Call for submissions: Graphics

Discuss a Transport Tycoon-like game being programmed by forum users.

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aarona
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Call for submissions: Graphics

Post by aarona »

To try and get the project back on track we should start collecting resources to use when we get a graphics engine up and running.

Some possible things we would require to get started...

Ground textures (Grass/Farmland, etc)
Tracks (Road/Rail)
Signals
Models (At least one train, truck, bus, etc)
Possible GUI elements.

For the 2D artists out there you do not necessarily need to create 3D objects. For example, traffic lights for either rail or road could be made as infinitley thin 3D images.

Hopefully we could work with the Enhanced GFX replacement for OpenTTD but keeping in mind that we need 3D models and the like...
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Post by XeryusTC »

I can do a bit of 3D modeling myself, although it is kept to very simple things and with 3rd party textures.

And it is a good moment to start implementing TRoS, some of the systems in it are almost done, this mainly includes sound and the terrain renderer though.
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Post by aarona »

Almost finished?? :shock:
Don't tease!
Where is it?? (Even if it isnt finished...)

It would be good to start learning the API asap so we can get some type of working model available.

We still require graphics either way...
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Post by XeryusTC »

Not the entire engine is finished, only some parts of it. We don't have a properly model loader working yet but it will come soon I guess.

You can always find the source at http://217.123.10.55/subversion.
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Asphalt surface

Post by maquinista »

Do you like this asphalt surface image? It can be used to draw road the surfaces.
If you like it, I upload a PNG image.
The second image is a test image with four images joined, There is only the center. I have sly the adyacent borders between images.
Attachments
Four tiles joined. Is only the center.
Four tiles joined. Is only the center.
asfalto (tiles joined).JPG (29.18 KiB) Viewed 12069 times
Asphalt surface.
Asphalt surface.
asfalto.JPG (29.01 KiB) Viewed 12071 times
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
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Signal

Post by maquinista »

This is a green semaphore:
If you like it, I upload the XFC file and other states.
Attachments
This is a green ligth. Made with GIMP
This is a green ligth. Made with GIMP
Luz verde.PNG (4.95 KiB) Viewed 12059 times
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
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Re: Call for submissions: Graphics

Post by maquinista »

aarona wrote:(...)
Signals
Possible GUI elements.
(...)
¿Do you have some drafts of this elements? I can draw some simple images.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
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Post by XeryusTC »

I like the asphalt, although it could be a bit darker to make it look a bit newer, I would really like to see some more of your texture skills ;). And I think that we need 3D signals as just billboarded signals would look pretty weird ingame.
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Asphalt surface, darker

Post by maquinista »

There is some images, the first is the new asfalt surface, and the second has a white line,and the third is a fast GIMP preview.
Attachments
A GIMP preview WITH!!!!! a road.
A GIMP preview WITH!!!!! a road.
preview_road.JPG (15.9 KiB) Viewed 12028 times
A preview straigth road with a white line.
A preview straigth road with a white line.
asfalto_recto.JPG (34.05 KiB) Viewed 12031 times
Darker
Darker
asfalto2.JPG (31.3 KiB) Viewed 12028 times
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
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Post by MeusH »

White paint on asfalto_recto.JPG looks nice due to diffusion.
However, grass doesn't look well with diffusion dither
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More diffusion

Post by maquinista »

I have modified a bit, I have added more diffusion in the edges of white line, and less in the edges of the road.
I have the PNG files (without the green background) and XCF files if You want It.

This images has been updated.
Attachments
Other preview WITH!!!!! a green backgroud.
Other preview WITH!!!!! a green backgroud.
asfalto_recto_C1.JPG (13.7 KiB) Viewed 11979 times
Other preview WITH!!!!! a green backgroud.
Other preview WITH!!!!! a green backgroud.
asfalto_recto_H.JPG (15.52 KiB) Viewed 11977 times
Other preview WITH!!!!! a green backgroud.
Other preview WITH!!!!! a green backgroud.
asfalto_recto2.JPG (15.93 KiB) Viewed 11975 times
Last edited by maquinista on 20 Aug 2006 02:41, edited 2 times in total.
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More surfaces

Post by maquinista »

A preview with GIMP.
If you like It, I upload the images in PNG format or XCF files:
Attachments
Is a GIMP preview.
Is a GIMP preview.
curva4.JPG (23.88 KiB) Viewed 11975 times
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
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Ohad
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Post by Ohad »

Very nice!
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Crossings

Post by maquinista »

There is some T crossings:
Attachments
A croosing
A croosing
asfalto_T1.JPG (24.73 KiB) Viewed 11936 times
3D Preview with GIMP:
3D Preview with GIMP:
curva5.JPG (29.4 KiB) Viewed 11933 times
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
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Post by aarona »

Thanks maquinista, thats some good work there! I'm assuming (but would like your say so) that we have permission to use your work (with credit) in the game?
XeryusTC wrote:And I think that we need 3D signals as just billboarded signals would look pretty weird ingame.
Whoops yes thats right, signals shouldn't be billboarded.

I guess this goes with anything really but if we dont have the resource ready by the time it is implemented we will have to use a primitive fallback so we at least have some representation of what we require. (So for example we could use a billboarded signal if we did not have a 3D signal available at the time, but it could easily be replaced in the future)

Hopefully we can "borrow" some resources from OpenTTD. They are doing some good work over there.
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Finishing

Post by maquinista »

Thanks maquinista, thats some good work there! I'm assuming (but would like your say so) that we have permission to use your work (with credit) in the game?
Yes, you can use it.
I have eleven sprites.
There is the preview with all the images, and the PNG files:
If you want, I upload the source files in XCF (GIMP files).

The original asphalt image was taken from a part of a photo that I have taken last year.

Edit: I have added four images with tiles with a part of a road.

EDIT (2001): You can use these road sprites freely, because their license is Creative Commons BY.
They could be useful in other transportation games.


Last edited by maquinista on Wed Aug 23, 2006 11:36 pm, edited 1 time in total.
Attachments
All the roads!
All the roads!
all_roads.JPG (32.36 KiB) Viewed 11906 times
Tr_Emp.zip
The files with alpha chanel. I have uploaded a corrupted file, but I have replaced It.
(1.18 MiB) Downloaded 353 times
Tr_Emp2.zip
Four tiles with a part of road.
(211.05 KiB) Downloaded 343 times
Last edited by maquinista on 23 Aug 2011 18:20, edited 2 times in total.
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
maquinista
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Signals

Post by maquinista »

There is the signals for rails:
  • Normal
  • Presignal
  • Exit
  • Combo
  • PBS
Attachments
A signal.
A signal.
presignal_green.PNG (6.63 KiB) Viewed 11859 times
luz.XCF.BZ2
Source file of the images. It can be opened with GIMP
(10.38 KiB) Downloaded 358 times
signals.zip
All the signals
(63.28 KiB) Downloaded 387 times
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
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Post by Purno »

Now, I don't wanna insult anyone, but TBH, these graphics look quite ugly to me. The road texture is a bit odd, lines are strange (and barely detailled), signals look unreal (jeez what a big lights, dunno how signals look in your country...) and undetailed.

About signals as billboard-thingies; Dunno how detailed the player can eventually see the signals, but I'm quite sure 3D objects would create more possibilities. Even in TT-scale it'd be ugly (I think) to use ultra-thing objects. Tho I guess that's easy to find out for sure (Create a quick 3D model, put it in the right isometric view, and paste in a TT screenie).

Besides, I guess road and signal graphics are eventually customizable?
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Post by Dave »

I disagree about the roads. I think they look pretty darn good.
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Post by Purno »

You can't be serious. Take a look at the attachment. A is how the T-crossing is currently detailed. B is how I'd detail it. IMO B looks way better than A.
Attachments
roads.PNG
roads.PNG (837 Bytes) Viewed 11840 times
Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.
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