Closed hpointu closed 13 years ago
Awesome - i've done this, too :D But in a different way.
But I'm currently having problems to compile c10t under Cent OS x64 (i think i'll try out #153, this should fix my problem) so i'm a bit late on commiting the changes....(actually i haven't done it yet) hopefully I can get this to work tomorrow.
I wonder if your version really looks good, because the different rails have completely different colors. I tried to leave the primary colors the same and just changing the side colors to make a difference between detector, powered and normal rails. Unfortunately I can't continue working and testing until tomorrow - so please be patient and give me a chance ;) I'd really like to compare the versions before seeing them merged into udoprogs master branch.
Yes, your approach seems to be better. (To calculate the color from a common base). But the side color won't appear on flat renders ? (excuse my bad english)
You are completely right, but i think that is ok. Try to imagine how a flat render would look like with a railroad in which every 20th rail a red pixel is rendered (this is the maximum distanced, powred rails must be layed out to hold maximum speed).
I just try it out and upload some sample screenshots tomorrow :)
Yes, i agree i'v done some test by setting colors blending the minetrack base color with Gold and Dark Red for the powered and detector rail. It could be done only for the side color, according to your point of view. But for now, the result is quite pretty https://github.com/ekryyn/c10t/commit/749bc5807e0f3c89a86b51b3a351ad814daf1dfe My gimp is broken so I can't post the result. But the blending method seems to be a good way for determining the right color, what do you think ?
Instamerged, thanks mate!
I added these types of blocks :
If it helps...