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Re: TARS Landscapes [Poll]
Make some masks:
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Re: TARS Landscapes [Poll]
[sprite slicing]
There are two different ways to do it, and in fact (original) TTD uses both:
- a 2-dimensional approach
- a 3-dimensional approach
regards
Michael
There are two different ways to do it, and in fact (original) TTD uses both:
- a 2-dimensional approach
- a 3-dimensional approach
regards
Michael
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Re: TARS Landscapes [Poll]
Thanks for your replies everyone.
I think I'll have to push this down my list of priorities, unless somebody wishes to have a crack at splitting this themselves!
I think I'll have to push this down my list of priorities, unless somebody wishes to have a crack at splitting this themselves!
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Re: TARS Landscapes [Poll]
I've got fed up with cable cars. There, I said it.
So - instead of giving up, I went to basics. There's no point in drawing any fancy graphics until the wires are sorted. Here is what I have, a collection of modular tiles: I'd really appreciate some feedback on this. I really think I've got them right this time - so if I find errors later down the line it could be terminal for this project.
Thanks
So - instead of giving up, I went to basics. There's no point in drawing any fancy graphics until the wires are sorted. Here is what I have, a collection of modular tiles: I'd really appreciate some feedback on this. I really think I've got them right this time - so if I find errors later down the line it could be terminal for this project.
Thanks
Re: TARS Landscapes [Poll]
The cables look good. Before adding details photoshop the cables over snowy tiles and grassy tiles to make sure the contrast is good.SwissFan91 wrote:I'd really appreciate some feedback on this.
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Re: TARS Landscapes [Poll]
I agree, they look very nice.
And indeed another type of basetile (to make it easy, different shades of green or greyish whites) or another color for the pylons would be better to show it off. Right now it looks like there are no pylons on the red tile and it gives the visual effect of the wires being flat on the groundat the point where the orange and red tile meet.
And indeed another type of basetile (to make it easy, different shades of green or greyish whites) or another color for the pylons would be better to show it off. Right now it looks like there are no pylons on the red tile and it gives the visual effect of the wires being flat on the groundat the point where the orange and red tile meet.
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Re: TARS Landscapes [Poll]
I'll have a look at doing that tonight.
WRT that image - the pink lines were not meant to be any type of pylon - merely me measuring the wire height on each tile! It just so happens they look like they are propping it up..
WRT that image - the pink lines were not meant to be any type of pylon - merely me measuring the wire height on each tile! It just so happens they look like they are propping it up..
Re: TARS Landscapes [Poll]
Faux pylons?SwissFan91 wrote:WRT that image - the pink lines were not meant to be any type of pylon - merely me measuring the wire height on each tile! It just so happens they look like they are propping it up..
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Re: TARS Landscapes [Poll]
This may help:
Feedback now? Pylon graphics are very quick and can/will easily be redrawn.
Re: TARS Landscapes [Poll]
Looks very promising and very nice!
I'd use it in my games!
I'd use it in my games!
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All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
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Scenario of The Netherlands: viewtopic.php?f=60&t=87604
Winner of the following screenshot competitions:
sep 2012, jan 2013, apr 2013, aug 2013, mar 2014, mar 2016, oct 2020
All my work is released under GPL-license (either V2 or V3), if not clearly stated otherwise.
Re: TARS Landscapes [Poll]
the pylons are fine, but the black wires are a little hard to see on the dark grass. maybe some shading similar to catenary would work better?
the pylons look like they aren't properly aligned to the center of the tile, though.
the pylons look like they aren't properly aligned to the center of the tile, though.
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Re: TARS Landscapes [Poll]
Here's an update:
It is difficult WRT shading as 1) The wires are 1 pixel wide; and 2) There aren't many similar colours to the near-black colour used. A way around #2 may be to make the wires grey?
I have aligned them more centrally, and attempted to shade the wires.
It is difficult WRT shading as 1) The wires are 1 pixel wide; and 2) There aren't many similar colours to the near-black colour used. A way around #2 may be to make the wires grey?
Re: TARS Landscapes [Poll]
Imo this looks pretty good as it is; though I'd add a "wire only" object since, as far as I know, usually pylons are only build where a changing gradient makes them necessary, and too many on those even TT slopes look a bit too crowed to me ...
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Re: TARS Landscapes [Poll]
Yeah, many GRFs make wires grey, and shade them from lighter greys to darker greys.SwissFan91 wrote:It is difficult WRT shading as 1) The wires are 1 pixel wide; and 2) There aren't many similar colours to the near-black colour used. A way around #2 may be to make the wires grey?
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Re: TARS Landscapes [Poll]
it's difficult to judge, you should add another row of tiles behind, so the wires are not in the black area.
but the bright top of the pylons kinda disappears in the snowy sections.
but the bright top of the pylons kinda disappears in the snowy sections.
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Re: TARS Landscapes [Poll]
If you make the wires 2px (like train overhead, or coal mine) you could even make them animated in the same simple manner as coal mine does it, giving them a sense of motion.
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Re: TARS Landscapes [Poll]
Indeed, I may look into making a mock up of this later.Supercheese wrote:Yeah, many GRFs make wires grey, and shade them from lighter greys to darker greys.SwissFan91 wrote:It is difficult WRT shading as 1) The wires are 1 pixel wide; and 2) There aren't many similar colours to the near-black colour used. A way around #2 may be to make the wires grey?
Yeah, good point. As I mentioned somewhere, the gfx of the pylons are open to change.Eddi wrote:it's difficult to judge, you should add another row of tiles behind, so the wires are not in the black area.but the bright top of the pylons kinda disappears in the snowy sections.
Would this not look a but odd if the cable car vehicles are not moving?planetmaker wrote:If you make the wires 2px (like train overhead, or coal mine) you could even make them animated in the same simple manner as coal mine does it, giving them a sense of motion.
I'll look into this. I'm wary of using too many spaces in the menu though..Pyoro wrote:Imo this looks pretty good as it is; though I'd add a "wire only" object since, as far as I know, usually pylons are only build where a changing gradient makes them necessary, and too many on those even TT slopes look a bit too crowed to me ...
Re: TARS Landscapes [Poll]
From the coder's point of view:
Draw two sets of cables: dark for snow, light for grass ... The code will pick the proper match ...
If you have one standard pylon, I should be able match it to any tile shape automatically from only one menu entry per direction. That means we only need two menu views and one ID.
Draw two sets of cables: dark for snow, light for grass ... The code will pick the proper match ...
If you have one standard pylon, I should be able match it to any tile shape automatically from only one menu entry per direction. That means we only need two menu views and one ID.
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Re: TARS Landscapes [Poll]
The cable cars are "dockable" anyway, else you would need to timtable the cars to have same gaps.SwissFan91 wrote:Would this not look a but odd if the cable car vehicles are not moving?planetmaker wrote:If you make the wires 2px (like train overhead, or coal mine) you could even make them animated in the same simple manner as coal mine does it, giving them a sense of motion.
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Re: TARS Landscapes [Poll]
Wha?Ammler wrote:The cable cars are "dockable" anyway, else you would need to timtable the cars to have same gaps.
You realise these are newobjects, not a hack for rail sprites, right?
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