[Big Project][32bpp] BrickLand Climate
Moderator: Graphics Moderators
- athanasios
- Tycoon
- Posts: 3138
- Joined: 23 Jun 2005 00:09
- Contact:
You are a good artist. Shading on slopes is very nice. So you are capable of doing rest and not need other artists assistance.
I post 2 hacks.
A
1. Notice that a wrong pixel slipped into the flat tile (red circle)
2. My personal choice about sun direction is East. OK many say correct is NE, but E works better for me when I draw. So I adjusted brightness on east wall of 'button' as I did in previous posted image (orange circle). Maybe I overdid it, but shifting dark-shadow 1 nore pixel right makes it look ugly.
B
What I proposed about 2 blocks used for coast. Quick hack sorry if yellow colors not match with ones you used in your sprites.
I post 2 hacks.
A
1. Notice that a wrong pixel slipped into the flat tile (red circle)
2. My personal choice about sun direction is East. OK many say correct is NE, but E works better for me when I draw. So I adjusted brightness on east wall of 'button' as I did in previous posted image (orange circle). Maybe I overdid it, but shifting dark-shadow 1 nore pixel right makes it look ugly.
B
What I proposed about 2 blocks used for coast. Quick hack sorry if yellow colors not match with ones you used in your sprites.
- Attachments
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- coast_attempt.png (887 Bytes) Viewed 5649 times
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- light_direction_suggestion.png (3.44 KiB) Viewed 5651 times
Last edited by athanasios on 20 Jun 2007 22:54, edited 1 time in total.
http://members.fortunecity.com/gamesart
"If no one is a fool I am also a fool." -The TTD maniac.
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"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
oops, my hand slip when i had to delete some construction lines
i'll fix it this evening, thanks for the spotting
your stud looks very cool, but i kept it simple to not become mad at placements, as i can't see the difference of the green paints i used, at least for the borders
once i'll finish all the tiles, i'll look for a good graphic artist to make it more good looking
i'll fix it this evening, thanks for the spotting
your stud looks very cool, but i kept it simple to not become mad at placements, as i can't see the difference of the green paints i used, at least for the borders
once i'll finish all the tiles, i'll look for a good graphic artist to make it more good looking
- bobingabout
- Tycoon
- Posts: 1850
- Joined: 21 May 2005 15:10
- Location: Hull, England
this is my kind of graphics drawing!
if you want any assistance ;P
don't expect anything too complex though, i have a lot of projects to do, but i kinda like doing these kinds of "Pixel Art" drawings.
if you want any assistance ;P
don't expect anything too complex though, i have a lot of projects to do, but i kinda like doing these kinds of "Pixel Art" drawings.
JPG SUX!!! USE PNG!!!
There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.
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There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.
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I thought light came from the sky, not from the ground... so it's NE.athanasios wrote:You are a good artist. Shading on slopes is very nice. So you are capable of doing rest and not need other artists assistance.
I post 2 hacks.
A
1. Notice that a wrong pixel slipped into the flat tile (red circle)
2. My personal choice about sun direction is East. OK many say correct is SE, but E works better for me when I draw. So I adjusted brightness on east wall of 'button' as I did in previous posted image (orange circle). Maybe I overdid it, but shifting dark-shadow 1 nore pixel right makes it look ugly.
B
What I proposed about 2 blocks used for coast. Quick hack sorry if yellow colors not match with ones you used in your sprites.
- athanasios
- Tycoon
- Posts: 3138
- Joined: 23 Jun 2005 00:09
- Contact:
. I wanted to write NE. My fault. Thanks for spotting it. I will edit my post and correct it. By the way some may prefer SE but I do not agree.Desolator wrote:I thought light came from the sky, not from the ground... so it's NE.
http://members.fortunecity.com/gamesart
"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
here is the first set of tiles, 5 more to go
once i'll finish the tiles, i'll start with tracks and roads
@bobingabout, than you for your help, i might need help for the light/shadows and colors, if you want, you can work on the attached ones
once i'll finish the tiles, i'll start with tracks and roads
@bobingabout, than you for your help, i might need help for the light/shadows and colors, if you want, you can work on the attached ones
- Attachments
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- terrain_tiles.png (7.46 KiB) Viewed 5243 times
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- trgtr.zip
- (54.79 KiB) Downloaded 163 times
- athanasios
- Tycoon
- Posts: 3138
- Joined: 23 Jun 2005 00:09
- Contact:
I wonder what you have in mind for roads. I like original ones with yellow and red lines next to the pavement, but pavement itself is horrible. Actually the road tiles of Toyland are the only ones that look nice. The rest is horrible. So they will resemble Lego bricks or they will be flat? I prefer flat as it will look rather odd to have those bumps on the road. Toyland passengers will suffer too much in such roads.
http://members.fortunecity.com/gamesart
"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
-
- Traffic Manager
- Posts: 152
- Joined: 28 Jan 2006 15:00
You can compile it very simple But okay, the result is nice, just depth perception is rather hard.... here is a nice in-game image.Wolf01 wrote:i must have a working pngcodec first
- Attachments
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- Lego Land!!
- lego1.png (58.78 KiB) Viewed 5195 times
The only thing necessary for the triumph of evil is for good men to do nothing.
My brother uses LDRAW a lot, and he's in LEGO communities, so he probably knows what's best.Ben_K wrote:Also... Anders has some link to a brick design program in his signature. Might be worth seeing if he can be of use.
Installation guide can be found here
Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.
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All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."
Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
GRF Codec | GRF Crawler | GRF Maker | Usefull graphics & tools sites | NML Documentation Wiki | NFO Documentation Wiki
All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."
What an awesome thread!!! Thank you Wolf01 for the idea and all your hard work.
I was a major LEGO addict as a child- still have a suitcase full.
Here is a link to some LEGO rail stuff:
http://shop.vendio.com/chowren83/category/3934/
I only had a few sections of straight rail. The old original 4.5v motor made a nice engine, especially with the larger wheels used as drivers.
Standard gauge for LEGO trains was four "bumps" between the rails, which allowed the old 2x4 (standard brick size) axle blocks to be used on the wagons. Unfortunately in this scale a frieght lorry is roughly 6x18 bumps, and a steam locomotive would be HUGE.
I think the train scale would need to use the 2x2 axle brick scale. Even at this scale a GE "44 tonner" shunter/switcher would be 4x6 bumps.
So 8x8 tiles are a problem. 12x12 might be better. And in 12x12, the slope tiles would be 4 standard bricks high instead of 3. That might be workable. Still, with a tiny shunter being half a tile long, could the program handle locomotives 2 tiles long like the "brickland" equivalents of the Big Boy and DDA40X Centennial?
I was a major LEGO addict as a child- still have a suitcase full.
Here is a link to some LEGO rail stuff:
http://shop.vendio.com/chowren83/category/3934/
I only had a few sections of straight rail. The old original 4.5v motor made a nice engine, especially with the larger wheels used as drivers.
Standard gauge for LEGO trains was four "bumps" between the rails, which allowed the old 2x4 (standard brick size) axle blocks to be used on the wagons. Unfortunately in this scale a frieght lorry is roughly 6x18 bumps, and a steam locomotive would be HUGE.
I think the train scale would need to use the 2x2 axle brick scale. Even at this scale a GE "44 tonner" shunter/switcher would be 4x6 bumps.
So 8x8 tiles are a problem. 12x12 might be better. And in 12x12, the slope tiles would be 4 standard bricks high instead of 3. That might be workable. Still, with a tiny shunter being half a tile long, could the program handle locomotives 2 tiles long like the "brickland" equivalents of the Big Boy and DDA40X Centennial?
Who is John Galt?
- athanasios
- Tycoon
- Posts: 3138
- Joined: 23 Jun 2005 00:09
- Contact:
TrueLight is right about depth perception. You need bigger contrast: West slopes should be a bit darker and east slopes brighter. The problem is more evident on east slopes, so brighten them enough but be careful not to overdo or they will look ugly. You may need to do some tests. OK, since you managed to make such nice sprites this is not big deal for you.
I just compared the original screen with the last one TrueLight posted. with the progress. This terrain looks so nice I want to touch it with my hands!
I just compared the original screen with the last one TrueLight posted. with the progress. This terrain looks so nice I want to touch it with my hands!
http://members.fortunecity.com/gamesart
"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
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