Town Walls Objects (v0.1 released on Bananas, 17 feb 2016)

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Timeflyer
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Re: Town Walls Objects (v0.1 released on Bananas, 17 feb 2016)

Post by Timeflyer »

finished now the middle part with lanterns.
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Re: Town Walls Objects (v0.1 released on Bananas, 17 feb 2016)

Post by Quast65 »

Timeflyer wrote: 05 Jan 2021 11:57 finished now the middle part with lanterns.
This is a modular object set, so please make sure that every tile can be placed on it's own.
So please avoid this:
Example563.png
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This also avoids having doubles and thus wasting object-IDs.
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
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Re: Town Walls Objects (v0.1 released on Bananas, 17 feb 2016)

Post by Timeflyer »

ok...quick changes
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Re: Town Walls Objects (v0.1 released on Bananas, 17 feb 2016)

Post by Quast65 »

Timeflyer wrote: 05 Jan 2021 12:33 ok...quick changes
Thnx!

Another request, try to be clear about what tiles are ready for coding.
As you can see in your previous image, there are now a couple of doubles.
A coder may be confused about which to code and which not (or even overlook some, or code the wrong ones if there are tiny differences)

Also try to group them (if possible in groups of 4) and give that group a name (for the menu-structure).
So for this we could have:
- Cobble Park, Middle with lanterns (1 piece for now, maybe also add without lanterns and possibly round grass with/without lanterns, to make 4)
- Cobble Park, Corners with lanterns (4) (maybe also make a non-lantern version)
- Cobble Park, Straight Ends with lanterns (4) (maybe think of a better name ;-) ) (maybe also make a non-lantern version)

- Maybe also add straights that go through the full tile (with/without lights, would then also make 4)

Regularly posting your work-in-progress-sheets is not bad by the way, always good for future reference or as back-up (in case of harddisk failures).
Just, again, be clear if there are any pieces there ready for coding.
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604

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Re: Town Walls Objects (v0.1 released on Bananas, 17 feb 2016)

Post by Timeflyer »

Quast65 wrote: 05 Jan 2021 13:03
Timeflyer wrote: 05 Jan 2021 12:33 ok...quick changes
Thnx!

Another request, try to be clear about what tiles are ready for coding.
As you can see in your previous image, there are now a couple of doubles.
A coder may be confused about which to code and which not (or even overlook some, or code the wrong ones if there are tiny differences)

Also try to group them (if possible in groups of 4) and give that group a name (for the menu-structure).
So for this we could have:
- Cobble Park, Middle with lanterns (1 piece for now, maybe also add without lanterns and possibly round grass with/without lanterns, to make 4)
- Cobble Park, Corners with lanterns (4) (maybe also make a non-lantern version)
- Cobble Park, Straight Ends with lanterns (4) (maybe think of a better name ;-) ) (maybe also make a non-lantern version)

- Maybe also add straights that go through the full tile (with/without lights, would then also make 4)

Regularly posting your work-in-progress-sheets is not bad by the way, always good for future reference or as back-up (in case of harddisk failures).
Just, again, be clear if there are any pieces there ready for coding.
ok..will try tonight..have do work now...
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Re: Town Walls Objects (v0.1 released on Bananas, 17 feb 2016)

Post by Quast65 »

Timeflyer wrote: 05 Jan 2021 13:06 ok..will try tonight..have do work now...
I have coded your towers:
Example564.png
Example564.png (32.25 KiB) Viewed 1337 times
I will send you a PM with the GRF so you can test it out (you can find them under medieval buildings).

I will wait a bit with releasing the GRF publically as I suspect I will receive a couple more graphics from you in the near future (also I will see if I can make a couple of combinations of towers with houses, so that the towers can link up with houses) and I will include those first before a public release ;-)
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604

Winner of the following screenshot competitions:
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All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
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Re: Town Walls Objects (v0.1 released on Bananas, 17 feb 2016)

Post by Timeflyer »

here are the first 5 sets of cobblepark-alternatives (in groups of 4 elements)
cobblepark1.3.png
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Re: Town Walls Objects (v0.1 released on Bananas, 17 feb 2016)

Post by Quast65 »

Timeflyer wrote: 06 Jan 2021 12:46 here are the first 5 sets of cobblepark-alternatives (in groups of 4 elements)

cobblepark1.3.png
Thnx!

From these I can also do a non-lantern version.
I will do those first, as I would like to discuss the placement of the lanterns with you.
But that is better to do with a non-lantern version that you can check out ingame.
Will probably make them later today.
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604

Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
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Quast65
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Re: Town Walls Objects (v0.1 released on Bananas, 17 feb 2016)

Post by Quast65 »

Timeflyer wrote: 06 Jan 2021 12:46 here are the first 5 sets of cobblepark-alternatives (in groups of 4 elements)
I am working on the cobblestone paths.

There are some errors in your drawings:
Example565.png
Example565.png (16.26 KiB) Viewed 1203 times
The parts dont link up correctly:
Example566.png
Example566.png (23.69 KiB) Viewed 1203 times
For future, please make sure that your artwork is correct and consistent ;-)

No need to correct these, I think I know what you would like to achieve and I will draw those (and some more too).
Will take me a bit longer now (couple of days), so please wait for that.

EDIT:
Sneak preview
Example567.png
Example567.png (79.96 KiB) Viewed 1167 times
more to come...
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604

Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
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Quast65
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Re: Town Walls Objects (v0.1 released on Bananas, 17 feb 2016)

Post by Quast65 »

Timeflyer wrote: 06 Jan 2021 12:46 ...
More stuff, also with lights (that are placed in such a way that they overlap each other when placed next to each other and also those already placed against some of the houses)
Example568.png
Example568.png (110.57 KiB) Viewed 1130 times
I have sent you the GRF in PM to test out.

I will not do these:
Example569.png
Example569.png (74.44 KiB) Viewed 1130 times
The small pathway in the middle makes it difficult to make elongations/enlargements, because of the way that tiles fit into each other in OpenTTD.
It can be done, but will need a lot of drawings, with some just having a tiny bit of grey concrete/cobblestone at the point of a tile.
This I do not like and don't want to use Object-ID's for.

I think I did everything else you suggested.


I think I will also do some with some paths with flowerbeds, then I will focus more on the walls/towers to add some more of those (also the combination of medieval houses and towers you suggested)
Projects: http://www.tt-forums.net/viewtopic.php?f=26&t=57266
Screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=56959
Scenario of The Netherlands: viewtopic.php?f=60&t=87604

Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
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