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PostPosted: Mon Jul 14, 2014 8:10 am 
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As a resume from the current discoveries, I created two new schemes, one for current 0.0.2, and one conceptual for how I would imagine it Should work like.

can be found here https://dev.openttdcoop.org/projects/yeti

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PostPosted: Tue Jul 15, 2014 5:07 pm 
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I thought the white 404 box is a bit awkward, soooooo here is a yeti home! :D They do live in a bit of low-budget so far, but PLEASE, FEED THEM!


Attachments:
yeti_igloo.png
yeti_igloo.png [ 213.81 KiB | Viewed 2904 times ]

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PostPosted: Tue Jul 15, 2014 7:49 pm 
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oooh, very nice!
Love the scenery items :)

You could make the path a bit more worn out perhaps.
Wouldn't it make sense to stack a few items onto each other and against the iglo? Now it is all so randomly on the ground only.
The "work" sign could be a bit lower at the right.


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PostPosted: Tue Jul 15, 2014 9:57 pm 
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you should start writing books. first nuts, then this xD imagination^1000


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PostPosted: Wed Jul 16, 2014 7:19 am 
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Thanks for the feedback!

The path will be a bit worn out, but it is not so easy to make, will do that later though.
I dont know, the items seems to be many already, but will see.

Sign looks okay, but yeah could move it a bit.

PS: books are something totally different :P

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PostPosted: Wed Jul 16, 2014 1:50 pm 
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books.....just write down your story :D head -> hand -> book


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PostPosted: Thu Jul 17, 2014 7:58 am 
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Made new ground with a bit more used path, and some very subtle grass under the sign. I also made the WORK sign a bit larger.

Attachment:
industry_4X_f0000.png [989.33 KiB]
Downloaded 8 times


V

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PostPosted: Thu Jul 17, 2014 10:30 am 
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spiffy!


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PostPosted: Thu Jul 17, 2014 3:02 pm 
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Top Secret YETI PigCow farm.


Attachments:
industry_2A_f0000.png [1.3 MiB]
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industry_2A_x1.png
industry_2A_x1.png [ 90.66 KiB | Viewed 2699 times ]

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PostPosted: Thu Jul 17, 2014 3:18 pm 
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yay! Gonna go and get a nice slice for the BBQ :)

As said on IRC, a bit of nit-picking:
* the house, it should not 'float'. thus add some irregularity to its foundation. Where dirt is against the wall or a small hole where it sticks out slightly more
* generally make the courtjard slightly less plane surface. Similarily have the dirt heap have somewhat more irregular edge / transition to ground
* the sun-lit small side of the building is too white
* the animals are thirsty. They need some water in each pen. And maybe a place to feed, too
* why does the big fat one not leave? Use a chain to keep it in place
* Maybe some small scrubs / bushes growing through fences. One of the PigCows could even chew on it

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PostPosted: Thu Jul 17, 2014 3:20 pm 
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Your artwork has a lot of charm, very amusing and cute. It's so pleasing to the eye that it almost detracts from the serious business of providing transportation and stomping on competitors, but maybe that's a good thing. Are you thinking about doing some vehicles at any time in the future?

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PostPosted: Thu Jul 17, 2014 3:36 pm 
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Sealbhach wrote:
Your artwork has a lot of charm, very amusing and cute. It's so pleasing to the eye that it almost detracts from the serious business of providing transportation and stomping on competitors, but maybe that's a good thing. Are you thinking about doing some vehicles at any time in the future
You know he has made NUTS? http://dev.openttdcoop.org/projects/nuts/

@V:
Remarks by PM made me realize, you may want to get the animals out of their area by some gate??


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PostPosted: Thu Jul 17, 2014 3:41 pm 
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V453000 :) wrote:
Top Secret YETI PigCow farm.


Top secret photos from inside the facility.

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PostPosted: Fri Jul 18, 2014 4:28 pm 
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I got one suggestion, how about changing the industry chain to start on primary industries rather than from worker yards, making it a more classic gameplay. Probably fits better as an option, since both modes have their niche.

Also, will you upgrade NUTS to 32bpp to match YETI?

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PostPosted: Fri Jul 18, 2014 5:04 pm 
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That is extremely unlikely to happen, but there will be major rework to the mechanism how it works.

Workers will still be number one you Have to start with, though.

NUTS, unsure, I have already tried to model some train and did not quite like it, but who knows what future brings.

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PostPosted: Sun Jul 20, 2014 4:46 pm 
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You can find version 0.0.5 on BaNaNaS now!

I have added the first animation to 3X Machinery Factory, it animates permanently - you do not even need to service the industry to see it! (that will change later when I manage to code it that way)

On the technical side of things, I have first added the industry animation the same way I defined sprites until now.
Previously I used a box method where I rendered one whole frame of the industry, and used NML to cut boxes out of it.
The problem was that these boxes obviously had to overlap if I did all the tiles the same way.

So I needed to output the sprites in a per-tile fashion. Simply rendering them out is problematic because the render from 3D would make the edges soft, and never precise.

Attachment:
File comment: Rendered image
industry_3X_f0000.png [1.24 MiB]
Downloaded 6 times


What I did in the end is pixel-drawing a Cutting Mask in Adobe Photoshop.

Attachment:
File comment: Scheme how I cut the industry now.
CUTTING_MASK.png [531.03 KiB]
Downloaded 6 times


Then I loaded the rendered animation in Adobe After Effects and applied the created masks to it. After some repositioning, I have reached the following output. :)

Attachment:
File comment: The output :)
industry_3X_f0000.png [1.22 MiB]
Downloaded 6 times

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PostPosted: Tue Jul 22, 2014 8:41 am 
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Today spells PROGRESS for YETI animation!

I have managed to render only the animated object with its shadow - which I then applied as a mask in After Effects to the full render -> resulting in getting sprites of animated objects only.

These sprites can then be put onto an Underlay, creating the full animation. :)

With this I hope to reduce GRF size to minimum.

However, I have not yet tried it with more complex lights and reflections. But I could just make some things simplier, OR leave a few tiles as full, if that causes issues.


Attachments:
anim_mask_workflow.png [241.92 KiB]
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PostPosted: Wed Jul 23, 2014 9:13 am 
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Victory! After some fiddling, the method also works for more complicated models, like the Machinery Factory.

It is quite surprising how much of it is actually not animated, I would expect like 50% saving of space which would be great.

I attach the animation alone, full image and most funny is the underlay which is basically empty :D

Onwards to YETI 0.0.6!

V


Attachments:
File comment: Underlay sprite
3X_underlay.png [413.03 KiB]
Downloaded 4 times
File comment: Animated parts
3X_anim.png [319.79 KiB]
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File comment: The complete animation :>
3X_complete.png [545.66 KiB]
Downloaded 4 times

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PostPosted: Thu Jul 24, 2014 8:47 am 
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Since nobody apparently gives a flying duck about this project here, from now on you can find things in following locations:

- the preview images
http://dev.openttdcoop.org/projects/yeti/wiki/Previews

- the system schemes
Most current ones are always at the Overwiew devzone page http://dev.openttdcoop.org/projects/yeti
old schemes can be found in Files http://dev.openttdcoop.org/projects/yeti/files

- the technical documentation
http://dev.openttdcoop.org/projects/yeti/wiki/Tech

- me
#openttdcoop channels, #openttd and #/r/openttd channels on OFTC

If you want to express your feedback, I can be contacted in those channels or through opening a devzone issue here http://dev.openttdcoop.org/projects/yeti/issues/new

Since vast majority of the people actually writing anything here have told me the same on IRC and just pasted it here, I consider it waste of my and their time to bother with this forum to upkeep the thread for no reason.

You can continue your discussion but I will not post regular updates here.

Thank you to everyone who gave me feedback, I appreciate it :)
V453000

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PostPosted: Thu Jul 24, 2014 9:48 am 
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Nooo. I love the regular updates here. IRC is hard to follow for periodic updates. But I understand your reasoning...

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