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Re: Westeros town set

Posted: 03 Sep 2016 00:19
by kamnet
Mr Bruco wrote:hey
I'm back
First of all, forget the old graphics and anything before this moment.
There are still bad when I realized that you can use a limited number of colors for NewGRF so from now on I will use only the dos palette :)
Updates in the first post
Build it as a 32bpp set and you won't have to use a restricted pallet.

Re: Westeros town set

Posted: 03 Sep 2016 09:17
by luxtram
kamnet wrote:
Mr Bruco wrote:hey
I'm back
First of all, forget the old graphics and anything before this moment.
There are still bad when I realized that you can use a limited number of colors for NewGRF so from now on I will use only the dos palette :)
Updates in the first post
Build it as a 32bpp set and you won't have to use a restricted pallet.
Just to clarity, you do not have to create extra zoom levels to have 32bpp graphics.

Re: Westeros town set

Posted: 11 Sep 2016 22:10
by Mr Bruco
Build it as a 32bpp set and you won't have to use a restricted pallet.
with only 255 colors can do a lot of things!
and then the first drawings were awful

these are the stages of construction of some buildings.
construction phases.png
construction phases.png (12.63 KiB) Viewed 5835 times

Re: Westeros town set

Posted: 13 Sep 2016 15:18
by supermop
Looks good - the construction scaffold is historically correct, but the upper floor should have the window openings already - walls are not built solidly with windows later cut out, especially not with stone or brick. Also, typically only beams or joists would be built for the floor as the walls are being built in a stone building - the floorboards often are added later.

Re: Westeros town set

Posted: 19 Sep 2016 20:32
by Mr Bruco
thanks for the suggestion supermop
i made it again

Re: Westeros town set

Posted: 19 Sep 2016 20:42
by supermop
looks good!

Re: Westeros town set

Posted: 20 Sep 2016 10:39
by luxtram
I posed a question in the NML forum viewtopic.php?f=68&t=75256 that may be also interesting for you.

My main concern is that the streets are way too wide for the town parts with mediaeval history.

But there seems to be a possible solution for this by simply extending the houses to the streets. May be even possible to create overlays for the streets (I do not know how the stacking works, so just is at the moment just an speculation).

I'll let you know if I have managed to do some tests.

Re: Westeros town set

Posted: 08 Jul 2020 00:52
by Otto1988octavius
Anywhere this can downloaded?

Re: Westeros town set

Posted: 08 Jul 2020 01:18
by kamnet
Otto1988octavius wrote: 08 Jul 2020 00:52 Anywhere this can downloaded?
These are just graphics. They're available under GPLv2 license, free to download and compile your own set as long as you follow the terms of the license.

Re: Westeros town set

Posted: 13 Jul 2020 03:20
by Emperor Jake
Hey I just discovered this, and I just want to say I think OTTD is missing a mediterranean/southern European style town set, and that these graphics would work well for such a set (just for future reference) :wink:

Re: Westeros town set

Posted: 13 Jul 2020 04:22
by Otto1988octavius
I started city building in jrg scenario editor and was hoping for mediterranean style shore resort. Unfortunately I don't code.

Re: Westeros town set

Posted: 30 Jan 2022 06:26
by kamnet
Mr. Bruco hasn't been back in a few years, which is a shame. These graphics are released under GPLv2 and anybody can use them to build a proper town or objects set (or both!)