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Buoy graphics needed - asap

Posted: 08 Feb 2007 09:32
by Celestar
Hi people

we need a distinct graphics for a buoy in order to display it properly on canals (on both trunk and 0.5), and I rediscovered my non-existing aptitude for drawing. So if any of you artists would like to give it a go, it'd be most helpful.

Here's a real life example:

Image

Thanks
Celestar[/img]

Posted: 08 Feb 2007 17:04
by PikkaBird
Do you mean a buoy with no water tile around it?

Posted: 08 Feb 2007 18:06
by Born Acorn
Before anyone suggests anything a lot bigger, remember it will also have a station sign.

Posted: 09 Feb 2007 17:03
by skidd13
I just got this idea, of splitting the one buoy into the normal green and red one. There is only one problem (no green flashlight availible).
Keep this just as suggestion.

The idea has to come out in the wash. ;)

Posted: 09 Feb 2007 23:02
by Sacro
Ooooh yes, i like the red/green idea :)

Posted: 09 Feb 2007 23:57
by Mchl
Somehow I have the feeling it would take more sprites than one...
I like the idea. Have some questions though.

Would it be for canals only, or also for open waters?
And how would it look like in the situation below?

Don't understand me wrong. I'd really like to see two rows of red/green buoys (even if they're 4 pixels large) instead of current ones. There just some problems we have to think about.

Posted: 10 Feb 2007 00:16
by skidd13
Mchl wrote:Somehow I have the feeling it would take more sprites than one...
Not imperatively. The 1 sprite could be drawn with comany color and remaped in game, but that is not the good way. I thought about 2 sprites (one red, on green). They can be place by the code.
Mchl wrote:Would it be for canals only, or also for open waters?
I thought abaout it too, but got to the point to say that ist not nessesary to code that. The ships would drive over it, like the situation is now. Except the code of ship movement would be adapted.
Mchl wrote:There just some problems we have to think about.
Agreed, that's what I said before.

Posted: 10 Feb 2007 01:31
by Celestar
I just somehow noticed that the German translation of "buoy" is wrong ...

There will not be any changing of ship movement in 0.5 (it's hopefully stable now) so a kind of centered buoy would be helpful there :)

Celestar

Posted: 10 Feb 2007 14:07
by skidd13
Celestar wrote:I just somehow noticed that the German translation of "buoy" is wrong ...
Nope, I just mentioned that there could be another solution than buoy's ON the water. ;)
Celestar wrote:... so a kind of centered buoy would be helpful there :)
Ok did some small work! Other color combinations are possible.
My favorite is the red/green combination.

Attachted also a grf to test them in game. Switch through with 1st grf-parameter.

Posted: 11 Feb 2007 11:51
by Celestar
"Tonne" is the correct German term for what we have here, not "Boje", but then again who cares? :) I don't play the German version anyway.

Anyway, nice looking stuff

Celestar

Posted: 12 Feb 2007 16:01
by skidd13
I read a bit about the signaling with the bouy's. It seems that the correct color should be white with vertical red stripes. These bouy's mark the middle of rivers in a curve. But this is really hard to draw.

link to Wikipedia (DE)

Posted: 12 Feb 2007 21:00
by michael blunck
Canals don´t need marks. (And they usually don´t have.)

regards
Michael

Posted: 12 Feb 2007 22:45
by Mchl
Not in real life maybe, but they often do need them in OpenTTD.

Posted: 12 Feb 2007 22:52
by michael blunck
And that´s where the well-known "buoy" steps in. No need for another fictitious object ...

regards
Michael

Posted: 13 Feb 2007 06:52
by skidd13
michael blunck wrote:And that´s where the well-known "buoy" steps in. No need for another fictitious object ...
I think the 2nd graphic is requested to differ the sea-buoy from the canal-buoy graphically. Same code diffrent graphics. Just for a better overview. ;)

Posted: 13 Feb 2007 07:26
by Rubidium
Celestar was asking for a buoy graphic to replace the current buoy graphic for both the 'sea' and canals. This as the original buoy sprite is drawn with the water around it, making it impossible to draw the canal edges without overdrawing the buoy (the buoy's flag would be overdrawn by the canal edge).

As quick fix the buoy graphic that is used in the menu is used, but that one has a black border around it making it look strange. Therefor we asked for a new buoy sprite.

Re: Buoy graphics needed - asap

Posted: 14 Jul 2007 07:51
by skidd13

Code: Select all

SPR_BUOY                        = 4076, //XXX this sucks, because it displays wrong stuff on canals
The buoy sprite is still marked in the sourcecode. There a some proposals, what do you plan to do?

Re: Buoy graphics needed - asap

Posted: 16 Jul 2007 14:23
by lepkka
I drawed this buoy for my set but never used it.
I think i made other drawings somewhere...

Re: Buoy graphics needed - asap

Posted: 16 Jul 2007 15:40
by lepkka
lepkka wrote:I drawed this buoy for my set but never used it.
I think i made other drawings somewhere...

Re: Buoy graphics needed - asap

Posted: 17 Jul 2007 05:50
by athanasios
This one is very nice, but unsuitable for current tile size. It is taller than a ship! :mrgreen:
I suggest you keep it for when we will have 128x63 sized tiles or bigger.