Swedish Houses [Version 1.1 released 06/06/10]
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- planetmaker
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Re: Swedish Houses
On a related note: the same seems to go for the road
My guess is that it's how the smooth snow transition works. Somewhere a line has to be drawn. But granted, it should rather be drawn the same for all kind of sprite types, if they offer snowy vs. not snowy.
My guess is that it's how the smooth snow transition works. Somewhere a line has to be drawn. But granted, it should rather be drawn the same for all kind of sprite types, if they offer snowy vs. not snowy.
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- George
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Re: Swedish Houses [coder needed]
Does using var 62 has the same effect?as wrote:Question to people:
If I use varaction2 variable 43 to decide between snowy and non snowy graphics, the snowy graphics appear one level higher than snowy default buildings: 1. Does this matter?
2. Is there way to work around this?
324 * 15 02 07 03 81 62 0F 0A 0F 01 02 00 04 04 01 00
http://wiki.ttdpatch.net/tiki-index.php ... y_tiles_60_
Re: Swedish Houses
hehe, yes, seems to be slightly inconsistent.
House property 13 tests for "lowest tile corner >= fixed game creation snowline" (not affected by newgrf set snowline)
The various tile info variables and roads check for "lowest tile corner > current snow line"
Additionally some other places in the code (not visible graphically) use the height of the north corner.
Maybe I should take a look what TTDP does
House property 13 tests for "lowest tile corner >= fixed game creation snowline" (not affected by newgrf set snowline)
The various tile info variables and roads check for "lowest tile corner > current snow line"
Additionally some other places in the code (not visible graphically) use the height of the north corner.
Maybe I should take a look what TTDP does
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Re: Swedish Houses [coder needed]
Yes.George wrote: Does using var 62 has the same effect?
Re: Swedish Houses
All buildings are now corrected and I can now continue to draw more buildings.
Re: Swedish Houses
When I started drawing I didn't draw one sprite for the actual building and one sprite for the ground. I drew them together so they where invisible in transperent mode which wasn't a pretty sight. So i corrected them by seperate the building from the ground sprite.George wrote:How?Irwe wrote:All buildings are now corrected
- George
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Re: Swedish Houses
And how does it correspond with snow line?Irwe wrote:When I started drawing I didn't draw one sprite for the actual building and one sprite for the ground. I drew them together so they where invisible in transperent mode which wasn't a pretty sight. So i corrected them by seperate the building from the ground sprite.George wrote:How?Irwe wrote:All buildings are now corrected
Re: Swedish Houses
It doesn't, the snowline remains unfixed. But I don't think it is that big deal, most grfs have the same problem and I haven't seen anyone complaining before.
Re: Swedish Houses
I know it's possible to code buildings so they face the road (green houses) but Is it possible to code a building so it only can be built on street corners as shown in the picture (red houses)?
A LOT of inner city buildings in Sweden is designed like this as shown in the second picture.
A LOT of inner city buildings in Sweden is designed like this as shown in the second picture.
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Re: Swedish Houses
yes, with the same method the green ones use. instead of checking the four neighboured tiles for road and decide for one to face to, just check two tiles.
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Re: Swedish Houses
Great! I don't know anything about coding but I just wanted to know if it's possible so I could know if there was any idea to draw these angeled buildings.frosch wrote:yes, with the same method the green ones use. instead of checking the four neighboured tiles for road and decide for one to face to, just check two tiles.
Re: Swedish Houses
Notice that 1x1, 1x2, 2x1 and 2x2 are the allowed building shapes. Three tile buildings are not allowed as far as I know.
Re: Swedish Houses
Yes, I think these buildings will fit a 1x1 tile.as wrote:Notice that 1x1, 1x2, 2x1 and 2x2 are the allowed building shapes. Three tile buildings are not allowed as far as I know.
Another thing. When making a house from different angels is there any easier way then just draw a building by hand as I do and then draw it again in a different angel. Is there any program or similar that can handle TTD sprites and in some way "change direction" of the sprite? For example Pikkabird's TaI house set has that feature.
- planetmaker
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Re: Swedish Houses
Unless you do your houses as a 3D model and have it rendered for different rotation angles but constant light source, there's no fool-proof or easy way as you have to mind the light direction which must not be rotated.
Just my naive thinking of course, I'm no pixel artist.
Just my naive thinking of course, I'm no pixel artist.
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Re: Swedish Houses
Maybe it's just simpler to draw them from all angels. It will take some time but maybe it's best that way.planetmaker wrote:Unless you do your houses as a 3D model and have it rendered for different rotation angles but constant light source, there's no fool-proof or easy way as you have to mind the light direction which must not be rotated.
Just my naive thinking of course, I'm no pixel artist.
Re: Swedish Houses
An example of one of those buildings that require road sensitivity.
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- planetmaker
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Re: Swedish Houses
While certainly one side is the "usual" side, I've seen such buildings oriented parallel and perpendicular to the road.Irwe wrote:An example of one of those buildings that require road sensitivity.
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Re: Swedish Houses
Certainly they doesn't have to face the road but I havn't seen much of these building in sweden that doesn't face the road. So making 4 versions of each of these buildings is one thing I'll try to do. (at least do 2 versions, one facing south east and one facing south west).planetmaker wrote:While certainly one side is the "usual" side, I've seen such buildings oriented parallel and perpendicular to the road.
Thanks, I really just "copied" the sides from one of the buildings from Total Town replecement set.Bennythen00b wrote:Looks really good, I like the details on the sides!
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