Moderator: Graphics Moderators
can be found here https://dev.openttdcoop.org/projects/yeti
- yeti_igloo.png (213.81 KiB) Viewed 3141 times
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.
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
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
You know he has made NUTS? http://dev.openttdcoop.org/projects/nuts/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
Remarks by PM made me realize, you may want to get the animals out of their area by some gate??
Top secret photos from inside the facility.V453000 :) wrote:Top Secret YETI PigCow farm.
Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | RoadTypes?
- Posts: 529
- Joined: 03 May 2005 20:50
- Location: Somewhere in a country called Argentina
Also, will you upgrade NUTS to 32bpp to match YETI?
TTO don't crashes in Windows XP; XP crashes TTO
Formerly known as UnderBuilder.
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.
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.
What I did in the end is pixel-drawing a Cutting Mask in Adobe Photoshop.
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.
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.
- (241.92 KiB) Downloaded 5 times
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
Onwards to YETI 0.0.6!
- the preview images
- 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
#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
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