[32bpp/EZ] RAWR Absolute World Replacement
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Re: [32bpp/EZ] RAWR Absolute World Replacement
I think you might have to add some airport tiles to get 0.0.1
- V453000 :)
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Re: [32bpp/EZ] RAWR Absolute World Replacement
Eh no I will not have to do anything. (: For now RAWR will be just landscape + the most inevitable things that everybody sees - roads and tracks. Airports are rather situational, I personally never use airports, so I do not really care too much about them. I will add them eventually at some point, but that will probably not be anytime soon. Who knows though
3 kinds of basic asphalt road - with lines for grass, blank for snow, and with zebras for cities
3 kinds of basic asphalt road - with lines for grass, blank for snow, and with zebras for cities
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- roads_city_A1.png
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- blankroads.png
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- romalroad.png
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Re: [32bpp/EZ] RAWR Absolute World Replacement
Finally we can cross the street safely in the city
Looking good V
Looking good V
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Re: [32bpp/EZ] RAWR Absolute World Replacement
Thanks (: So how about some dirt roads?
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- dirtroads.png
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Re: [32bpp/EZ] RAWR Absolute World Replacement
You are doing hell of the job there!
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Re: [32bpp/EZ] RAWR Absolute World Replacement
Looks absolutely amazing! Great job!
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Re: [32bpp/EZ] RAWR Absolute World Replacement
Thank you so very much for the feedback, I appreciate it a LOT.
In return, how about some dirt roads in tropic city centers?
Still just renders, actual sprites later today (:
In return, how about some dirt roads in tropic city centers?
Still just renders, actual sprites later today (:
- Attachments
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- tropic_dirt_roads.png
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Re: [32bpp/EZ] RAWR Absolute World Replacement
Sir VE0,
We, the counsil of SmallCity are very pleased with your efforts to increase the safety of our pedestrians.
After establishing that normal roads would not fit in our budget, your solution with pedetrian crossing over dirt roads seemed avery good solution. We have seen a decrease in the number of accidents, but that may also have to do with drivers stopping before the yellow blocks and leaving their vehicles, wondering what the blocks are supposed to do. In one case, a man has visited us, asking if the yellow was dangerous.
While we are pleased with the efftect, we recently also discovered a few disadvantages that I would like to share with you.
- The yellow blocks get gradually erased by our traffic.
- The big storm last week re-arranged the crossing such that all pedestrians now have to walk over the center of the road, a highly dangerous place. So far no accidents have happened, but we fear the worst.
In a short brainstorm session about these problems, the following suggestions were made
- Can we hire yetis to come paint all crossings, say once a week, in our town? It would probably also require painting moved blocks back to dirt colour, as not to confuse the drivers and pedestrians.
- Maybe we could replace the yellow painted blocks by some other material that is more resistent to traffic and storms, for example a few stones, or a wood or rubble path. I think it should be possible to re-use parts from the farm house of SmallCity Farm, which collapsed in the last storm.
Could you please let us know if such ideas would be feasible within our budget?
Thank you.
Sincerely,
Alberth, mayor of the counsil of SmallCity
We, the counsil of SmallCity are very pleased with your efforts to increase the safety of our pedestrians.
After establishing that normal roads would not fit in our budget, your solution with pedetrian crossing over dirt roads seemed avery good solution. We have seen a decrease in the number of accidents, but that may also have to do with drivers stopping before the yellow blocks and leaving their vehicles, wondering what the blocks are supposed to do. In one case, a man has visited us, asking if the yellow was dangerous.
While we are pleased with the efftect, we recently also discovered a few disadvantages that I would like to share with you.
- The yellow blocks get gradually erased by our traffic.
- The big storm last week re-arranged the crossing such that all pedestrians now have to walk over the center of the road, a highly dangerous place. So far no accidents have happened, but we fear the worst.
In a short brainstorm session about these problems, the following suggestions were made
- Can we hire yetis to come paint all crossings, say once a week, in our town? It would probably also require painting moved blocks back to dirt colour, as not to confuse the drivers and pedestrians.
- Maybe we could replace the yellow painted blocks by some other material that is more resistent to traffic and storms, for example a few stones, or a wood or rubble path. I think it should be possible to re-use parts from the farm house of SmallCity Farm, which collapsed in the last storm.
Could you please let us know if such ideas would be feasible within our budget?
Thank you.
Sincerely,
Alberth, mayor of the counsil of SmallCity
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Re: [32bpp/EZ] RAWR Absolute World Replacement
excellent job !
I just had an idea about more "used" roads. All the roads in the NewGRFs seem to be fresh roads, with very freshly painted pedestrian crossings on it etc. Are you able or willing to provide some "older used roads" ? Would add a lot to realism especially in 32bpp imho
I just had an idea about more "used" roads. All the roads in the NewGRFs seem to be fresh roads, with very freshly painted pedestrian crossings on it etc. Are you able or willing to provide some "older used roads" ? Would add a lot to realism especially in 32bpp imho
- V453000 :)
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Re: [32bpp/EZ] RAWR Absolute World Replacement
Dear Alberth,
our infrastructure maintenance and greater traffic management corporation will put your request into job queue.
Purely coincidentally we are thinking about making paths or stones to be the solution indeed.
For our corporation any job is simple.
You can be assured your request will be processed in a timely manner.
Best regards,
V WTF, UnLimited
Phreeze: not sure about more aged, but the current roads already look a bit older than "totally fresh"
our infrastructure maintenance and greater traffic management corporation will put your request into job queue.
Purely coincidentally we are thinking about making paths or stones to be the solution indeed.
For our corporation any job is simple.
You can be assured your request will be processed in a timely manner.
Best regards,
V WTF, UnLimited
Phreeze: not sure about more aged, but the current roads already look a bit older than "totally fresh"
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Re: [32bpp/EZ] RAWR Absolute World Replacement
My postproduction now understands Road language! =D
Rail crossings not done yet however.
Rail crossings not done yet however.
- Attachments
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- rodez.png
- (3.21 MiB) Downloaded 4 times
Re: [32bpp/EZ] RAWR Absolute World Replacement
Wow, this stuff looks awesome! Excellent work, V!
I think the stones used for pedestrian crossings could look pretty neat.
I think the stones used for pedestrian crossings could look pretty neat.
Re: [32bpp/EZ] RAWR Absolute World Replacement
Beautigul job. Everything is done just perfectly. Further go on to do. Well done. OpenTTD is not recognizable on the graph. Thank you very much
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Re: [32bpp/EZ] RAWR Absolute World Replacement
The time has come!
RAWR Absolute World Replacement 0.0.1 is now on BaNaNaS.
Also, here is a guide how to load it as a static newGRF https://dev.openttdcoop.org/projects/rawr/wiki/Wiki
RAWR Absolute World Replacement 0.0.1 is now on BaNaNaS.
Also, here is a guide how to load it as a static newGRF https://dev.openttdcoop.org/projects/rawr/wiki/Wiki
- Attachments
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- RAWR_001.png (228.04 KiB) Viewed 1137 times
Re: [32bpp/EZ] RAWR Absolute World Replacement
Actually, try http://dev.openttdcoop.org/projects/rawr/wiki
I'm getting some odd coast/sea tiles. Is that my fault? Otherwise it looks good on a first look.
I'm getting some odd coast/sea tiles. Is that my fault? Otherwise it looks good on a first look.
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Re: [32bpp/EZ] RAWR Absolute World Replacement
Those are neither rawr nor do I think it's OpenGFX+Landscape (though they decidedly look similar to some coastal tiles found in ancient OpenGFX as does their water, maybe also OpenGFX+Landscape - but the grass doesn't seem to match with those). I'd say: checkout which of your selection of active NewGRFs defines them, try OpenGFX+Landscape first and continue removing one by one until they look differently3iff wrote:Actually, try http://dev.openttdcoop.org/projects/rawr/wiki
I'm getting some odd coast/sea tiles. Is that my fault? Otherwise it looks good on a first look.
Software: r27112
Description: Graphics set: original_windows (0)
NewGRFs:
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56420404 3581919585D872198B0C22729412A59B RAWR.grf
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Re: [32bpp/EZ] RAWR Absolute World Replacement
Those are some ancient OpenGFX shores, no idea where did you get them XD
Re: [32bpp/EZ] RAWR Absolute World Replacement
Yes, I'm an idiot. I had Opengfx landscape loaded also. This looks a bit better.
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Re: [32bpp/EZ] RAWR Absolute World Replacement
Blimey, that looks good!
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