[32bpp/EZ] RAWR Absolute World Replacement

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[32bpp/EZ] RAWR Absolute World Replacement

Post by V453000 :) » 14 Jan 2015 11:22

:twisted: RAWR! :twisted: [hello]

I have been working on a for-now-landscape set for the last couple of -time- ... so here is a slight taster of what is coming (very soon) [in the next week or so].

RAWR Absolute World Replacement will feature all 4 climates interchangeably. This means you will be able to select sub-tropic climate for RAWR, generate your map in sub-arctic, and get tropic grass with desert on the mountains!

Furthermore, I have something very special planned for Toyland [basically making it look sane-ish], but that is probably in a bit futher future, getting other stuff done first. :)

There will be no functional features, only visual replacements so it can be turned into a base set eventually when I replace everything.

From the word Absolute, for now it is just landscape, might try to add roads even in version 0.0.1, with tracks and bridges following quickly too (with railtype tracks on PURR being developed on the side).

It should fit well with obviously YETI, the original base set, I am trying to get it nice with zbase a little bit, but that is tough because zbase looks quite "different". (politically correct expression)

A lot of things is very work in progress, but picturez follow...
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Re: [32bpp/EZ] RAWR Absolute World Replacement

Post by alluke » 14 Jan 2015 12:30

Doesn't look as psycho as I would expect from you... but looks good! :mrgreen:
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Re: [32bpp/EZ] RAWR Absolute World Replacement

Post by V453000 :) » 14 Jan 2015 18:09

Okay, tryng some more stuff ... changed texture on grass ... probably not so great. However, changed water and shores are much nicer. :)
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Re: [32bpp/EZ] RAWR Absolute World Replacement

Post by Phreeze » 15 Jan 2015 13:11

grass looks "hilly" like teletubby world in teaser3 ^^

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Re: [32bpp/EZ] RAWR Absolute World Replacement

Post by V453000 :) » 15 Jan 2015 14:13

hm? :)
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Re: [32bpp/EZ] RAWR Absolute World Replacement

Post by alluke » 15 Jan 2015 15:27

Those shores look bad, sorry. Remember that water is transparent and only looks blue. :)
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Re: [32bpp/EZ] RAWR Absolute World Replacement

Post by V453000 :) » 15 Jan 2015 15:55

I did not say it is water :)
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Re: [32bpp/EZ] RAWR Absolute World Replacement

Post by V453000 :) » 19 Jan 2015 07:03

Here is the current state of stuff...

Also, I started work on roads/tracks and am almost done with them in fact, so they will also be in the first version of this newGRF.

P.S. I decided that the thing I showed earlier will be water for all climates, I have to say I like it quite a lot.

Imagez follow

V
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Re: [32bpp/EZ] RAWR Absolute World Replacement

Post by V453000 :) » 19 Jan 2015 12:17

yayz ... not a final product, this is just a render, but you can see the style of it. :)
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Re: [32bpp/EZ] RAWR Absolute World Replacement

Post by andythenorth » 19 Jan 2015 16:21

V this is totally epic. There aren't enough grass newgrfs around ;)

It will be nicer though when you've painted over the renders with pixels. I like how you're mocking up your sprites with CGI though. Nice approach.

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Re: [32bpp/EZ] RAWR Absolute World Replacement

Post by V453000 :) » 19 Jan 2015 19:03

Thank you andythenorth, your comment is very welcome. Positive comments not only keep me motivated but they make me enjoy the work a lot more.
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Re: [32bpp/EZ] RAWR Absolute World Replacement

Post by V453000 :) » 21 Jan 2015 09:02

Mmmmmmmmonorail, first version of it! :D
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Re: [32bpp/EZ] RAWR Absolute World Replacement

Post by te_lanus » 21 Jan 2015 14:18

Looks really awesome

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Re: [32bpp/EZ] RAWR Absolute World Replacement

Post by Alberth » 21 Jan 2015 18:07

Mono-thing looking great, just a bit traditional.

Do we really need that iron bar in the middle? Slugs might like it more without it perhaps
Being a OpenTTD developer does not mean I know what I am doing.
Also, other OpenTTD developers may have different opinions.

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Re: [32bpp/EZ] RAWR Absolute World Replacement

Post by V453000 :) » 22 Jan 2015 06:44

Slugs never travel on monorail, they travel on MAGLEV :P wip
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Re: [32bpp/EZ] RAWR Absolute World Replacement

Post by frosch » 22 Jan 2015 18:28

Alberth wrote:Mono-thing looking great, just a bit traditional.

Do we really need that iron bar in the middle? Slugs might like it more without it perhaps
IMHO you need some kind of line in the middle, otherwise you run into the original-maglev-disaster of completely invisibly junctions.

Of course it does not need to be an iron bar. It can also be a colourful slime-trail from earlier slugs :)
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Re: [32bpp/EZ] RAWR Absolute World Replacement

Post by V453000 :) » 22 Jan 2015 18:39

frosch wrote:
Alberth wrote:Mono-thing looking great, just a bit traditional.

Do we really need that iron bar in the middle? Slugs might like it more without it perhaps
IMHO you need some kind of line in the middle, otherwise you run into the original-maglev-disaster of completely invisibly junctions.

Of course it does not need to be an iron bar. It can also be a colourful slime-trail from earlier slugs :)
Absolutely +1 to that, I figured this when I was creating PURR. I tried to go a bit more creative, but leaving 1 track in the place is absolutely best. 2 separate tracks for normal rail are a bit glitchy but I guess it has to be done :D

PURR update coming shortly after this :>
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Re: [32bpp/EZ] RAWR Absolute World Replacement

Post by V453000 :) » 25 Jan 2015 10:45

some serious progress done on roads, getting close to 0.0.1 :)
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Re: [32bpp/EZ] RAWR Absolute World Replacement

Post by Alberth » 25 Jan 2015 11:31

Shouldn't the cross be a junction too?
Being a OpenTTD developer does not mean I know what I am doing.
Also, other OpenTTD developers may have different opinions.

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Re: [32bpp/EZ] RAWR Absolute World Replacement

Post by V453000 :) » 25 Jan 2015 11:39

Alberth wrote:Shouldn't the cross be a junction too?
yeah that one is just not finished XD
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