolbar[9][18]=general_tool[39],34,,2
toolbar[9][19]=general_tool[39],35,,3
toolbar[9][20]=general_tool[39],36,,4
toolbar[9][21]=general_tool[39],37,,5
toolbar[9][22]=general_tool[39],38,,6
toolbar[9][23]=general_tool[39],39,,7


Als Anregung hier die Icons von pak64:
https://sourceforge.net/p/simutrans/code/HEAD/tree/pak64/other/wkz_icons.pnglink-external

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Contributors to this page: Frank .
Page last modified on Friday February 12, 2016 16:14:30 CET by Frank.

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