Where is the sun in the TTD world?
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- George
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Where is the sun in the TTD world?
I always thought that something wrong in shading of TTDs graphics. I think that the reason is that all the objects have different shadings. I think we have to decide, where the light comes from. I suggest the following shadows base.
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Light comes from the right in TTD. And from the sky of course.
I've written this in my drawing tutorials.
I've written this in my drawing tutorials.
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- Wile E. Coyote
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There was simillar discussion here, it might be useful:
http://www.tt-forums.net/viewtopic.php?t=14504
http://www.tt-forums.net/viewtopic.php?t=14504
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Just look at an original aircraft and see how the shadow is related to the craft.
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- George
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Yes, somewhere from the right and top. But where? Have a look at the objects. It is not DIRECTLY from the rightPurno wrote:Light comes from the right in TTD. And from the sky of course. I've written this in my drawing tutorials.
They are not shadowed properly and have different shadows, than buildigs. So, it is not the answerRob wrote:Just look at an original aircraft and see how the shadow is related to the craft.
I know. But it has no answer. Have a look at zimmloks image.Wile E. Coyote wrote:There was simillar discussion here, it might be useful: https://www.tt-forums.net/viewtopic.php?t=14504

So, does it correct? If not, than what are the angles? Draw a shadow of the pillar.
- Sanchimaru
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Oh, please, it's about 12*35 pixles vehicles in most of the cases
You CAN'T make a train sprite so that someone comes and says:
"Hey, nice EMU there! But watch out, the light should come from a 37.8 angle; and you just shaded it as if it came from a 41.3 angle! what's up, that train moves in a different time of the day?
"
I don't see the need to have a closed, strictly decided measure of where the sun is... as Purno said it is up and to the right, that's all. You decide the angle that fits better when you are drawing your sprites. Mostly when drawing buildings, some might look better with certain lighting angles than others; and that won't look odd compared to the others, because they are too small sprites.
If you want to talk about realism, the TTD world is flat, so forget about realism right now.
Also, the fact that each sprite has its own sun (since all sprites would be themselves the reference point for the sun) would make the fact to decide a standard sun position even more illogical than not to have it at all.
The real life is already filled with stupid norms, please, don't come to add more where we had some liberty where to express ourselves. Just my opinion, ok? thanks

You CAN'T make a train sprite so that someone comes and says:
"Hey, nice EMU there! But watch out, the light should come from a 37.8 angle; and you just shaded it as if it came from a 41.3 angle! what's up, that train moves in a different time of the day?

I don't see the need to have a closed, strictly decided measure of where the sun is... as Purno said it is up and to the right, that's all. You decide the angle that fits better when you are drawing your sprites. Mostly when drawing buildings, some might look better with certain lighting angles than others; and that won't look odd compared to the others, because they are too small sprites.
If you want to talk about realism, the TTD world is flat, so forget about realism right now.
Also, the fact that each sprite has its own sun (since all sprites would be themselves the reference point for the sun) would make the fact to decide a standard sun position even more illogical than not to have it at all.
The real life is already filled with stupid norms, please, don't come to add more where we had some liberty where to express ourselves. Just my opinion, ok? thanks
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A known angle would be useful in any caseSanchimaru wrote:Oh, please, it's about 12*35 pixels vehicles in most of the cases![]()
To make drawing a bit easierSanchimaru wrote:I don't see the need to have a closed, strictly decided measure of where the sun is...
No. The only thing I keep in mind is to make things look similar (have similar style)Sanchimaru wrote:If you want to talk about realism, the TTD world is flat, so forget about realism right now.
I do not want to make you to use or not to use this angle. But I want to fix it for me that would help me drawing. So, do you think it is right?Sanchimaru wrote:The real life is already filled with stupid norms, please, don't come to add more where we had some liberty where to express ourselves. Just my opinion, ok? thanks
I suspect that the sun actually casts no light on the TT world.
Instead, all the light comes from an extremely bright moon.
Instead, all the light comes from an extremely bright moon.
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Re: Where is the sun in the TTD world?
George wrote:I think we have to decide, where the light comes from
The first statement doesn't sound as if you were looking for help for yourself, but as if you wanted to decide a common standard.George wrote:I do not want to make you to use or not to use this angle. But I want to fix it for me that would help me drawing. So, do you think it is right?
The graphics I have seen in our forums until now are quite uniform; because in all of them the light comes from:
up and to the right
As my first reply said, it has no point to decide a standard in a game with so small sprites and without a real lighting device.
To make things easier? For me it's easier if I draw them as if the light comes from "up and to the right"; rather than if someone tells me a set angle I must watch
The fact is that I don't know which are those sprites that are bugging you so much...
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Re: Where is the sun in the TTD world?
I wrote "We" because I could not decide it aloneSanchimaru wrote:George wrote:I think we have to decide, where the light comes fromThe first statement doesn't sound as if you were looking for help for yourself, but as if you wanted to decide a common standard.George wrote:I do not want to make you to use or not to use this angle. But I want to fix it for me that would help me drawing. So, do you think it is right?
Houses and stations, for example, are not so smal as vehicles. Planes too.Sanchimaru wrote:The graphics I have seen in our forums until now are quite uniform; because in all of them the light comes from: up and to the right
As my first reply said, it has no point to decide a standard in a game with so small sprites and without a real lighting device.
As I wrote - you can not to use it. For me it would be much easier to draw shadows on the houses when I would know exectly, where should they be. I could simply apply the template and not draw the shade and try to make it good afterthat.Sanchimaru wrote:To make things easier? For me it's easier if I draw them as if the light comes from "up and to the right"; rather than if someone tells me a set angle I must watch
Shadows of industries, buildings, airplains, stations look different.Sanchimaru wrote:The fact is that I don't know which are those sprites that are bugging you so much...
Back on topic. What about the angle?
Re: Where is the moon in the TTD world?
Show me a template that'll work for all objects, regardless of size/shape, given your proposed moon location.George wrote:As I wrote - you can not to use it. For me it would be much easier to draw shadows on the houses when I would know exectly, where should they be. I could simply apply the template and not draw the shade and try to make it good afterthat.
Industries: No graphics, hence no shadows.[0]George wrote:Shadows of industries, buildings, airplains, stations look different.
Buildings: Can't be added; they'll go off-tile.
Airplanes: What do you want to do to them? (And what *can* you do to them?)
Stations: Can't always be added, may go off-tile.
Explain again why you want to know the location of the moon?
[0] Industries don't have graphics; they have industry tiles. The *tiles* are the ones with graphics. But the same type of problem that applies to buildings and stations also applies to industry tiles.
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Re: Where is the moon in the TTD world?
first post in this topic. It can be applied. The question is - is it right?DaleStan wrote:Show me a template that'll work for all objects, regardless of size/shape, given your proposed moon location.George wrote:As I wrote - you can not to use it. For me it would be much easier to draw shadows on the houses when I would know exectly, where should they be. I could simply apply the template and not draw the shade and try to make it good afterthat.
Tiles are drawn by rows. So, that makes it possible for the nearest tiles to override tiles behind them. That is not a question. A question is how to draw it good. It would be nice to have pseudo-transperent colour as we have for stations (but in sprite, not in separate sprite), but I suppose it requires too much workDaleStan wrote:Industries, Buildings, Stations: Can't be added; they'll go off-tile.George wrote:Shadows of industries, buildings, airplains, stations look different.

To make easier drawing shadows on buildings.DaleStan wrote:Explain again why you want to know the location of the moon?
Re: Where is the moon in the TTD world?
How? Maybe programming NFORenum has stripped what little graphics knowledge I once had, but I see no decent way to add that to, eg, the standard coal mine and get a shadow.George wrote:first post in this topic. It can be applied.DaleStan wrote:Show me a template that'll work for all objects, regardless of size/shape, given your proposed moon location.George wrote:As I wrote - you can not to use it. For me it would be much easier to draw shadows on the houses when I would know exectly, where should they be. I could simply apply the template and not draw the shade and try to make it good afterthat.
Assuming that doesn't flicker, that's all fine and good for the NW side, but how do you intend to provide shadow on the SW side?DaleStan wrote:Tiles are drawn by rows. So, that makes it possible for the nearest tiles to override tiles behind them.
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Re: Where is the moon in the TTD world?
A picDaleStan wrote:How? Maybe programming NFORenum has stripped what little graphics knowledge I once had, but I see no decent way to add that to, eg, the standard coal mine and get a shadow.George wrote:first post in this topic. It can be applied.DaleStan wrote:Show me a template that'll work for all objects, regardless of size/shape, given your proposed moon location.
At this angle only the object itself casues shadows on SW side.DaleStan wrote:Assuming that doesn't flicker, that's all fine and good for the NW side, but how do you intend to provide shadow on the SW side?DaleStan wrote:Tiles are drawn by rows. So, that makes it possible for the nearest tiles to override tiles behind them.
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If it is there, than the light on the bottom of the window is wrong. It should be somewhere infront of that line (the middle line)Zimmlock wrote:If you ask me, and it was asked before, the sun stands to the right at about 45 degree. Thats whay we have a shadow in the window frame (see second image)
As I remember you buildings, the shadows an them are from the sun, that is above 45 degrees. See your Houses-C, Officeblock, Theater.
Oh this is plain silly. So no we start pointing finger at people for not using a 100% consistant lighting scheme?
Why this need to standardize everything?

Why this need to standardize everything?
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No. But I do not want to make mistakes in the future, that I made in the past. Standards are a thing to help.Aegir wrote:Oh this is plain silly. So no we start pointing finger at people for not using a 100% consistant lighting scheme?
Because it is easier to use things then. If the grf format would be only in Josef's mind (there would be no newgrf.txt nor wiki), could you create any GRF? Me don't.Aegir wrote:Why this need to standardize everything?
Agreed, most people (and that's a very high amount) won't even notice a difference of a few degrees in shadow/light effect in different graphics... Besides, a pixel is pretty large in TT scale.Aegir wrote: Why this need to standardize everything?
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According to the original sprites, the angle of light isn´t exactly the same for all sprites.
However, if the direction of light would be from the right edge of a tile, e.g. both parts of a roof would get the same intensity of light which wouldn´t add to a better visibility of a roof.
In conclusion, I prefer the light coming from the right corner resp. from an angle lying between the right edge and the right corner of a tile, preferebly more to the right corner than the edge.
regards
Michael
However, if the direction of light would be from the right edge of a tile, e.g. both parts of a roof would get the same intensity of light which wouldn´t add to a better visibility of a roof.
In conclusion, I prefer the light coming from the right corner resp. from an angle lying between the right edge and the right corner of a tile, preferebly more to the right corner than the edge.
regards
Michael
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