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You should get font renewal from here: http://users2.tt-forums.net/ttdur/ttdur.htm else you won't see any text.
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Anyway. We now have airport base tiles too. Zephyris, I used your grass tile for it, is it OK? Anyway the tarmac is from Skidd13. I combined your (Zephyris') grass tile and Skidd13's tarmac with guidelines from Skidd13. Small airport isn't included. And no airport buildings here too yet. I named it with same format that Zephyris did. EDIT: Zephyris thanks for saving depot to me . And it's not generic road vehicles, they maybe would include if you ask them, but generic tram set.
*edit* if there are no objections I will merge these into the next newinfrastructure release...
The graphics look so familiar but just way better.
And your progress is amazing. Are you beeing paid to do that ?!
GRINZephyris wrote:Nice airport tiles, they are awful to have to draw - is there nothing than can be done about the climate mismatching grass tiles? I fear nothing will be possible...
Already done and sorted. In my branch, if the airport tile uses the "climate" grass tile (0F8D I think) then it is automatically replaced by whatever is the correct grass tile for the underlying tile. So a snow tile remains snow, desert desert, etc. as shown in attached pic.
- The tile that is half desert half tarmac uses the climate sensing code.
- Praningbury Transport, 23rd Feb 2013.png (42.53 KiB) Viewed 5146 times
Yes, Richk is right, no worries about that stuff. I made these only because I hope, we will get ready before theyZephyris wrote:Nice airport tiles, they are awful to have to draw - is there nothing than can be done about the climate mismatching grass tiles? I fear nothing will be possible...
If we would have been paid, I think we wouldn't do it. We just love the game..Right Zephyris?Are you beeing paid to do that ?!
Ofcourse merge them. If the list of artists goes too long in description, you can add it with Action0c I think*edit* if there are no objections I will merge these into the next newinfrastructure release...
I just looked it out..x_offs and y_offs are slighlty off there. I think Zephyris will fix it the next version, when he includes airport base graphics with infrastructure.Soeb wrote:I've found a little bug. Look at that screenshot:
In other types everything work. Only with monorail graphics there's that bug.
EDIT: - Road depots
Today I finished and codeced Road Depots. Zephyris if you like them include them to your infrastructure set. Lord
There are a several of monorail tiles with bad offsets (I was tired when doing them!), will be updated with the next newinfrastructure.
Very nice, almost perfect! Two things:
Try smoothing the shading, especially on the roof, but also on the lighter side, see my attached brick texture.
The grey back wall makes it harder to tell the orientation...
Is the floor/concrete the same as the airport? I love that texture!
Not paid, just bored! No job this holiday so I thought I would do something productive...
I am bored of staring at rail tiles, so I have done some more work on the industries - iron ore mine now finished!
- brick texture 8bpp.png (14.25 KiB) Viewed 4894 times
- iron ore mine.png (41.86 KiB) Viewed 4876 times
EDIT: To think of it, I'll make a new depot..Tihs one is too high (note in the screenshot above) and roof has some minor flaws. I'll do it similarly though
smb may code them, but keep the first lines like this
Code: Select all
// Automatically generated by GRFCODEC. Do not modify! // (Info version 7) // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 0 * 4 08 00 00 00 1 * 171 08 07 "LA11OpenGFX - Road Depots v0.1" 00 "OpenGFX - Road Depots v0.1 for for " "OpenTTD 8bpp graphics replacement. " "Includes road depots in all views. " "By Johannes Aasmae (LordAzamath)" 00 2 * 5 0A 01 06 80 05
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OTTD will accept soon this additional coast lines. I think this worth the effort. I have mixed your tiles with mines, and this is the result for temperate. Feel free to modificate it and put it in your grf. Respect the colortable of the pcx (windows) and action water should work.Zephyris wrote:Sounds like a good plan! I will make the base tiles asap. Should we also make the additional coast tiles for a "completely shore" style patch?
- complete shore line
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- SCR16.png (77.66 KiB) Viewed 4697 times
new water tiles
http://www.tt-forums.net/viewtopic.php? ... sc&start=0
Wahey, my first contributionlordazamath wrote:Ok, i'm too tired to code them right now, but new sprites for Road depot:
smb may code them
I changed the text a bit so that it matches the other GRFs (hope you don't mind).
If there's any problems with the alignment (or indeed any problems in general), let me know.
This is ART simply awesome. This project is giving me one surprise after another, excuse me if you don't agree with me but i think that this terrain set is simply the best one i have ever seen!lepkka wrote:OTTD will accept soon this additional coast lines. I think this worth the effort. I have mixed your tiles with mines, and this is the result for temperate. Feel free to modificate it and put it in your grf. Respect the colortable of the pcx (windows) and action water should work.Zephyris wrote:Sounds like a good plan! I will make the base tiles asap. Should we also make the additional coast tiles for a "completely shore" style patch?
Checked out the depot grf and the depots blue colour is not a company colour! it stays blue whatever colour i choose for my company!
Here I provide 2 variants to make it more consistent.
To my opinion the last one looks much better, since it also makes the depot walls look shorter and the roof bigger.
So I changed all depots to that style. Also I noticed a spot and an extra pixel that I removed and tweaked a few more pixels.
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- depots_better roof.png (5.13 KiB) Viewed 4568 times
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