PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
Here's my first submission, the foundations for temperate climate (z0 zoom level). All wrapped up and working, but not 100% polished. Vertical tiling is the most noticeable flaw (see pics). I'll add some polish when I'm in the mood and when I have some time.
I've decided to stay in my comfort area and made all the stuff in Photoshop, no 3D programs involved
Screens:
There are some graphic bugs related to specific railway foundations which occur even with the 8bpp graphics. I tried a workaround by adding grass on top of those, but it worked only for half of them as the other ones have 8-bit grass over the whole tile.
Very good work, but I think the stones look too big compared to rest of sprites. I understand that if you make them smaller they will not look so nice but will be better scaled. Any way to use a different sprite to avoid that mismatch of double foundations?
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
LordAzamath wrote:Completely untextured/undetailed model of a hangar.. Dunno yet if it's a small airport hangar or a large.. Maybe some fine day I'll texture it.
Can you turn it into a 1x2 tile hangar for 8bpp? (I need 2 tile width so planes can enter one side, and exit the other. The depth just needs to be in proportion.) I have a 2 tile hangar in my Munich airport that needs a new graphic.
Yeah sure.. Just it has to be textured when already scaled down.. It wont fit with your other graphics.. Maybe you can get skidd texturing it when I've sent you the stretched one.. and I guess you need all 4 views of it? For rotatability
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
LordAzamath wrote:Yeah sure.. Just it has to be textured when already scaled down.. It wont fit with your other graphics.. Maybe you can get skidd texturing it when I've sent you the stretched one.. and I guess you need all 4 views of it? For rotatability
Urgh, just found a bug in my regal_bus_cc.tar where no company colour would show for the bus facing north (ID3284) in z1 and z2 zoom due to a bad filename for the mask files (3284_z0_z1m.png... yeah, right). It's fixed now. Please redownload.
In other news, below is what I've been working on recently. I'm going to improve the station building and add more details, if I get permission to use the platform graphics the building sits on. Who made these originally? Ben Robbins or Slye Fox?
Attachments
station_building.png (438.62 KiB) Viewed 11351 times
Thanks everyone for the comments on the foundations. I'll redo them according to the suggestions, but don't expect that too soon.
Teemes, your station building looks nice, but its scale should be adjusted IMO. Looks kinda small compared to the train or other buildings. And the wall paint looks artificial (ie. perfectly consistent). Try adding a bit of variation here and there. Great work on the texturing
"There's no Photoshop filter for talent!" - HotShoe, S&D
I do not agree. Extra zoom levels is a nice feature, but I'd bet very few people will actually "play" the game on maximum zoom. The models should always look the best at standard zoom. In my opinion this is an issue with the current roads. The low contrast makes them very unclear and they doesn't "match" with other objects. They do look fantastic on maximum zoom though, but that should only be a bonus.
So basicly: When you design an object, strive to make it look great at standard zoom levels first. Do not create a lot of tiny objects, because it will make the model blurry. In other words: I think the foundations look great and should not be changed.
There's a possibility to have separate graphic files for each zoom level. All you need to do to make the graphics look good in all levels is either rendering the object at different distances or resizing and post-processing the z0 graphics. See, the trees or terrain tiles aren't blurry because they have separate graphics for each zoom level while the roads or rail tracks don't.
I'll be redrawing the foundations for the maximum zoom and possibly the z1. The z2 (original default zoom) tiles can be made just by resizing my currently released foundations.
"There's no Photoshop filter for talent!" - HotShoe, S&D
I just want to say: WOW...
Some of these extra-zoom 32bpp graphics look just amazing!
I can't wait for the day that everything is remodeled for this!
I just hope that everyone works together very well (rail set having different grass than the grass tiles from some other set for example). And that it stays 'true' to the original game, somehow. It will just rock then!