[media] Technical content of TE

Discussions pertaining to the development of graphics for Transport Empire.

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aarona
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Post by aarona »

The dithering looks a bit primitive.
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Post by Hyronymus »

aarona wrote:The dithering looks a bit primitive.
What's that, the dots in the texture? If it's a texture I guess you can replace it or possibly, depending on the tool, specify the density.
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Post by Purno »

aarona wrote:The dithering looks a bit primitive.
That's what you get with pixel art...

EDIT: (and it's not a real texture. It's drawn pixel-by-pixel for every object. Made with old-style techniques.)

EDIT: Tried something with using colors with less brightness-difference;
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Purple, 5/255 difference
Purple, 5/255 difference
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Mauve, 5/255 difference
Mauve, 5/255 difference
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Green, 10/255 difference
Green, 10/255 difference
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Post by Hyronymus »

Did some testing with InkScape and it looks promising for giving effects to images. Of course this isn't anywhere close to finished.
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Post by Purno »

Could you provide us with a screenshot too? :>
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Post by Arathorn »

Here:
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Post by Hyronymus »

Found the export feature myself now. Inkscape is very powerful, although a tad bit unstable at times. Here is a mock-up for the main menu. Colours are just a quick choice so don't blame me for being on drugs.
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Post by Purno »

I tried some thingies in Inkscape too. Tho it's powerful, it'll take quite a while to master it good enough to make a GUI which is more beautiful than those pixel-art-ones of mine.

EDIT: Added attachment
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Inkscape - testing.png
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Inkscape - testing.png
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Post by Purno »

I continued work on the pixel-art GUI.

EDIT: Added window previews.
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metal_window14.PNG
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Post by XeryusTC »

I like type B more, I think it looks more like the button is actually selected.
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Post by Purno »

Agreed. They're more clear and they are similar to the checkboxes I designed.

BTW, this GUI is, as you probably can see, based on RCT/LoMo. What do you guys think about that?
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Post by XeryusTC »

I didn't really like the RCT building method in LoMo, my fingers are still a bit sore of playing LoMo intensively a long time ago. I would like to advocate another building method, but this thread isn't meant for that so I won't.
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Construction method

Post by maquinista »

I like the "A" buttons more.

About the construction method, I think that is better using a double method:
RCT method: for building curves, elevations, crossings...
TTD method: for building long straight lines.
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Post by Purno »

The TTD method is superior to the RCT method, but the TTD method isn't usuable if you want to have curves instead of 45 degree corners.

Tho, it would be nice if it was easier to drop a curve of track anywhere on the map, and not being restricted to continue building where you were building.
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Post by m4rek »

I think we should base the interface on ttd instead of LoMo, and improve on it... I feel LoMo is beyond improvement, as it is an interface NOT designed in anyway for this type of game.

Parts of the LoMo interface COULD be used as a basis for improving the ttd interface. But I strongly disagree with using LoMo interface as a base.
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Post by Purno »

True. First thing, about this part of the GUI, is to see wether we want to use multi-tile curves (as LoMo did). It was no improvement in LoMo, mainly because there's not enough space to build junctions at the map, IMO.

I'll see if there's any decision about this in the DD...
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Post by DominionSpy »

The advantage of the TTD method is that with the very simple building blocks, you can make complex junctions and track systems - the "smallest junction contest" is testament to that.

However, the advantage of LoMo and RCT is that the final track looks much better and smoother.

I think that the LoMo/RCT look is much more suited to a 3D environment, and the TTD laying method is more suited for a transport game.

Might there be a possibility of some sort of usable hybrid?
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Post by Arathorn »

Wouldn't it be possible to draw tracks with the mouse on the map, and have the game engine determine the best possible layout? If we could get that working it would be revolutionary. 8)
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Post by Purno »

You mean it'd calculate the cheapest or fastest route of a track?

Dunno if that's a good thing, TBH. AFAICT, most players want to design their own tracks. Tho, it could be an option I guess. It does not replace the GUI however...
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Post by Arathorn »

What I was thinking of is more the pencil tool in paint (one you're probably quite familiar with :wink: ). My idea is simply drawing the track on the 3d map.
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