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Hattusas PoC Regular Platinum Licensee

Joined: 05 Jan 2007 Posts: 37
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Posted: Sat Apr 11, 2009 7:44 pm Post subject: Harbor Traffic |
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I only saw in the Newyork Harbour , it looks nice when you see some other ships (tankers,liners, container ships moving in the sea) while manoeuvreing our ship into harbor or to the open sea.
Why isn't there any other harbors like New York city? Also it'd be awesome if those ships were present in other ply files.(Or is there a way to add them? )
Thanks _________________ Salih SIPAHI -- >
Greetings From Istanbul |
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rdklein PoC Veteran Admin

Joined: 06 Aug 2002 Posts: 5301 Location: Germany
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Posted: Sat Apr 11, 2009 8:03 pm Post subject: |
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There are some other harbours, with traffic, you can add it in a polygon path definition, which defines any of th epocxxl ships, multiplication factor and speed, also if a circle or a back and forward movemet is done and a bridge flag for cars going over bridges (while ship go under it).
I will provide some docs onths - also theharbour editor makes progress which will help |
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StickyMonk PoC Veteran Special Licensee

Joined: 28 Aug 2006 Posts: 676 Location: South lincolnshire England
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Posted: Sun Apr 12, 2009 7:29 am Post subject: |
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Harbor Editor! I like the sound of that!!!!
I am not having much luck with the getdata program that is being used by others on this forum _________________ 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: Sun Apr 12, 2009 11:04 am Post subject: |
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yes -- I just need to do a setup program and some of the abs path must be removed , then we go !
You can then use AI files for input (AI 7 export corel draw or similar) I will provide some example files to load in the programs, with the color scheme used to define the different parts. The editor does the rest as assignment of berths and ships, paths for moving objects define the objects.
It outputs the ply files directly and also a mel script (but there we must do more to be useable for pcosim3dii at the moment a plugin for maya is required -- I plan to support the use of blender 3d (free software) but thats more distant (I have to learn blender first -- the tutorials are arrived already here). |
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