That's not a mistake. The depot has two parts. The first is in the "railway" panel and the second is in the "landscaping - place object" panel.forerun wrote: ↑12 Jul 2019 19:46 Train depots are bugged? They look not so well ^^ https://imgur.com/YJDTejB
[CZTR / 32bpp ] - Czech total replacement
Moderator: Graphics Moderators
Re: [CZTR / 32bpp ] - Czech total replacement
My YouTube channel: https://www.youtube.com/c/nirasa/videos Czech language.
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- Engineer
- Posts: 1
- Joined: 27 Jul 2019 13:33
Re: [CZTR / 32bpp ] - Czech total replacement
Hello,
I wanted to load all your GFX which are listed here - https://imgup.cz/image/LTkB . Currently all CZTR are possible to load except for 32bpp extra zoom complete graphics (it is not in the list when loading it in settings). That means my building are still non-32bpp and it really is not nice to look at. Can you please give me an advice how to load also the buildings textures? Thanks.
I wanted to load all your GFX which are listed here - https://imgup.cz/image/LTkB . Currently all CZTR are possible to load except for 32bpp extra zoom complete graphics (it is not in the list when loading it in settings). That means my building are still non-32bpp and it really is not nice to look at. Can you please give me an advice how to load also the buildings textures? Thanks.
- piratescooby
- Route Supervisor
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- Location: The Granite City.
Re: [CZTR / 32bpp ] - Czech total replacement
Download from here ...https://dev.openttdcoop.org/projects/32 ... uild/files .... also have a look here some nice town buildings ...https://www.facebook.com/groups/166315490759206/files/
Re: [CZTR / 32bpp ] - Czech total replacement
Absolutely marvelous! I have waiting a long time for all these goodies. A real enhancement for my game.
Many thanks for this team of good people.
Many thanks for this team of good people.
- stefino_cz
- Transport Coordinator
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- Joined: 02 Jul 2015 08:05
- Location: Czech Republic
- Contact:
Re: [CZTR / 32bpp ] - Czech total replacement
Hi all. After a summer break we continue with our project. We started with finishing our NRT set. You can see roads with trolleys for trolleybuses and also with different street lamps.
Re: [CZTR / 32bpp ] - Czech total replacement
I really love your attention to detail, it makes these sprites look actually alive, most 32bpp just looks too sterile by comparison.
- stefino_cz
- Transport Coordinator
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- Traffic Manager
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Re: [CZTR / 32bpp ] - Czech total replacement
I noticed some variations in wikipedia. Were these earlier models or were manufactured in other countries?
https://uk.wikipedia.org/wiki/%C5%A0koda_14Tr
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15Tr
- stefino_cz
- Transport Coordinator
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Re: [CZTR / 32bpp ] - Czech total replacement
Yes, 14Tr or another vehicles from Czech Republic were also available in other countries 15Tr will be in OTTD too
One screenshot of our highways
One screenshot of our highways
Re: [CZTR / 32bpp ] - Czech total replacement
Great screens as always, keep up the good work.
Real Projects 32bpp releases:
Real Semi Trucks 32bpp: viewtopic.php?t=90996
Real Houses Eyecandy Objects 32bp: viewtopic.php?t=90767
Real Ships 32bpp: viewtopic.php?t=90733
Real Industries 32bpp: viewtopic.php?t=90183
Real Houses Townset 32bp: viewtopic.php?p=1254605
Real Stations 32bpp: viewtopic.php?p=1255635
Real Cars 32bpp: viewtopic.php?p=1249244
Real Vehicles 32bpp: viewtopic.php?p=1253581
Real Bus 32bpp: viewtopic.php?p=1249245
Real Trucks 32bpp: viewtopic.php?p=1254468
Real Parks 32bpp: viewtopic.php?p=1250255
Argentina World Cup 2022 Champions Bus 32bpp viewtopic.php?p=1257026
Real Semi Trucks 32bpp: viewtopic.php?t=90996
Real Houses Eyecandy Objects 32bp: viewtopic.php?t=90767
Real Ships 32bpp: viewtopic.php?t=90733
Real Industries 32bpp: viewtopic.php?t=90183
Real Houses Townset 32bp: viewtopic.php?p=1254605
Real Stations 32bpp: viewtopic.php?p=1255635
Real Cars 32bpp: viewtopic.php?p=1249244
Real Vehicles 32bpp: viewtopic.php?p=1253581
Real Bus 32bpp: viewtopic.php?p=1249245
Real Trucks 32bpp: viewtopic.php?p=1254468
Real Parks 32bpp: viewtopic.php?p=1250255
Argentina World Cup 2022 Champions Bus 32bpp viewtopic.php?p=1257026
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- Tycoon
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- Location: Here and there, sometime or another
Re: [CZTR / 32bpp ] - Czech total replacement
Great set! A suggestion: The trains look very dark when not facing the virtual sun compared to regular TTD graphics. I would suggest turning up the ambient light level a bit and possibly reducing the sun strength.
--- Licenses: GNU LGPL, version 2 or newer, code and graphics. CC-By-SA, graphics, alternatively. If you're using any, I'd like to hear about it --- Call them "track types" ---
--- Mostly inactive developer for: NuTracks - Central European Train Set --- Running/compiling for: Linux (x86) - Android - Windows (32/64 bit) ---
--- Need a file packer? 7-Zip --- BOINC - use your computing power to benefit science --- Block trackers, not ads --- Unix in dispersible pellets, the formula for the future. ---
--- Mostly inactive developer for: NuTracks - Central European Train Set --- Running/compiling for: Linux (x86) - Android - Windows (32/64 bit) ---
--- Need a file packer? 7-Zip --- BOINC - use your computing power to benefit science --- Block trackers, not ads --- Unix in dispersible pellets, the formula for the future. ---
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- Traffic Manager
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Re: [CZTR / 32bpp ] - Czech total replacement
That will be great! Thank you.
- andythenorth
- Tycoon
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Re: [CZTR / 32bpp ] - Czech total replacement
It's always nice to see progress on this set
It's interesting that you've moved the lighting direction compared to original TTD.
The sun at about 2.30 on the clock in these renders, which puts the front face of vehicles in shadow for / directions. Original sprites mostly have it around 5.30 (there are inconsistencies).
Just an observation, not a criticism.
It's interesting that you've moved the lighting direction compared to original TTD.
The sun at about 2.30 on the clock in these renders, which puts the front face of vehicles in shadow for / directions. Original sprites mostly have it around 5.30 (there are inconsistencies).
Just an observation, not a criticism.
FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
- stefino_cz
- Transport Coordinator
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Re: [CZTR / 32bpp ] - Czech total replacement
Thanks for your remarks
Oberhümer/Andy: First notice is about the sun. We have it as Andy wrote so it does vertical planes a little bit darker. It is impossible to make it again with a new "sun" because we want to move onwards, not backwards
The next notice is about lighting direction. I tried the way with using trolley sprites. On the roads with trolley - lightings are implemented in it. Lighting replaced rear pillar of trolley. In case of non electrified road it is the same situation. Only with removed trolley graphics Yes - it isn't a right way how to do it but still better than one lamp sprite for 2 views In our 4x zoom-in graphics it is really bad to have this original solution. Original lightings are disabled.
Oberhümer/Andy: First notice is about the sun. We have it as Andy wrote so it does vertical planes a little bit darker. It is impossible to make it again with a new "sun" because we want to move onwards, not backwards
The next notice is about lighting direction. I tried the way with using trolley sprites. On the roads with trolley - lightings are implemented in it. Lighting replaced rear pillar of trolley. In case of non electrified road it is the same situation. Only with removed trolley graphics Yes - it isn't a right way how to do it but still better than one lamp sprite for 2 views In our 4x zoom-in graphics it is really bad to have this original solution. Original lightings are disabled.
- stefino_cz
- Transport Coordinator
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Re: [CZTR / 32bpp ] - Czech total replacement
All roatypes together. We have a roads for city and for countryside. Speed limit in Czech is 50 km/h for city, 90km/h for countryside and 130km/h for highways. I decided to increase speed for 2nd and 1st class road for some game advantages. Roads for cities also has lamps with different look dependent on the year when the road will be available.
Re: [CZTR / 32bpp ] - Czech total replacement
When can we expect updates in the game. Roads and bridges in bananas. If there are no such plans, from where you can download newer versions of your graphics. Thank you very much.
- stefino_cz
- Transport Coordinator
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Re: [CZTR / 32bpp ] - Czech total replacement
Every new GRF is updated to Bananas. List of current versions is on the first page of this topic. Next update will be in next month - it will be a new roadset which supported NRT and updated road vehicle set (don't know if there will be new vehicles but it need to fix it due to new road types).
Re: [CZTR / 32bpp ] - Czech total replacement
A critical opinion, if you don't mind:stefino_cz wrote: ↑21 Oct 2019 20:08 All roatypes together. We have a roads for city and for countryside. Speed limit in Czech is 50 km/h for city, 90km/h for countryside and 130km/h for highways. I decided to increase speed for 2nd and 1st class road for some game advantages. Roads for cities also has lamps with different look dependent on the year when the road will be available.
road_types.PNG
1. Dirt road looks too blurry for me.
2. Stone paved 50km/h road has some unpleasant circular pattern.
3. Other roads look fantastic!
4. Gravel heaps look a bit too round and unrealistic, somehow breaking the immersion.
- stefino_cz
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Re: [CZTR / 32bpp ] - Czech total replacement
Thanks for your opinions
1) Yes, it seems a little bit blurrybut I think that it isn't so bad.
2) We decided to use this "circular pattern" 3) Thanks
4) We can edit it in the future
1) Yes, it seems a little bit blurrybut I think that it isn't so bad.
2) We decided to use this "circular pattern" 3) Thanks
4) We can edit it in the future
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