Moderator: Graphics Moderators
- 2-B-x1.png (89.67 KiB) Viewed 4879 times
- (1.33 MiB) Downloaded 15 times
I'd rather look at the barn door towards the road. It seems to lack a bit contour, but imho should stand out slightly. Maybe the road itself could be a bit less straight - it's just a farm road after all. The barrels stacked between the buildings are of giant size. One would fill my entire kitchen.
The barn door and ground are both surely not final (:
What applies for most of my models is that visual appearance is superior to scale precision. This is to be seen especially in textures ... for example "real world size mapping" would make all textures tiny tiny small. Point being, I was afraid that the field would lose a lot of detail if I made it smaller/shallower. Luckily it seems to be just fine with half height (:
Thank you for your input!
- 2-B-x1.png (89.55 KiB) Viewed 4858 times
- (1.34 MiB) Downloaded 11 times
I love the high fields, and the wear on the buildings. It's nice to have high crops.
You could extend the muddy underground under the plants to a more rectangular shape, assuming YETI machines make more basic straight lines than the nice curves of the plants. I'd keep the ground shape of the plants as it is, you often see such gaps at the edges in fields.
The space around the building looks a bit clean. Farms have lots of random stuff lying around, in my experience.
A little stone path around the house and to the shed could be added.
Some random old rusty stuff (old tires, or broken machine) could be added.
Some chairs to sit outside (unless YETIs always work of course),
A little wooden frame holding the battery of the farm.
Edit: Oh you made the fields lower, the house comes out better now, but also looks more empty around it.
A silo doesn't really look right to me. Farmers don't store their grain imho, they sell it. Instead they need fertilizer etc, barrels would make sense imho.
The clay bricks and stone bricks are a bit overshadowed by the wood which there is a lot of, but for now it works.
- 1-X-x1.png (94.78 KiB) Viewed 4690 times
- (1.43 MiB) Downloaded 10 times
Thanks, yes it will be on BaNaNaS as soon as it is done, I think version 0.0.1 somewhere in first half of July 2014 is highly possible.Glynbd wrote:Great work, looks really nice.
Will this be incuded in the in game graphics download options one day?
I hope the spiral is actually a conveyor belt, or it wouldn't work. An alternative would be a bucket chain, with a big wheel at the top for tipping the bucket over.
The platform looks way too clean to be used near sticky clay. I'd expect tracks of caterpillars or whatever heavy machinery yetis use.
Some railing could also be useful or yetis may fall down into the pit.
Don't they need to go down into the pit at times? You could go partly down using the pillar at the right, but that's only halfway. Maybe boards to walk on at the bottom?
A little path at the left or right from the platform to the clay could be useful.
Finally, clay is very good for green grass and trees, the edges could be nicely green, I think.
With greater help from other people on IRC, I managed to define my first industry!
I even created a template for sprites which should work for all other industries.
Functionally it is not so great as of yet, but it is a great start.
- YETI000.png (207.96 KiB) Viewed 4269 times
Agreed, can't wait to test the industries.Sylf wrote: That looks pretty amazing in place!
Are we there yeti?
Anyway, would this means that NUTS will be 32bpp one day ? Or it won't ? (or am I missing it ?)
My current priority list:
1. creating playable YETI version 0.0.1
2. creating stable YETI version without major bugs
3. updating NUTS with special wagon sprites for Workers
4. creating newGRFs to make YETI fit better into OpenTTD
- 4a. landscape newGRF
- 4b. infrastructure newGRF to go with landscape
- 4c. tree newGRF to go with landscape
- 5a. animated characters - Workers for YETI
- 5b. enhancing NUTS by extra features - unknown which but 32bpp/EZ is possible
Speed of progress undefined due to amount of effort.
Most likely option for NUTS: It gets a parameter so you can choose between 8bpp and 32bpp/ez sprites. Simply because I do not want to waste previously drawn pixel art, AND because I think no matter what I do, rendered models will never fit drawn pictures and vice versa. Therefore I think it makes good sense to let the player choose which one to use, according to his liking/dependence on other used newGRFs or base set.
Users browsing this forum: No registered users and 8 guests