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Re: Simutrans : pak 96 comic

Posted: 23 Dec 2008 23:26
by prissi
You can run normal trains on them instead ...

Re: Simutrans : pak 96 comic

Posted: 28 Jan 2009 10:54
by This is my name
pak 96 comic ver. 0.4.5 is out! Download it here

Some new screenies, and new surprises :wink: . Enjoy!

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Re: Simutrans : pak 96 comic

Posted: 28 Jan 2009 11:01
by Benny
Those graphics are suprisingly simple, yet very awesome! 8)

Re: Simutrans : pak 96 comic

Posted: 28 Jan 2009 14:15
by SHADOW-XIII
just saw this now, am amazed how good they are looking
sim-psons coming to sim-utrans

Re: Simutrans : pak 96 comic

Posted: 30 Jan 2009 11:13
by This is my name
Thanks for your feedbacks 8) .

Pak.96 comic wouldn't exist without Sojo's dedication and A. Brose's simply amazing graphics :) .

There's a lot of people joining the project in Simutrans Forum, so if you are interested in pak.96 comic and would like to contribute, register in the forum and look for pak 96 section :wink: .

Re: Simutrans : pak 96 comic

Posted: 30 Jan 2009 17:58
by Circeus
There's one thing that I've found rather frustrating with the pak.96 (can't remember if it was also in pak 64): you can't judge city population by their visual size. This is because in several climates the city hall seems to account for a huge portion of the population so that a 3000+ people city looks like a 400 people village. This lack of visual cues is counterintuitive not only compared to other games, but to real life too: small villages are <i>not</i> entirely made of high-rises, even in the tropics!

Re: Simutrans : pak 96 comic

Posted: 31 Jan 2009 12:10
by prissi
This happens only, when a city has not place to grow. You will see similar things in TT too.

Re: Simutrans : pak 96 comic

Posted: 31 Jan 2009 16:22
by Circeus
prissi wrote:This happens only, when a city has not place to grow. You will see similar things in TT too.
Certainly not. Cities reaching a certain in certain architecture style systematically acquire certain building that make them visually way, way smaller than those in other architecture style/climates of the same population.

Re: Simutrans : pak 96 comic

Posted: 03 Feb 2009 09:34
by peter1138
This looks great, and is the sort of thing I'd love to see for OpenTTD's 32bpp graphics support, instead of the rendered stuff that people seem to think it needs...

Re: Simutrans : pak 96 comic

Posted: 03 Feb 2009 15:40
by belugas
Let me join my voice to the opinion expressed by peter1138.
This would really look good in OpenTTD.

Re: Simutrans : pak 96 comic

Posted: 03 Feb 2009 15:47
by CommanderZ
peter1138 wrote:This looks great, and is the sort of thing I'd love to see for OpenTTD's 32bpp graphics support, instead of the rendered stuff that people seem to think it needs...
Photorealistic 32bpp is good, somebody could give a shot to this too though. I would love to see how it would look in OTTD.

Re: Simutrans : pak 96 comic

Posted: 03 Feb 2009 16:36
by belugas
Frankly? Boring, at least in my opinion. Look at some of the industries of ECS, namely the sand pit or something...

But THIS, this is something I would really play with.

Re: Simutrans : pak 96 comic

Posted: 03 Feb 2009 17:09
by CommanderZ
belugas wrote:Frankly? Boring, at least in my opinion. Look at some of the industries of ECS, namely the sand pit or something...

But THIS, this is something I would really play with.
It is a different story. The sand pit looks ugly, because it doesn't fit into the graphical style. The ultimate aim of the photo-realistic 32bpp replacement is to replace everything, so this issue would be over.

And comic graphics would look even more ugly if combined with old good 8bpp graphics.

Re: Simutrans : pak 96 comic

Posted: 03 Feb 2009 17:40
by belugas
In both cases, as I can see, we agree that incomplete sets are not really worth it, since they all provide a new view/look/feel of the game.
Now... I would prefer to use the comics (hypothetical OpenTTD but HIGHLY hoped) set, simply because it matches very well the feel of the classic game, like almost cartoonish.
For me photo realistic set does not have the same childish-almost atmosphere.
So it is really a question of personal preference, I guess.

And by the way, if you are using some grfs as add-on, no matter what the base set you are using, it will always feel odd ;)

Re: Simutrans : pak 96 comic

Posted: 04 Feb 2009 06:44
by A. Brose
Image
A small city, german scenario. 8)
Please click bigger image below.

Re: Simutrans : pak 96 comic

Posted: 05 Feb 2009 00:18
by Zhall
Its all so, sketch-upy!

Re: Simutrans : pak 96 comic

Posted: 07 Feb 2009 12:40
by sojo
Hi @all

Now I'm registered here. I'm sojo the maintainer from pak96.comic.

My english is a little bit terrible. :roll:

Thank you all. That you love pak96.comic. :D

Re: Simutrans : pak 96 comic

Posted: 07 Feb 2009 13:16
by belugas
Hello sojo
Welcome on the forums.
I must congratulate the work you and your team did.
It's fantastic :)

As said before, that set, once adapted to OPenTTD's measures, would be wonderful.

Re: Simutrans : pak 96 comic

Posted: 07 Feb 2009 19:06
by sojo
belugas wrote: As said before, that set, once adapted to OpenTTD's measures, would be wonderful.
Thank you.

Why play you not Simutrans? I think it is a lot of work to make OpenTTD ready for grafics like pak96.comic. Or is it not so much work?

Can anybody tell me short why a graficset for TT works? Use TT pngs? And wich tile-size will used?

Re: Simutrans : pak 96 comic

Posted: 07 Feb 2009 23:47
by DaleStan
sojo wrote:I think it is a lot of work to make OpenTTD ready for grafics like pak96.comic. Or is it not so much work?
The big work would be resizing.
sojo wrote:Can anybody tell me short why a graficset for TT works?
Short answer? Magic.
Long answer? http://wiki.ttdpatch.net/tiki-index.php ... phicsSpecs
sojo wrote:Use TT pngs?
Well, if you write a program that can encode pngs into a GRF.
sojo wrote:And wich tile-size will used?
Decode one of TTD's data files[0] and look at the sprites in the resultant PCX. It looks to me about like pak64.

[0] Yes. Unlike paks, grfs can be decomposed into their constituent parts.