Moderator: Graphics Moderators
Just quickly, OTTD is the bomb, my cousin n I love the game to bits and all the work here done by everyone is great, kudos to you all.
Really loving all this new work thats coming in on this thread, ill be looking to maybe help out myself as soon as i organise my year :S.
Just noticed a couple of things included in the attachments below:
1. The farm tileset seems to have an "off" tile as circled.
2. Any possibility to perhaps make the base of the road depot blend better (red circle) with the road, i know the idea is to keep the original look, but even a bit of shading? (had a quick crack with mspaint - shown in yellow circle).
3. Dont know if others have encountered this, but the shores atm still not 100% in latest nightly?
- farmland_tile.PNG (32.74 KiB) Viewed 3250 times
- road_depot_tile.PNG (25.72 KiB) Viewed 3251 times
- water_tile.PNG (25.78 KiB) Viewed 3247 times
For the record, I disagree. I think the OS cursor is way better than the original. The original is clumsy, ugly, and inprecise.athanasios wrote:prissi:
I don't like a small white cursor. I prefer original one. Floating icon is cool. Most games have their own style in cursors, why to use OS shaped cursor?
And when it comes to resolution, I'll just say most do indeed use higher resolution displays nowadays but I currently use 800x600. So it's not like lower resolution no longer matters for OpenTTD, especially since we strive to accomodate low-end (and mobile) hardware as well as newer, more powerful systems.
On a more personal note, you seem to behave very arrogantly... Almost telling the artists straight out what to do, based on your own opinion. I hope you only do that accidentally. But enough of that.
By the way, to take part in the sub-arctic trees discussion, I'd prefer the fully snow-covered versions. Granted the climate is called sub-arctic and we could probably get away with only sporadically-snowcovered trees, but I like the fully covered ones more for some reason. It's probably the contrast it creates between the warm, fuzzy non-arctic zones and the world of snow above. By tradition Transport Tycoon makes a whopping great contrast between some graphics (take desert and jungle ground and trees for example) so I think we should go the same route with arctic graphics. I doubt very much the "whiter" trees would have much of an effect to visual strain, we're talking about such a minute change in overall brightness.
Just to confirm, I have the same problem with r11740 and no other grf's loaded except the terrain one.w0lv3n wrote: 3. Dont know if others have encountered this, but the shores atm still not 100% in latest nightly?
How important is the toyland palette? What differences are there? I had no Idea it had a different palette to the other climates... My terrain seemed to work exactly as expected...
In terms of building scale I am not worried about three storeys in the height of four storeys - that's not much variation in height... Of more concern is the massive scale difference between sub-tropical and temperate - houses are ~4 times the size in sub-tropical.
1. I know about the farmland, but tbh I am sick of those 176 sprites...
2. Nice point, but I don't know if it would be possible as there is only one base tile for all orientations.
Re:w0lv3n and MrMox
3. New shores may or may not be in the nightlies, but newTerrain only replaces the shore tiles from the original graphics. I can provide all the new shore tiles for the extended shoreline if you feel like coding them
Back to my GUI musings I am very keen to get rid of the old cursor. It is imprecise and blocks the view of what you are working on. Having said that an imitation of the system cursor is probably too small for such a visually intense landscape, so here are two new suggestions. One in TTD colours and one in white. I prefer the white, it is far more visible.
I will also draw peoples attention to my embryonic website, more specifically the house drawing tutorial which outlines how I draw houses.
- cursors2.png (7.56 KiB) Viewed 3105 times
Cheers RE the png's i posted. I would code it, but im yet to learn, back up to work tomorrow so give me a few days to settle into the new year and then i hope to learn the coding
My god, Zephyris, who allows you to do such things? Wow is all that I can muster....Is it coded? I could code it so you could draw moreZephyris wrote:Sawmill...
Anyway, I'm back at home so I can do some stuff again...
About those railway station benches...I think they're too dark in comparison with the rest of the station and thus very distracting
- station-monorail.png (11.6 KiB) Viewed 2868 times
Which graphics are too dark? I have a nice brand new high contrast screen so my opinion of brightness may be off. Hoewver: The temperate and sub-arctic terrain is the same brightness, as the shading was taken from the original terrain. The rail and maglev are slightly darker, while the roads are lighter... Snow is darker as people complained about being dazzled by it. I think you are noticing that the original graphics are very high contrast, while what people generally agree are good graphics have lower contrast - compare the default trees to SAC's stolen trees.
Attached are two comparative screenshots, and their histograms. Note that while the old graphics have more brighter colours they also have more darker colours. Any proper comparison is hard because the two histograms are so similar - note both have hardly any pixels in the brighter half of the graph.
I was going to miss an action7 at some point - terrain gets confusing because bare earth gets shared between all climates except toyland, grassy terrain is only in one climate, snow is in two climates (and is ignored in the others) and farmland is in all climates!
Code: Select all
xx * 6 07 83 01 02 03 13
- (280.23 KiB) Downloaded 79 times
- old+new histogram.png (23.1 KiB) Viewed 2872 times
- station-monorail demo.png (14.43 KiB) Viewed 2866 times
It might be my monitor though, it has a PVA panel which can display contrast much better as most TN panels, which could cause the difference in appearance. I noticed the track doesn't look that black on another monitor I have. (bit still to dark in my opinion). The track blends better with the ground on that monitor.
I do like the new monorail and the just showed station btw
And due to my irrational hatred of grey cursors, here is a new one, with a grey gradient. Also attached are the two other designs for comparison. The reason I am loathed to loose the black border is that it matches well with the floating icon...
- newcursor3.png (5.47 KiB) Viewed 2826 times
- cursors2.png (7.56 KiB) Viewed 2829 times
BTW one thing more Zephyris, if you add include something to your grf you make comments there too, don't you? If not then make and save commented bersion as backup too...Because this will be under GPL just as OpenTTD and then we need to provide source files... I was told that source for GRF is commented nfo file... the other possibility I already mentioned is adding comments with Action0C..
The 3rd tree is Ben Robbins 32bpp tree from the blender thread converted to 8bpp. Whilst i quite like how it looks i think in particular the dying stages are not so good. Maybe some tweaking perhaps. What do people think.
The other trees at the bottom are just a couple of experiments with arctic trees. I would like about thins amount of snow as it i dont think it would make things TOO white.
Regarding things being too dark- i do see what people mean. Mainly with the tracks, but also the farm fields are very dark.
I love the monorail station. Is that used for maglev too?
- tree.png (12.78 KiB) Viewed 2734 times
What is done;
Added a CC-stripe at each side on the | view, as well as less contrast and tried to make it "less round"
Redid the windows in the / and \ views.
Made the engine slightly shorter in the -- view (4 pixels) so that it is more in proportions with the / \ views.
Retinted the windows; 1 shade darker.
grfcodec or something seem to f**k up the sprites when i try to code them, as seen in the picture. When I open them with i.mage they are proper. Tried to save it with paint.net as well, but it still is wierd. And yes, the coords in the .nfo is correct.
btw, how is action A properly done?
Code: Select all
<proper head and stuff> Action A | one set to replace | | 8 sprites to replace | | | 3001 in hex | | | | | -1 * 0 0A 01 08 0B B9 -1 sprites/test.pcx 1 40 01 23 9 -4 -12 -1 sprites/test.pcx 41 40 01 17 22 -11 -9 -1 sprites/test.pcx 81 40 01 12 32 -16 -6 -1 sprites/test.pcx 121 40 01 17 22 -11 -9 -1 sprites/test.pcx 161 40 01 23 9 -4 -12 -1 sprites/test.pcx 201 40 01 17 22 -11 -9 -1 sprites/test.pcx 241 40 01 12 32 -16 -6 -1 sprites/test.pcx 281 40 01 16 22 -11 -8
- mag4-6.PNG (19.45 KiB) Viewed 2677 times
Users browsing this forum: Bing [Bot] and 5 guests