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PostPosted: Sat Apr 19, 2008 9:10 am 
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Those finished sprites look fantastic, Zephyris, but I have to seccond other peoples comments that the construction stages look more like ruined buildings than ones under construction. Your main problem is that you're depicting large multi-story buildings going up wall-first. Wrong way to go, each floors slab goes on, and the walls are commonly built around it level by level, be it plate glass or concrete slabs.

Your finished sprites, snow stages, and ground tiles are quite nice though, if I wasn't so busy I'd volunteer to code :).

The houses are excellent as well, I can't wait to see the finished product in game :).

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PostPosted: Sat Apr 19, 2008 11:50 am 
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If you are referring to the additional white lines those are intentional, but looking back at it maybe not a good choice...

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PostPosted: Sat Apr 19, 2008 12:48 pm 
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I'm referring to that there are two white lines on one side of road.


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PostPosted: Mon Apr 21, 2008 12:15 am 
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Thought I would give you a little teaser...
Attachment:
newbuildings.png
newbuildings.png [ 167.64 KiB | Viewed 4020 times ]

No construction stages or snow covered versions yet, and the buildings don't align themselves with the road (as you can see), but apart from that* :roll:

If anyone is really desperate, and Zephyris doesn't mind too much I can post the current grf for people to play with.

*I can't seem to get the introduction date to work properly either


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PostPosted: Mon Apr 21, 2008 12:32 am 
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Wow! that looks better than I was expecting!

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PostPosted: Mon Apr 21, 2008 4:05 am 
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WOW :shock: That looks freaking awesome... Can't wait to get those into the game :)

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PostPosted: Mon Apr 21, 2008 6:26 am 
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Well I for one am really desperate. :wink:


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PostPosted: Mon Apr 21, 2008 12:38 pm 
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Looks great. I can't wait to see those in game.


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PostPosted: Mon Apr 21, 2008 2:32 pm 
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Construction stages done:
Attachment:
construction.png
construction.png [ 33.42 KiB | Viewed 3713 times ]

None of the original buildings have been disabled yet, but I'm assuming that's the eventual plan, right?

Edit: Just a thought - since it is fairly easy to create new buildings with nice textures, could the same method now be used for the depots (whichever ones are left to do) and the company HQ?


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PostPosted: Mon Apr 21, 2008 4:01 pm 
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Very nice.

Btw, I'd really love to see a render of my flats I made a few pages ago.

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PostPosted: Mon Apr 21, 2008 4:03 pm 
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buttercup wrote:
Edit: Just a thought - since it is fairly easy to create new buildings with nice textures, could the same method now be used for the depots (whichever ones are left to do) and the company HQ?


You probably have to use an Action A for that, which, IIRC, replaces one or more sprites from the original files. That means you're limited to just replacing the sprite and can't do any additional coding on them. (Which means you can't make MORE HQs, you can only adjust the sprites with Action A).

At least, AFAIK, I'm not a very experienced coder.

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PostPosted: Mon Apr 21, 2008 4:14 pm 
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Yeah, sorry I havnt textured more of the contributions but it is dissertation/exam time... Hopefully I will be able to in a gap but time is very low at the moment.

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PostPosted: Mon Apr 21, 2008 6:58 pm 
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Present for you -

As I mentioned before, snowy versions aren't implemented yet (the buildings do work in the arctic climate but only below the snow line) and the buildings don't line themselves up with roads yet. The "cost to clear" costs aren't quite right either (some of the small houses cost more to remove than some of the large offices, for example).
There shouldn't be any alignment errors, but if you spot any, let me know.

Also, would does anyone fancy drawing a new version of the concrete base tile (sprite 1420 in trg1r.grf)?

Finally, would the park graphics found here be suitable to use (either as they are or scaled down to 1x1 tile)?

Edit: Attachment removed, see next page for more recent version.


Last edited by buttercup on Thu Apr 24, 2008 4:29 pm, edited 1 time in total.

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PostPosted: Mon Apr 21, 2008 8:09 pm 
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buttercup wrote:
Also, would does anyone fancy drawing a new version of the concrete base tile (sprite 1420 in trg1r.grf)?

Zephyris probably has that sitting around somewhere.

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PostPosted: Mon Apr 21, 2008 9:22 pm 
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buttercup wrote:
the buildings don't line themselves up with roads yet


If that means, that sometimes vehicles are drawn over the buildings, then don't look at the attached picture. Otherwise do.

On the other note. Building stages don't look really bad when in game.


Attachments:
Monhill Transport, 18th Aug 1960.png
Monhill Transport, 18th Aug 1960.png [ 57.77 KiB | Viewed 3373 times ]
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PostPosted: Mon Apr 21, 2008 10:22 pm 
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Mchl wrote:
If that means, that sometimes vehicles are drawn over the buildings

That's not what I meant, but it's something I hadn't noticed before; thankyou for pointing it out.

What I meant was that the buildings facing this way / are only supposed to be placed next to road going in this / direction and buildings facing this way \ are only supposed to be placed next to road going in this \ direction, but at the moment they don't.



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PostPosted: Mon Apr 21, 2008 10:39 pm 
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buttercup wrote:
What I meant was that the buildings facing this way / are only supposed to be placed next to road going in this / direction and buildings facing this way \ are only supposed to be placed next to road going in this \ direction, but at the moment they don't.


I am not sure if I'd like it actually...


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PostPosted: Mon Apr 21, 2008 10:44 pm 
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I'm only going by what was said here.

See what other people think but I wont complain if that feature is not implemented - less work for me.


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PostPosted: Mon Apr 21, 2008 11:44 pm 
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I think the road orientation feature may best be reserved for terraced houses and shops which are clearly road orientation specific. For the straight graphics replacement ("OpenGFX" proper) very road orientation specific styles of graphics can be avoided to prevent odd looking placements.

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PostPosted: Tue Apr 22, 2008 5:09 am 
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Just did a testrun with these houses, and they look awesome! I didnt notice any bad sideeffects eather.. yet ;)

Attachment:
newbuildings.png
newbuildings.png [ 227.25 KiB | Viewed 3232 times ]

_________________
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The whole problem with the world is that fools and fanatics are always so certain of themselves,
and wiser people so full of doubts.
Bertrand Russell

MyGRFs: Norwegian Funny Town Names 4 | LOTR & WoW Town Names 2 | Islandic Town Names 1 | Random Norwegian Town Names
Favorites: GRFCrawler | ISR | WIKI | Now Playing: OpenTTD 1.3.2 w/YAPP 3.0-RC3.9ish


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