#Finally finished the track rendering.
1 messages · Page 1 of 1 (latest)
@willow ermine Please use threads in this channel when commenting on something
Original message forwarded.
I still need to implement all the stuff surrounding this: recipes, fuel (food?), how do you get the cows (tame them? How?)
Knowing me this will take another month or two.
But suggestions are welcome
Why were you doing this via Luarendering again? 
Trains don't support animations
ah
@timid sleet You are my hero
I've wanted to make an agriculture tamed (pun intended) mod for quite some time, and just didn't because I don't have the skills nor the time to make animations
What is it for ?
When can I steal it ?
That's the neat part, i didnt have any plans other than cow trains 
I'll release it as a standalone mod when i've finished the stuff noted above with integration for vanilla nauvis and maybe the wood planet (the name escapes me currently).
After that, feel free to build on top of it
Replacing all logistics with cows: Cow trains, cow bots, cow space platforms
ngl, the sounds sold me
idk if you can have dust kicking up where they are walking, might make the leg movement better
I'm not gonna try and sync a separate dust rendering. The only viable option would be to combine it in the current rendering but that would mean that if the cow stands still the dust would freeze in mid air
well trains produce smoke when they move
Only when they stop, right?
But now that I think of it, the drive_over_tie_trigger (the same thing that triggers the sounds) takes any TriggerEffect, I might be able to also add a CreateParticleTriggerEfectItem to create some dust.
Though it still wouldn't be synced to the hoof steps but maybe some generic dust would sufice
just double checked to be sure, trains default to their smoke effect when moving but nothing when idle
customize/tone it down and reposition it around their feet
oh, its the burner fuel effect...do you feed the cows to power them?
That's the plan
you could add it there!
Currently they eat good ol' coal
hay, genetically altered hay, radioactive hay
But what burn effect do you mean, I'm currently ingame and don't see it
This one?
Nvm, I had smoke disabled in the graphics settings 
This kinda works!
i was thinking, maybe it starts around their knees. just to hide the choppy walking animation a bit.
but looks good with the dust now!
I'm wondering if you couldn't make it less choppy by just adding more frames ? (I have no idea how much work this is)
but I also assume that with more speed, the animation look smoother
I decided to limit the number of frames to 8 to reduce the file size since every frame needs to be rendered in 256 different directions.
Similarly in order to make the dust start at the knees i'd have two cut the animation up in two separate layers that would hurt performance since both animations would have to be controlled separately.
In any case, i might still up the frame count just to see what it would look like. I want to rerender the cows anyway in order to center them a bit better
oof that's a lot. Is reducing resolution or increasing compression an option?
I guess, wouldnt make it look any prettier thoughðŸ«
But I should start with defining what's an acceptble file size for a mod like this
And then see what's possible with that budget
100 MB is reasonable
Btw any progress update? @timid sleet
Since the recording of this thread I've redone a lot of the walking animation. Especially the hind legs. I've changed the left cow so that it is more distinct from the right one. I've doubled the number of frames and increased the animation speed such that the hoofs (almost) don't slide over the ground
Have a look
We need free cows without the wood /j /j
looks great
Can't wait to feed them nuclear feed
Same xD
It's great ! So these are tracks, internally, and cows are trains, alright ? Did you make sure they cannot connect with normal tracks, or did you just not bother ?
The tracks are just regular track prototypes.
The cows are Locomotives but without graphics.
The graphics are LuaRenderings attatched to the locomotive entities and updated in runtime (on_tick) with a lot of care put into optimizing the keep performance to a minimum
pls