Difference between revisions of "OTT3D Programming"

From Transport Empire
Jump to: navigation, search
(Created page with '= General Information = check')
 
(Coding new systems)
 
(7 intermediate revisions by the same user not shown)
Line 1: Line 1:
 
= General Information =
 
= General Information =
  
check
+
You can find this on the [[OTT3D_Development]] page under '''Getting the code to work'''.
 +
 
 +
There will be 2 major section on this page which will change as new game revisions will be uploaded:
 +
 
 +
1.) improving current code.
 +
 
 +
2.) coding new systems.
 +
 
 +
= Improving current code =
 +
 
 +
> Adding scales on the Deform Tool (intensity and area).
 +
 
 +
> Rescale and modify the terrain poly count. Hint: 1 unit = 1 meter, it shouldn't go lower than 2x2 segments per 1x1 unit of terrain. The current scale is 1x1 segment per aprox 5x5 units of terrain.
 +
 
 +
> Lower the terrain and water. Both are loaded at the "middle" of the deforming scale (you can deform it max _Number and -_Number units in height. This allows deforming the terrain underwater quite a lot. And we don't need that.
 +
 
 +
> saveTerrain() and loadTerrain() functions are written but not scripted to a button / key.
 +
 
 +
> add the possibility of saving and loading multiple terrains. Current setup permits saving and loading on 1 saved-terrain.
 +
 
 +
> Whenever new rail-blocks are out, fine tune their coordinates from Railroad_checkpts.txt to fit in the code and script them on Auto-fit.
 +
 
 +
= Coding new systems =
 +
 
 +
> Scripting advanced railroad building support for junctions (based on the algorithm and code in v0.02);
 +
 
 +
> Scripting Road building tool based on the Railroad one in v0.02;
 +
 
 +
> New tools: foliage, placing industries.
 +
 
 +
> coding a water-change (between ocean, fresnel.h load_fresnel_01() function and other water types) feature before entering Sandbox mode.
 +
 
 +
= Extra info =
 +
 
 +
Caelum - day /night transitions + weather - and SoundManager class will be added by me in a future version and then added at improving code section when needed.

Latest revision as of 11:45, 15 September 2009

General Information

You can find this on the OTT3D_Development page under Getting the code to work.

There will be 2 major section on this page which will change as new game revisions will be uploaded:

1.) improving current code.

2.) coding new systems.

Improving current code

> Adding scales on the Deform Tool (intensity and area).

> Rescale and modify the terrain poly count. Hint: 1 unit = 1 meter, it shouldn't go lower than 2x2 segments per 1x1 unit of terrain. The current scale is 1x1 segment per aprox 5x5 units of terrain.

> Lower the terrain and water. Both are loaded at the "middle" of the deforming scale (you can deform it max _Number and -_Number units in height. This allows deforming the terrain underwater quite a lot. And we don't need that.

> saveTerrain() and loadTerrain() functions are written but not scripted to a button / key.

> add the possibility of saving and loading multiple terrains. Current setup permits saving and loading on 1 saved-terrain.

> Whenever new rail-blocks are out, fine tune their coordinates from Railroad_checkpts.txt to fit in the code and script them on Auto-fit.

Coding new systems

> Scripting advanced railroad building support for junctions (based on the algorithm and code in v0.02);

> Scripting Road building tool based on the Railroad one in v0.02;

> New tools: foliage, placing industries.

> coding a water-change (between ocean, fresnel.h load_fresnel_01() function and other water types) feature before entering Sandbox mode.

Extra info

Caelum - day /night transitions + weather - and SoundManager class will be added by me in a future version and then added at improving code section when needed.