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PostPosted: Sat May 05, 2012 8:41 am 
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Location: Germany
This looks very nice!

The grainy texture totally looks like some sort of styrofoam model, very cool. In fact it reminds me of an physical model of some city-/landscape made from styrofoam i saw many years ago. I see that you put some efforts into smooth ground textures.. well I have an suggestion that kind of throws that over board again (sorry) but hear me out please.

On this model, the elevation was done by simply stacking layers of styrofoam boards and grading the edges. This on the other hand looked like contour lines, something which is less common in maps nowadays. Today maps mostly use gradient shading, like your ground tiles do. This looked very fitting together, and to sum up, I think this might look even better in what you are doing here. Right now, it's nice, no question about it, but the trees and houses look like styrofoam and the ground looks like silk.

So I suggest, make the ground look like layerd styrofoam boards, with grainy textures and edges that look like retro contour lines.

Side effect: Contour line instead of elevation makes for a good excuse for the much too steep ramp gradient. You can even consider to increase the step hight to comfortably fit tunnel entrances and bridge heights.

Example picture. This is from an RPG landscape in construction, grabbed it from the net.


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PostPosted: Fri Aug 17, 2012 1:59 am 
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Hi

I really like this style.

I plan to do it.

But I need to find a way to test it quickly everytime, is it a old fashion way to test 32bpp sprites without newgrf ?
using .tar maybe ?

The whole theme can be done quickly if i manage to get easy preview of my work everytime

cheers


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PostPosted: Fri Aug 17, 2012 6:07 am 
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Joined: Wed Nov 07, 2007 10:44 pm
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chromaphase wrote:
Hi

I really like this style.

I plan to do it.

But I need to find a way to test it quickly everytime, is it a old fashion way to test 32bpp sprites without newgrf ?
using .tar maybe ?

The whole theme can be done quickly if i manage to get easy preview of my work everytime

cheers

It's indeed a nice idea.

There's only the grf way. It's fast as well.

Compiling a simple grf which only replaces ground sprites is not difficult and has really simple code. Look at zbase (for how to use 32bpp) and ogfx-landscape (for how to make a simple newgrf for landscape replacement).

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PostPosted: Thu Aug 23, 2012 8:06 pm 
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Joined: Thu Feb 01, 2007 5:59 pm
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Location: Stockholm, Sweden
planetmaker wrote:
Compiling a simple grf which only replaces ground sprites is not difficult and has really simple code. Look at zbase (for how to use 32bpp) and ogfx-landscape (for how to make a simple newgrf for landscape replacement).


I actually still use the old nightly build to test my sprites, it's much faster that way. When I'm done I'll run a script that converts everything into nml.


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