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StickyMonk PoC Veteran Special Licensee

Joined: 28 Aug 2006 Posts: 676 Location: South lincolnshire England
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Posted: Thu Nov 01, 2007 1:26 pm Post subject: ports |
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Any idea of when we will be able to make our own 2d maps for ports? I am getting very bored with doing the same map for ALL the user add on ports. _________________ Cheers
Matthew
for my ships,cargo and harbors don't visit my web site as they are not there anymore |
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rdklein PoC Veteran Admin

Joined: 06 Aug 2002 Posts: 5301 Location: Germany
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Posted: Thu Nov 01, 2007 3:04 pm Post subject: |
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not yet, the next will be the harbi interface for addons
I still have to rewrite some code, so you can use my editor for the 2d interface, but I hope we get this before christmas.
YOu will need a program to generate .ai files like corel draw in any case. |
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StickyMonk PoC Veteran Special Licensee

Joined: 28 Aug 2006 Posts: 676 Location: South lincolnshire England
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Posted: Thu Nov 01, 2007 3:18 pm Post subject: |
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thats no problem I have coral draw, autocad and design cad, will we be able to make other recourses like buildings and things? _________________ Cheers
Matthew
for my ships,cargo and harbors don't visit my web site as they are not there anymore |
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rdklein PoC Veteran Admin

Joined: 06 Aug 2002 Posts: 5301 Location: Germany
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Posted: Thu Nov 01, 2007 3:56 pm Post subject: |
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currently we do a rework on the building part as the current version only supports the 2d part with fixed buildings,
I will have a dynamic part with topviews for the 2d and 3d models for the 3d part - but there we still think about a solution currently the 3d is seperate dont for buidlings.
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you can start already with the shapes for harbours if you want, later assign our colors (there is black for example for harbour contours)
important is to draw counterclockwise, so our programs knows where water is and where land, also berth are lines drawn counterclockwise in a special color.
the editor then assignes attributes to the lines like beth width, shiptype etc.
examples will follow.
the generator then generates the info for pocxxl and a mel script for the 3d parts - but thats more compilcate as you need our export pluging for maya and also the Okino Polytrans currently. |
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corne_mo PoC Veteran Platinum Licensee

Joined: 19 May 2006 Posts: 448 Location: The Netherlands
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Posted: Fri Nov 02, 2007 5:33 am Post subject: |
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I've tried to make the port of Antwerp in 2D a whole ago. It however isn't that simple to make the 2D harbours. I draw them in AutoCad, converted it to AI files using CorelDraw and then send it to RDK. It however was more difficult than I thought to make the editor/converter do the correct thing with the lines and stuff.
What I also want to know about this:
The berths are drawn as 1 line. Is there a possibility that a quai length of 1200m can be divided in parts of 200m for example? That way the computer can recognize that ships up to 200m can berth there (as length and depth are more or less connected)? _________________ Freight Containers In The Port Of Antwerp |
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rdklein PoC Veteran Admin

Joined: 06 Aug 2002 Posts: 5301 Location: Germany
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Posted: Fri Nov 02, 2007 8:00 am Post subject: |
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yes not tthat easy, also the maximum count of polys need to be taken care of (is about 6000).
for the berth if you would liek to allow ships of 200m for a total of 1200m you currently need to define 6 berth lines, the max length will be defined in the editor (then also 200m). |
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