TARS Towns development
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- SwissFan91
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Re: TARS Town Set [Progressing; coder found. New Poll 27/12/
Indeed, although progress is slower than it could be due to having to draw 5 snow transitions. (yes, I know I don't HAVE to).
Its a pity Yoshi chose to zoom in so far... the sprites aren't THAT good.
Its a pity Yoshi chose to zoom in so far... the sprites aren't THAT good.
- boyercam
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Re: TARS Town Set [Progressing; coder found. New Poll 27/12/
I would love to help you but I don't know how GRF's work.
Maybe I could help with texturing as that would be the easy for me (I think )
Maybe I could help with texturing as that would be the easy for me (I think )
Re: TARS Town Set [Progressing; coder found. New Poll 27/12/
It's never too early to learn! http://www.tt-wiki.net/wiki/NMLTutorialboyercam wrote:I would love to help you but I don't know how GRF's work.
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- boyercam
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Re: TARS Town Set [Progressing; coder found. New Poll 27/12/
Thanks, I'll have a gokamnet wrote:It's never too early to learn! http://www.tt-wiki.net/wiki/NMLTutorialboyercam wrote:I would love to help you but I don't know how GRF's work.
In the meantime I drew up some sprites for an early gondola cabin
I know its really terrible
Re: TARS Town Set [Progressing; coder found. New Poll 27/12/
It's huge and unpaletted, so probably isn't of use. OTTD sprites have to use only colours selected from either the DOS or Windows palette, and are never* more than a few dozen pixels in each direction (a gondola would be perhaps 16x10 pixels?).boyercam wrote:In the meantime I drew up some sprites for an early gondola cabin
You might want to look at the Graphics Tutorial, as well as the NML one.
*Possibly huge airships or big tower blocks can be, depending on how you interpret 'a few'...
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- SwissFan91
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Re: [UNIV] TARS Town Set development
This set is not dead - coding has begun and we have a fairly sizeable collection of sprites drawn. Here is something:
Also - I have just realised they seem to be playing with a beach ball. I should probably sort that!
I would love some critique on. I know it lacks some shading but the fact it is meant to be artificial grass I didn't want to add as much noise as grass has. WRT the orange concrete layer - well OTTD lacks in the orange department!
Also - I have just realised they seem to be playing with a beach ball. I should probably sort that!
- Hans Kruzer
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Re: [UNIV] TARS Town Set development
What would your opinion be if I were to draw the buildings in downtown Zürich? I understand most of the buildings now are to be for Alpine towns, and skyscrapers as such would be obsolete amongst the current buildings. I'm guessing you'd put'em in very large cities?
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Re: [UNIV] TARS Town Set development
Hi,
of course you can draw them.
It would be nice if they would not be the biggest skyscrapers ...
But modern city-buildings in alpine-style are welcomed of course
Yoshi
of course you can draw them.
It would be nice if they would not be the biggest skyscrapers ...
But modern city-buildings in alpine-style are welcomed of course
Yoshi
Re: [UNIV] TARS Town Set development
Like that building in the bottom-left corner of the photo?
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Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
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Re: [UNIV] TARS Town Set development
Yes, for example
Some mid-size buildings are ok as well (e.g. a smaller version of the builidn in center foreground)
Some mid-size buildings are ok as well (e.g. a smaller version of the builidn in center foreground)
- Hans Kruzer
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Re: [UNIV] TARS Town Set development
Okay, A smaller sort of modern glass building and a large glass building that could resemble a shopping plaza, etc
I tried to scale it to the other larger buildings of the set, but I haven't added snow yet or the phases for construction
It is 2x1 tiles
I tried to scale it to the other larger buildings of the set, but I haven't added snow yet or the phases for construction
It is 2x1 tiles
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Tschüß!
Re: [UNIV] TARS Town Set development
Hi,
thanks for drawing
Could you split it in two 1x1 sprites and put them in two templates?
Top four lines: Building in 4 construction stages (if you have no construction stages yet , please add the full building, otherwise it won't show ingame.)
Bottom four lines: Ground tiles for the four buildings (concrete or such things)
1. Column: 0/4 snow
2. Column: 1/4 snow
3. Column: 2/4 snow
4. Column: 3/4 snow
5. Column: 4/4 snow
Example:
thanks for drawing
Could you split it in two 1x1 sprites and put them in two templates?
Top four lines: Building in 4 construction stages (if you have no construction stages yet , please add the full building, otherwise it won't show ingame.)
Bottom four lines: Ground tiles for the four buildings (concrete or such things)
1. Column: 0/4 snow
2. Column: 1/4 snow
3. Column: 2/4 snow
4. Column: 3/4 snow
5. Column: 4/4 snow
Example:
- SwissFan91
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Re: [UNIV] TARS Town Set development
I am more than happy to draw the snow stages if you wish. Therefore all we need are 2/3 construction stages and the transparent versions of these.
- planetmaker
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Re: [UNIV] TARS Town Set development
You don't need a transparent version, if you provide a nice-enough ground tile (see TTRS houses).SwissFan91 wrote:I am more than happy to draw the snow stages if you wish. Therefore all we need are 2/3 construction stages and the transparent versions of these.
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- SwissFan91
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Re: [UNIV] TARS Town Set development
I have somewhat rediscovered my love of drawing in the past week:
[EDIT] Added another one.
[EDIT] Added another one.
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Last edited by SwissFan91 on 05 Oct 2013 13:49, edited 2 times in total.
Re: [UNIV] TARS Town Set development
Woah, sloped houses !
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- SwissFan91
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Re: [UNIV] TARS Town Set development
I have just edited it to add another one.
I would love to get to the stage where I have enough sloped houses that I can disable foundations so you don't get the rather ugly look of flat houses jutting out of a hillside. Still, I'm not sure that's even possible..
Yes indeed. It does mean, however, that the set does seem a little bare if you build a town on completely flat ground. Oh well.YNM wrote:Woah, sloped houses !
I would love to get to the stage where I have enough sloped houses that I can disable foundations so you don't get the rather ugly look of flat houses jutting out of a hillside. Still, I'm not sure that's even possible..
Re: [UNIV] TARS Town Set development
In that case, would it be possible to just have sloped and non-sloped versions of each house? I am actually not sure how this works currently - are there two separate sets of houses, and when the town expands it selects from one set or the other depending on the slope of the tile? Or are these houses normal, but with a custom foundation and ground sprite that looks likes a sloped garden? Can houses have custom foundations like stations?
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Re: [UNIV] TARS Town Set development
Yes, they can. But the code would be different. Handling houses w/r to custom foundations is similar to industry and airport tiles.supermop wrote:Can houses have custom foundations like stations?
regards
Michael
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