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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Wed Nov 08, 2017 3:55 pm 
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Transport Coordinator
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Quast65 wrote:
Making a GRF that replaces the coasttiles with permanent snow is rather easy, its a simple replacement of the base-tiles.
Problem is that you may not always want it to be snowy...


There is no problem, if I don't want permasnow I just won't load the grf. :)

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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Wed Nov 08, 2017 6:01 pm 
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Pyoro wrote:
But the classic OpenTTD coast tiles looked weird with just the "classic" snow and the coast-bit pasted over if I remember that right. ^^

Doesnt look too bad in combination with OpenGFX...
Attachment:
Example388.png
Example388.png [ 334.49 KiB | Viewed 1226 times ]

alluke wrote:
Quast65 wrote:
Making a GRF that replaces the coasttiles with permanent snow is rather easy, its a simple replacement of the base-tiles.
Problem is that you may not always want it to be snowy...


There is no problem, if I don't want permasnow I just won't load the grf. :)

GRF will be released within the hour... :twisted:

EDIT: released....
https://www.tt-forums.net/viewtopic.php?f=26&t=77245

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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Sat Mar 24, 2018 1:04 pm 
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There seems to be an error in the Russian translation, i.e. snowline = 0 in English is translated to snowline = 1 in Russian. This has been causing some confusion over in another topic.


Attachments:
OGFX Landscape English.png [199.7 KiB]
Not downloaded yet
OGFX Landscape Russian.png [172.7 KiB]
Not downloaded yet

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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Thu May 24, 2018 7:01 pm 
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Is it just me or does the wind turbine flickr from side to side a little bit when zoomed out? It can get really distracting during gameplay... :D


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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Thu May 24, 2018 7:41 pm 
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Zoeff wrote:
Is it just me or does the wind turbine flickr from side to side a little bit when zoomed out? It can get really distracting during gameplay... :D

I think thats a side effect from the way zooming out is processed in Openttd. In TTRS, the wing of one particular hotel building seems to shake when zoomed out.


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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Thu May 24, 2018 7:43 pm 
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vrn wrote:
I think thats a side effect from the way zooming out is processed in Openttd. In TTRS, the wing of one particular hotel building seems to shake when zoomed out.

Any way to overcome this?


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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Sun Dec 16, 2018 6:48 pm 
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Not sure if this has been mentioned before, but arent a couple of shadings of the snow a bit odd??
Attachment:
Example528.png
Example528.png [ 182.28 KiB | Viewed 500 times ]

Especially if you compare them to the shadings of the grass under it.

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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Sun Dec 16, 2018 9:40 pm 
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Quast65 wrote:
Not sure if this has been mentioned before, but arent a couple of shadings of the snow a bit odd??
Example528.png
Especially if you compare them to the shadings of the grass under it.

Hm, not that I'm aware (anymore?). But now that you mention it: yes, looks like, especially the slope to the upper left. Concerning the slope to the upper right I'd rather darken the grass for more contrast. Thanks for the report!

(ist there anyone who knows blender well and can fiddle with the sprite generation of these?)

The perma-snow coast looks rather nice :)

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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Sun Dec 16, 2018 10:55 pm 
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It was brought up in the OpenGFX Extra Zoom topic: https://www.tt-forums.net/viewtopic.php?f=26&t=71654&start=100#p1200767 :D


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 Post subject: Re: OpenGFX+ Landscape
PostPosted: Mon Dec 17, 2018 2:18 pm 
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Are these maybe usefull for you for the upper-left?
Attachment:
Example529.png
Example529.png [ 10.92 KiB | Viewed 245 times ]

You may need to check them though for animated colors as I havent tested them for those (especially in the rough snow patch)

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