I guess they should be in all through runway?
And I think I'll do the grass in GIMP by blending the concrete and grass together somehow.. Because it's very painful to do it otherwise But I need some ideas how to make them together... Would the same side-shading as with runways work?
And I need to put the lights there too..
And I'm glad you like the asphalt
EDIT: I'm afraid I can't add the stripes.. because the same sprite is used in the beginning of runway too.. And then it's in the wrong side
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.
Shalla laa.. And I don't know why the grass is pngcodeced falsely.. The parts without grass have y_offs=0 for me and parts with grass y_offs=3
Now I'mma think of doing the buildings there and I don't know how could I add shadow to the grass just besides strip, as the normal grass is used there too..
And unfortunatly the bigger airports look ugly now...
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.
Anyway, since I suck at modeling buildings, someone else has to do it.. The ground sprites are all in this zip and the textures used for them is in the other. If anyone wants, I can upload the xcf where I produced textures too (it still has layers and stuff and a possibility to mark new signs on road)
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:
EDIT: I'm afraid I can't add the stripes.. because the same sprite is used in the beginning of runway too.. And then it's in the wrong side
That would not be a problem, in real airports the direction the planes land depends on wind direction, so both sides get tyre marks.
no, it WOULD be a problem.. graphically.. Because the stripes would not be symmetric, would not be from one end to other. and the same sprite is used on both sides
Maybe this pic would illustrate it a bit
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.
is it possible to found the blender and tar files inside a svn entry? I have seen so much nice 3D Models inside this thread. But i wouldn't found any tar file of this models!
LordAzamath wrote:no, it WOULD be a problem.. graphically.. Because the stripes would not be symmetric, would not be from one end to other. and the same sprite is used on both sides
Very nice but what I wonder isthe viewport used for the orthogonal sprites. Is this a default viewport "from on high" or one rigged for the way OpenTTD displays vehicles? The orthogonal view by TTD is somewhat comprised.
Hyronymus wrote:Very nice but what I wonder isthe viewport used for the orthogonal sprites. Is this a default viewport "from on high" or one rigged for the way OpenTTD displays vehicles? The orthogonal view by TTD is somewhat comprised.
No, this is not a official camera setting. I accidentally bumped into it. I only use it for a nice preview.
If correct the below one is correct. (Only the train needs to be squeezed so it won't clip.)
i went through all this thread but i didn't find the blend file for brupje house. i tryed to make a nicer hedge but it's a real nightmare for me.
i made some adjusts on the roof and will let it down until i find a better way .now i will try to make the 2x1 hotel(there's no hedge on it)
i'm attentive about all suggestions.
thanks
The design is really nice: sharp and clean. Now I never got any further then pixel art myself but is it possible to add some texture to the walls? A brick texture for the hotel and a semi-rough texture for the plaster.
The hedge is nicely coloured, it has enough colour variation. Try experimenting with "indenting" it at places. Many gardener envies this perfect straigth hedge .
Hyronymus wrote:Very nice but what I wonder isthe viewport used for the orthogonal sprites. Is this a default viewport "from on high" or one rigged for the way OpenTTD displays vehicles? The orthogonal view by TTD is somewhat comprised.
No, this is not a official camera setting. I accidentally bumped into it. I only use it for a nice preview.
If correct the below one is correct. (Only the train needs to be squeezed so it won't clip.)
I figured I'd join the forum to help out with your endeavors. Been following the progress for awhile now, and I say it looks very promising.
I'll start off with a bang for you lot. Textures from my modeling days, which I'm slowly getting back into. -- I'll post some more textures and such later. I've got the light setup for 3ds max prepped and might look at doing parts of the airports if they're unfinished.
LordAzamath wrote:no, it WOULD be a problem.. graphically.. Because the stripes would not be symmetric, would not be from one end to other. and the same sprite is used on both sides
Maybe this pic would illustrate it a bit
You could technically have the 'stripes' end short of the tile's end. Such that they go a few pixels shy of the end.
Attachments
brick2_texture_512.jpg (341.47 KiB) Viewed 4354 times
brick_texture_512.jpg (368.78 KiB) Viewed 4368 times
wall_texture_512.jpg (373.73 KiB) Viewed 4361 times
northstar2 wrote:i went through all this thread but i didn't find the blend file for brupje house. i tryed to make a nicer hedge but it's a real nightmare for me.
i made some adjusts on the roof and will let it down until i find a better way .now i will try to make the 2x1 hotel(there's no hedge on it)
i'm attentive about all suggestions.
thanks
What application are you using? In 3dsmax it would be a real easy trick of chamfering the top edges a few times (or fillet), I believe blender has the same type of tool. Also, you could subdivide the hedge across the length and then push and pull the edges to cause little indents and bulges.