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PostPosted: Mon Jun 12, 2017 2:05 pm 
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Engineer
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Joined: Thu Jul 02, 2015 8:05 am
Posts: 48
Location: Czech Republic
Hi
I wanna to show here my complete graphics replacement. My plan is to replace all base graphics, try to redraw FIRS industry graphics and draw vehicles what will support this industry. All is based on Czech Republic enviroment. I started with ground and water. Trees are done too. I'm working at road set now. Roads, bus stops, trafficlights, store, tram track, depots...all of this is done. So I can say that I'm finishing this road set. Have to make bridges and tunnels now. For testing I had to make some buses and trams. They have final look :) In cities we can see street lamps and trash cans.
Attachment:
Ústí nad Orlicí Transport, 21. čnc 2000.jpg [641.24 KiB]
Not downloaded yet

Attachment:
Horní Břotava Transport, 17. čer 2002.jpg [653.05 KiB]
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Attachment:
Zadní Lhota Transport, 27. bře 2000.jpg [670.42 KiB]
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PostPosted: Mon Jun 12, 2017 2:07 pm 
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Engineer
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Location: Czech Republic
Attachment:
Zadní Lhota Transport, 12. lis 2001.jpg [729.9 KiB]
Not downloaded yet

Attachment:
Mratanava Transport, 19. kvě 2000.jpg [699.59 KiB]
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PostPosted: Mon Jun 12, 2017 4:12 pm 
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Tycoon
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These look really great! Keep working, and good luck!

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PostPosted: Tue Jun 13, 2017 12:56 am 
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Engineer
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I cannot but break my looong silence and comment on the nice work here. Congratulations!
Vehicles lights are an issue, but the blame rests on OTTD limitations.


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PostPosted: Tue Jun 13, 2017 7:06 am 
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Engineer
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Joined: Thu Jul 02, 2015 8:05 am
Posts: 48
Location: Czech Republic
Thanks :)
perverted monkey wrote:
Vehicles lights are an issue, but the blame rests on OTTD limitations.

What do you mean ? Vehicles lights are my test. I only tried how does it look and I think that it is ok :) Look like better if vehicle has front white lights and reaar red lights on :)


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PostPosted: Tue Jun 13, 2017 7:29 am 
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OpenTTD Developer
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perverted monkey wrote:
Vehicles lights are an issue, but the blame rests on OTTD limitations.
Let's keep an eye on the big picture, please. To make any chance for success, first all houses, industries, etc need to be converted. After that, I think vehicle lights would become more of something to look at.

Nonetheless, so far it's looking great.

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PostPosted: Thu Jun 15, 2017 9:12 pm 
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A good start!

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PostPosted: Thu Jun 15, 2017 9:24 pm 
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Engineer
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Location: Czech Republic
Thanks a lot :)

Here is first attemp of bridge for cars. It is bridge for city.
Attachment:
Lhotov Transport, 28. lis 2000.png [1.78 MiB]
Not downloaded yet


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PostPosted: Thu Jun 15, 2017 9:35 pm 
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Transport Coordinator
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Step by step, this is the correct way.

Good luck and cheer up with your fabulous, and really biiiiiiiiiig project.

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PostPosted: Sun Jun 18, 2017 7:45 pm 
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Engineer
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Joined: Thu Jul 02, 2015 8:05 am
Posts: 48
Location: Czech Republic
One side of the bridge is done. Bridge is too low (for cars/trains) so need to be build 2 units high bridges to get optimal result (tram bridge cattenary are not finish yet) . 1 unit high bridges are available too. Still thinking about shadows under the bridge. Yes or not? :/ Bit it seems that I will remove the shadows under the bridge cause it makes wrong shadows with high bridges.

PS: How to place picture in text? I can put only attachment without a preview. Thx
Attachment:
Nové Pruhupy Transport, 14. úno 2007.png [3.07 MiB]
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PostPosted: Sun Jun 18, 2017 10:54 pm 
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Tycoon
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Location: Eastern KY
The image has to be 800px x 600px or smaller. But, don't do that. These images are gorgeous to view in full size! :)

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Do you like drones, quadcopters & flying toys? Check out Drone Strike Force!
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Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | RoadTypes?


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PostPosted: Mon Jun 19, 2017 9:13 am 
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This looks really gorgeous.

I love the dead-end roads. But did you check how they look like when a vehicle turns there?

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PostPosted: Mon Jun 19, 2017 12:13 pm 
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Engineer
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Joined: Thu Jul 02, 2015 8:05 am
Posts: 48
Location: Czech Republic
Thanks kamnet :)
planet: End of the roads is OK. A long vehicle like bus turns good ahead of the gravel and sign. Only "turning" bug is at tram track, because OTTD track-loop is not real. So I have to build big end station loops like in real tram tracks. In the picture you can see kinds of tram track ends.
Attachment:
Bez názvu.jpg [280.35 KiB]
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Attachment:
tram.jpg [322.41 KiB]
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PostPosted: Mon Jun 19, 2017 9:04 pm 
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Engineer
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Location: Czech Republic
Si tak říkám když vidím to ukončení tramvajové trati v panelech... Nevešla by se na to políčko nějak rozumně kolejová spojka? V době dvounápravových obousměrných vozů to byl běžný způsob ukončení trati a to že OTTD postaví na chvilku vůz kolmo ke kolejím považuji za přijatelné zlo.

---
Please replace your text by an English version or we will have to remove it. This is an English-speaking forum, so please mind that. /planetmaker (MOD)


Last edited by planetmaker on Mon Jun 19, 2017 10:53 pm, edited 1 time in total.
hint-in place to use English


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PostPosted: Wed Jun 21, 2017 3:57 pm 
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Engineer
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Joined: Thu Jul 02, 2015 8:05 am
Posts: 48
Location: Czech Republic
Ondra: Možné by to teoreticky bylo, ale teď se tím zabývat nebudu :)
-----
EN: It is possible but I won't remake it now :) .


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PostPosted: Tue Jul 11, 2017 11:58 pm 
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Traffic Manager
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Stunning work, well done! Looking forward to your next update.

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PostPosted: Sun Aug 06, 2017 3:44 pm 
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Engineer
Engineer

Joined: Thu Jul 02, 2015 8:05 am
Posts: 48
Location: Czech Republic
I'm happy that I can welcome the new member to my "team". My friend "Couda" - in this forum - started to make czech cargo wagons. You can see some of them int the next picture. Pictures from the game will be add in next week :wink:
Attachment:
20645747_1615611128511237_1514536527_n.jpg
20645747_1615611128511237_1514536527_n.jpg [ 15.28 KiB | Viewed 1263 times ]

Attachment:
20631673_1615348231870860_1854273157_n.jpg
20631673_1615348231870860_1854273157_n.jpg [ 11.9 KiB | Viewed 1263 times ]


Attachments:
20631624_1614575128614837_1334166037_n.jpg
20631624_1614575128614837_1334166037_n.jpg [ 14.24 KiB | Viewed 1263 times ]
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PostPosted: Fri Aug 11, 2017 10:48 am 
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Engineer
Engineer

Joined: Thu Jul 02, 2015 8:05 am
Posts: 48
Location: Czech Republic
The first engines and two wagons are in the game. I stoped works on the road's bridges and start to work on rails. Because friend need them to set offsets corectly. So, the first ingame screen you can see in next picture :)
Attachment:
Lhota Transport, 5. lis 2000.jpg [986.31 KiB]
Not downloaded yet


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PostPosted: Fri Aug 11, 2017 3:06 pm 
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I'm not usually a fan of 32bpp, but that looks amazing.

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https://www.tt-forums.net/viewtopic.php?f=47&t=76619&p=1188249#p1188249


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PostPosted: Sun Aug 13, 2017 12:29 pm 
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Engineer
Engineer

Joined: Thu Jul 02, 2015 8:05 am
Posts: 48
Location: Czech Republic
Thanks :)
I continue with rails. Junctions are finished. In the picture you can see some more wagons by Couda. They are completely finished. They have cargo animations too. More info in future posts.
Attachment:
Hlavetice Transport, 25. dub 2000.jpg [1.01 MiB]
Not downloaded yet


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