Very cool this stationRed*Star wrote:Ok... the first two reactions seem to be positive.
So I can now also present the small hall for uneven numbers of train-occupied platforms. (The pillars, windows and pseudo-shadows for the last two big halls are omitted because I just wanted to see if the roof of big and small halls fit together.)
You can also see a skywalk as in the Hannover station, just for fun adopted to this station design. This is the last version for today, I wish a good n8 (at least for the european users of this forum ).
Red*Stars modern train station set [beta released]
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These look fantastic. I can't wait to use them Coders? Where are those coders when you really need them?
By the way, that airport looks very interesting ... something you haven't told us about perhaps?
By the way, that airport looks very interesting ... something you haven't told us about perhaps?
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OMG! Looks awesome, but not really TT-like IMO. And don't tell me that's pixel art, that would be a hell of a job...
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- VIPStephan
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Verdammte Scheiße, ist das geil!!!
(Holy sh*t, that's freakin' awesome!)
(Holy sh*t, that's freakin' awesome!)
Whatever happens, don't click this link!!
Again thanks. Although a little bit constructive criticism would be helpful... but it seems I've done my work too good .
Unfortunately the sky/sun-reflections in the windows as shown in the last mockup will never be seen ingame because TTDgfx are 8bit .
(The 3D model can be seen in the attachment - I've also put a front view from the /current/ layout there.)
IIRC it's the biggest one from OTTD . Or which airport do you mean?wallyweb wrote:By the way, that airport looks very interesting ... something you haven't told us about perhaps?
Half-half. To know where to do what with the pixels I've made a basic 3D model. Then I stuffed it into Photoshop, messed it around, and after 2 days or so it looked like what you've seen in my last post. Ok ok, aaand I also made some little helper 3D structures, e.g. for the roof, but most of the rest is done "by hand".Purno wrote:OMG! Looks awesome, but not really TT-like IMO. And don't tell me that's pixel art, that would be a hell of a job...
Unfortunately the sky/sun-reflections in the windows as shown in the last mockup will never be seen ingame because TTDgfx are 8bit .
(The 3D model can be seen in the attachment - I've also put a front view from the /current/ layout there.)
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- rendering.png (24.85 KiB) Viewed 5702 times
Like sun is to the dark soil,
so is true enlightenment to the soil's friends.
N.F.S. Grundtvig
so is true enlightenment to the soil's friends.
N.F.S. Grundtvig
- RSpeed tycoonfreak
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Damn thats just awsome i want those in my game
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Well most people still like the 8bit graphics, however it doesn't mean that maybe one of the TTDPatch Dev finds a way to improve the graphics.
Say, a better zoomlevel ...
*reminds* Higherres was thought to be impossible aswell ...
Say, a better zoomlevel ...
*reminds* Higherres was thought to be impossible aswell ...
Last edited by eis_os on 12 Jun 2006 14:39, edited 1 time in total.
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actually, nearly any improvement you added to the patch was thought impossible.eis_os wrote:*reminds* Higherres was thought to be impossible aswell ...
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Well, alpha-transparency would be really a nice feature for TTD. Whether it is implemented with 24+8 bit or with 8+x bit wouldn't matter for me (cause I like to create things in the TTD palette the same as if I have full 24 bit available).
However, next update for the modern TS. This is a mockup again with Zimmlocks airport in front of it.
edit: Do you still find it not really TT-like, Purno?
However, next update for the modern TS. This is a mockup again with Zimmlocks airport in front of it.
edit: Do you still find it not really TT-like, Purno?
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- Next trick: Add some details.
- hugehypersuperdupermodernts.png (142.97 KiB) Viewed 5559 times
Like sun is to the dark soil,
so is true enlightenment to the soil's friends.
N.F.S. Grundtvig
so is true enlightenment to the soil's friends.
N.F.S. Grundtvig
alpha transparency?
Michael is useing a recoloring map, to tint. (as TTD default Stations)
PS: The doors look to big...
Michael is useing a recoloring map, to tint. (as TTD default Stations)
PS: The doors look to big...
Last edited by eis_os on 12 Jun 2006 15:57, edited 1 time in total.
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- graphics_master
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Uummm... maybe, one pixel too higheis_os wrote:alpha transparency?
Michael is useing a recoloring map, to tint. (as TTD default Stations)
PS: The doors look to big...
@ColorMap: Yeah, I know, but that creates only a fixed value of transparency. What I want is to get the reflection highlights accurate - and that's currently a little bit hard...
Practice, practice, practicegraphics_master wrote:*looks to ground* makes everyone elses graphics look crap .... Could someone please let me in on a secret here.
Like sun is to the dark soil,
so is true enlightenment to the soil's friends.
N.F.S. Grundtvig
so is true enlightenment to the soil's friends.
N.F.S. Grundtvig
- graphics_master
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Sorry... erm... Thermoman? *lol*
You must have misunderstood me... I'm no master, I'm just a little bit talented with graphics and doing it for fun.
There is really no secret. As I said, in gfx development you first need: Practice. No, wait, that's the second point. The first point is: to observe carefully. And then, of course (maybe the third point), you should have the right tools - in the case you are creating gfx for/with computers: The right programs. (I use Photoshop, but that's probably a question of personal taste.)
But the observing point is the most important one, because if you had watched enough (had read my last posts some more, which seems to be not the case), then you could have read about how I created the basic shapes.
"It's all there, you just have to find it."
Regards
You must have misunderstood me... I'm no master, I'm just a little bit talented with graphics and doing it for fun.
There is really no secret. As I said, in gfx development you first need: Practice. No, wait, that's the second point. The first point is: to observe carefully. And then, of course (maybe the third point), you should have the right tools - in the case you are creating gfx for/with computers: The right programs. (I use Photoshop, but that's probably a question of personal taste.)
But the observing point is the most important one, because if you had watched enough (had read my last posts some more, which seems to be not the case), then you could have read about how I created the basic shapes.
"It's all there, you just have to find it."
Regards
Like sun is to the dark soil,
so is true enlightenment to the soil's friends.
N.F.S. Grundtvig
so is true enlightenment to the soil's friends.
N.F.S. Grundtvig
- graphics_master
- Tycoon
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It's a simple six stage process. (see my attachment)graphics_master wrote:curved roof
1. Use the circle tool to make a circle and cut half (or more) away. Draw a red line under it.
2. Use the scissors to move the red line and the curve...
3. Now touch it with your pencil tool to fix the misplaced/missing pixels.
4. Put to curves side by side to make a "fat" curve.
5. Now put the fat curves side by side. IIRC, the maximum amount is 15 if you want to make it fit to a TTD tile.
6. Add a gradient and if you want to, make it solid.
The Red*Star's roof's first stage is made by blender or other 3D software. But with my tutorial you can do it with paint and four tools: circle tool, scissors, pencil and the line tool.
EDIT: maybe I should have posted this to the "Future set" topic.
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- SuperTycoon
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I'm Thermoman now . Well, the actor in my avatar is.Red*Star wrote:Sorry... erm... Thermoman? *lol*
Any more developments fair sir? Every improvement you make is better and better.
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