New terrain grfs
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- Transport Coordinator
- Posts: 333
- Joined: 25 Aug 2005 09:44
- Location: Eindhoven, Netherlands
I don't think the shading is as good as it can be. Since the light comes from the east, the east-facing slope should be a little lighter than the north-east and south-east facing slopes. It would make the shading look better in the corners, I think. For the rest: Great.
Question: shouldn't it be possible to change the drawing of roads and rails, so that they are actually an overlay over the normal ground sprites? That would make the gfx development so much more flexible...
Question: shouldn't it be possible to change the drawing of roads and rails, so that they are actually an overlay over the normal ground sprites? That would make the gfx development so much more flexible...
- TerminatorSkyNET
- Engineer
- Posts: 9
- Joined: 13 Jul 2006 08:35
Nice work,
2 small things though;
I made a quick line and deleted it, is it possible to change it so it removes the grid lines so it fits in better with ur terrain, and
A bit more shading with the slopes on the terrain, as 2 slopes are the same/similar colour.
2 small things though;
I made a quick line and deleted it, is it possible to change it so it removes the grid lines so it fits in better with ur terrain, and
A bit more shading with the slopes on the terrain, as 2 slopes are the same/similar colour.
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- Saside Marsh Transport, 16th Jun 2046.png (72.51 KiB) Viewed 7052 times
I should a question. I use new terrain graphic but I haven't got new trees in game. Version of OTTD is 0.5.1.
Second problem is when I build a bridge on rough terrain. At the end of bridge is a white strip.
Thanks for help.
Second problem is when I build a bridge on rough terrain. At the end of bridge is a white strip.
Thanks for help.
- Attachments
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- Skywalker Transport, 20th Jan 1960.png (126.67 KiB) Viewed 1384 times
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- openttd.cfg
- (5.86 KiB) Downloaded 208 times
Thanks and where I find the separate newgrf for new trees?
Last edited by Skywalker on 07 May 2007 20:39, edited 1 time in total.
any further improvement going on here?
OTTD absolutly needs:
- diagonal clearing (for fast simple building)
- building on tunnelheads (for tighter junctions)
- diagonal clearing (for fast simple building)
- building on tunnelheads (for tighter junctions)
- Born Acorn
- Tycoon
- Posts: 7595
- Joined: 10 Dec 2002 20:36
- Skype: bornacorn
- Location: Wrexham, Wales
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I found a bug, it seems one of the possible slopes is either corrupted, or is missing. I can't post a screenshot, but it's the tile with max slope, where the left corner is 2 lower than the right corner. The other 3 possible rotation of the max sloped tile seem to be fine.
It also seems to be related to the amount of grass on it... I noticed this with bare land or with bought land, but not on green tiles.
It also seems to be related to the amount of grass on it... I noticed this with bare land or with bought land, but not on green tiles.
- Digitalfox
- Chief Executive
- Posts: 708
- Joined: 28 Oct 2004 04:42
- Location: Catch the Fox if you can... Almost 20 years and counting!
Just found a nasty bug, that affects openttd and patch, so it's a problem from the set code..
http://img.photobucket.com/albums/v514/ ... an2049.png
http://img.photobucket.com/albums/v514/ ... an2049.png
Thats probably the problem with the roadset what you are using.Digitalfox wrote:Just found a nasty bug, that affects openttd and patch, so it's a problem from the set code..
http://img.photobucket.com/albums/v514/ ... an2049.png
- Digitalfox
- Chief Executive
- Posts: 708
- Joined: 28 Oct 2004 04:42
- Location: Catch the Fox if you can... Almost 20 years and counting!
It's not, even with just just the new terrain grf loaded it does the same..thgergo wrote:Thats probably the problem with the roadset what you are using.Digitalfox wrote:Just found a nasty bug, that affects openttd and patch, so it's a problem from the set code..
http://img.photobucket.com/albums/v514/ ... an2049.png
Just try building a bridge like the one in screenshot..
- Kolijn Wolfaardt
- Engineer
- Posts: 41
- Joined: 01 Jun 2006 14:13
- Location: Somewhere
Reply
I'll correct the white box problem. Just a small change in the code. I'll also correct errors with the deleted terrain (Gridlines)
I could include switches, but I don't know how Does someone know a good tutorial, or give a quick explanation.
I don't think I'm going to try to get a switch into every road/rail set to use the new terrain.
Boekabart asked if it would be possible to draw only road and rails. I'll check this, but I'm not sure if its possible. Thing is, in the GRF file the rail and road setups that are mostly used (Like a straight railway line, a grossing) are one image, and gets draw directly. This means that that is the only image used, and there isn't a ground tile beneath it.
Those that have seen the grf files will know what I mean.
Maybe a development that would allow that can be expected in later versions?
As for the lighting, I'll see what I can do.
I could include switches, but I don't know how Does someone know a good tutorial, or give a quick explanation.
I don't think I'm going to try to get a switch into every road/rail set to use the new terrain.
Boekabart asked if it would be possible to draw only road and rails. I'll check this, but I'm not sure if its possible. Thing is, in the GRF file the rail and road setups that are mostly used (Like a straight railway line, a grossing) are one image, and gets draw directly. This means that that is the only image used, and there isn't a ground tile beneath it.
Those that have seen the grf files will know what I mean.
Maybe a development that would allow that can be expected in later versions?
As for the lighting, I'll see what I can do.
Toyland isn't a climate, its a mistake.
This message was transmitted on 100% recycled electrons
Don't pm, rather e-mail me.
New terrain graphics
- Digitalfox
- Chief Executive
- Posts: 708
- Joined: 28 Oct 2004 04:42
- Location: Catch the Fox if you can... Almost 20 years and counting!
Re: Reply
Nice newsKolijn Wolfaardt wrote:I'll correct the white box problem. Just a small change in the code. I'll also correct errors with the deleted terrain (Gridlines)
I could include switches, but I don't know how Does someone know a good tutorial, or give a quick explanation.
I don't think I'm going to try to get a switch into every road/rail set to use the new terrain.
Boekabart asked if it would be possible to draw only road and rails. I'll check this, but I'm not sure if its possible. Thing is, in the GRF file the rail and road setups that are mostly used (Like a straight railway line, a grossing) are one image, and gets draw directly. This means that that is the only image used, and there isn't a ground tile beneath it.
Those that have seen the grf files will know what I mean.
Maybe a development that would allow that can be expected in later versions?
As for the lighting, I'll see what I can do.
But please release a grf without the bug before all that, it affects a lot the fun of my games, since i build a lot of bridges in that way
Keep the good work
- Kolijn Wolfaardt
- Engineer
- Posts: 41
- Joined: 01 Jun 2006 14:13
- Location: Somewhere
Update!
Okay, the file is updated. You can find it in the first post. I think the white boxs glitch is removed, and the lines on the deleted terrain is removed. Unfortunately, you still have to have this grf overwrite other terrain packs. I couldn't find anything on switches.
Toyland isn't a climate, its a mistake.
This message was transmitted on 100% recycled electrons
Don't pm, rather e-mail me.
New terrain graphics
Re: Update!
http://wiki.ttdpatch.net/tiki-index.php?page=Action7Kolijn Wolfaardt wrote:I couldn't find anything on switches.
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