REQUEST to artists: Ship lift sprites

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

Moderator: Graphics Moderators

User avatar
George
Tycoon
Tycoon
Posts: 4364
Joined: 16 Apr 2003 16:09
Skype: george-vb
Location: Varna, Bulgaria
Contact:

Post by George »

eis_os wrote:
George wrote:
krtaylor wrote:Not bad at all! What's it look like when the ship goes up and down?
Bad :(
Long ship is seen under the upper part of the lift. I need to draw something to hide it.
You can't,
I have made some tests - seems I can (But I need to be sure, that the lift part can not be removed. Only the whole lift)
eis_os wrote:it's a problem how TTD draws ground sprites, for the pics currently a cliff climbing would be better right?
hm, didn’t understand. What do you mean? It seems it is possible to fix the problem using current graphics engine, just by drawing specific sprites.
eis_os wrote:The only way to make it better, changing the hotspot point more at the lower part. I am aware of it, it's a problem with TTDs Ground sprite Drawing, the ground sprite drawing order can't be changed.
Ok, we can use what we have
eis_os wrote:Maybe we should switch back to simple cliff climbing ships? Any comments?
Disagree
eis_os wrote:
George wrote:2Oskar: did you fix the problem with the other lift directions?
Not yet... weekend?
Ok.
How about additional dikes graphics? Would it be possible to add that 8 additional sprites?
User avatar
eis_os
TTDPatch Developer
TTDPatch Developer
Posts: 3603
Joined: 07 Mar 2003 13:10
Location: Germany
Contact:

Post by eis_os »

I think it would look better when the shiplift/cliff is open that the ship climb the parts
George wrote:
eis_os wrote:
George wrote:2Oskar: did you fix the problem with the other lift directions?
Not yet... weekend?
Ok.
How about additional dikes graphics? Would it be possible to add that 8 additional sprites?
As I said to you, if you can give me the sprites I could add them.
I am not in the mood to calc all possiblites but maybe it's better to have for each combination a own sprite?

I am very unsure, please help! Any plan how many, for what sprites we need could help to switch this lightbulb :idea: on :wink:
TTDPatch dev in retirement ... Search a grf, try Grf Crawler 0.9 - now with even faster details view and new features...
Image
User avatar
George
Tycoon
Tycoon
Posts: 4364
Joined: 16 Apr 2003 16:09
Skype: george-vb
Location: Varna, Bulgaria
Contact:

Post by George »

eis_os wrote:I think it would look better when the shiplift/cliff is open that the ship climb the parts
But it moves up and down standing in the same place. We've got misunderstanding. Please, explain, may be a pic
eis_os wrote:
George wrote:
eis_os wrote:Not yet... weekend?
Ok.
How about additional dikes graphics? Would it be possible to add that 8 additional sprites?
As I said to you, if you can give me the sprites I could add them.
Didn't I send you this picture?
eis_os wrote:I am not in the mood to calc all possiblites but maybe it's better to have for each combination a own sprite?
I am very unsure, please help! Any plan how many, for what sprites we need could help to switch this lightbulb :idea: on :wink:
Attachments
8 sprite
8 sprite
canals2.png (11.01 KiB) Viewed 3101 times
User avatar
krtaylor
Tycoon
Tycoon
Posts: 11784
Joined: 07 Feb 2003 01:58
Location: Texas, USA
Contact:

Post by krtaylor »

It must look VERY strange when that ship turns a corner... :o
Development Projects Site:
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
User avatar
Killer 11
Tycoon
Tycoon
Posts: 2463
Joined: 06 Jan 2004 18:38
Location: Kaunas, Lithuania
Contact:

Post by Killer 11 »

the front and back will go on land in the turn
User avatar
Endre
Tycoon
Tycoon
Posts: 1645
Joined: 20 May 2003 17:11
Location: Budapest - Theresienstadt, Hungary

Post by Endre »

Well, it's the same when you have a canal and the Brown Pass. Liner or other large ships go in it...Or like the longvehicles on roads.
Indivisibiliter ac inseparabiliter
User avatar
krtaylor
Tycoon
Tycoon
Posts: 11784
Joined: 07 Feb 2003 01:58
Location: Texas, USA
Contact:

Post by krtaylor »

Yeah, I know, that doesn't mean I like it. When I do canals I always make them at least two square wide, to minimize this problem. I am fully aware that you are all doing your best and there is no way to fix the boat displays.
Development Projects Site:
http://www.as-st.com/ttd
Japan, American Transition, Planeset, and Project Generic Stations available there
SHADOW-XIII
Tycoon
Tycoon
Posts: 14275
Joined: 09 Jan 2003 08:37

Re: Canals test

Post by SHADOW-XIII »

George wrote:
SHADOW-XIII wrote:
George wrote:Test
loooks beautiful :!: too bad you have to hide it :(
? To hide what? I can put the grf file on my site, but you can not test it. Ask Oskar for the alpha to test it.
George wrote:Long ship is seen under the upper part of the lift. I need to draw something to hide it.
what are you looking at? it's a signature!
User avatar
way_2_fun
Tycoon
Tycoon
Posts: 3015
Joined: 03 Nov 2002 18:42
Location: Canada

Post by way_2_fun »

krtaylor wrote:It must look VERY strange when that ship turns a corner... :o
No different than ships in regular water. Nice work George, keep up the great work everyone!
User avatar
spaceman-spiff
Retired Moderator
Retired Moderator
Posts: 20634
Joined: 28 Jul 2002 07:08
Location: Belgium
Contact:

Post by spaceman-spiff »

Looks really great, this will add even more enjoyment to this game
Well, back to work, lot's of it in the near future
User avatar
eis_os
TTDPatch Developer
TTDPatch Developer
Posts: 3603
Joined: 07 Mar 2003 13:10
Location: Germany
Contact:

Post by eis_os »

George wrote:
eis_os wrote:I think it would look better when the shiplift/cliff is open that the ship climb the parts
But it moves up and down standing in the same place. We've got misunderstanding. Please, explain, may be a pic
eis_os wrote:
George wrote:Ok.
How about additional dikes graphics? Would it be possible to add that 8 additional sprites?
As I said to you, if you can give me the sprites I could add them.
Didn't I send you this picture?
eis_os wrote:I am not in the mood to calc all possiblites but maybe it's better to have for each combination a own sprite?
I am very unsure, please help! Any plan how many, for what sprites we need could help to switch this lightbulb :idea: on :wink:
Now I need to think of easy rules when they should appear :)
TTDPatch dev in retirement ... Search a grf, try Grf Crawler 0.9 - now with even faster details view and new features...
Image
User avatar
George
Tycoon
Tycoon
Posts: 4364
Joined: 16 Apr 2003 16:09
Skype: george-vb
Location: Varna, Bulgaria
Contact:

Post by George »

eis_os wrote:Now I need to think of easy rules when they should appear :)
Hope it will not prevent your from fixing 2 other directions and sending me a new test file? ;)
SHADOW-XIII
Tycoon
Tycoon
Posts: 14275
Joined: 09 Jan 2003 08:37

Post by SHADOW-XIII »

George, what do you think about rounded corners ?? 8)
Attachments
canals2.png
canals2.png (12.71 KiB) Viewed 2971 times
what are you looking at? it's a signature!
User avatar
_RaK_
Director
Director
Posts: 610
Joined: 24 Dec 2003 17:17

Post by _RaK_ »

Yeah, it should good one.
I'm back - Last online: 7 years 21 days ago.
User avatar
George
Tycoon
Tycoon
Posts: 4364
Joined: 16 Apr 2003 16:09
Skype: george-vb
Location: Varna, Bulgaria
Contact:

Post by George »

SHADOW-XIII wrote:George, what do you think about rounded corners ?? 8)
I can draw it, but I don't like the idea. It not easy to dig curves :)
User avatar
eis_os
TTDPatch Developer
TTDPatch Developer
Posts: 3603
Joined: 07 Mar 2003 13:10
Location: Germany
Contact:

Post by eis_os »

Fix Status:
fixed sprite bugs with shiplift top bottom parts in direction 1 & 3
prevent the floating of shiplifts parts, simple water isn't allowed to remove it anymore :)
Shiplifts aren't destroyed by terraforming, George? It's right that plain canals gets destroyed, can't be changed...

NonFix Status:
Fix remove, so it destroys all parts...
Adding better canal dike support ...
TTDPatch dev in retirement ... Search a grf, try Grf Crawler 0.9 - now with even faster details view and new features...
Image
User avatar
George
Tycoon
Tycoon
Posts: 4364
Joined: 16 Apr 2003 16:09
Skype: george-vb
Location: Varna, Bulgaria
Contact:

Post by George »

eis_os wrote:Fix Status:
fixed sprite bugs with shiplift top bottom parts in direction 1 & 3
Could you send it to me for testing
eis_os wrote:prevent the floating of shiplifts parts, simple water isn't allowed to remove it anymore :)
Shiplifts aren't destroyed by terraforming, George? It's right that plain canals gets destroyed, can't be changed...
NonFix Status:
Fix remove, so it destroys all parts...
Adding better canal dike support ...
Attachments
Some improvement
Some improvement
SCR26.png (13.4 KiB) Viewed 2917 times
SHADOW-XIII
Tycoon
Tycoon
Posts: 14275
Joined: 09 Jan 2003 08:37

Post by SHADOW-XIII »

very nice George
eis_os, what about new 'type/view' of docks so that it will not need height to build ??
what are you looking at? it's a signature!
User avatar
eis_os
TTDPatch Developer
TTDPatch Developer
Posts: 3603
Joined: 07 Mar 2003 13:10
Location: Germany
Contact:

Post by eis_os »

@Shadow: http://www.tt-forums.net/viewtopic.php?p=133578#133578

Read first sentence, why I have to repeat such stuff again & again :cry: :cry: :cry:

@George: Compiling currently a debugless version so you can test...
TTDPatch dev in retirement ... Search a grf, try Grf Crawler 0.9 - now with even faster details view and new features...
Image
User avatar
Endre
Tycoon
Tycoon
Posts: 1645
Joined: 20 May 2003 17:11
Location: Budapest - Theresienstadt, Hungary

Post by Endre »

I think it looks great! Keep it up!
Indivisibiliter ac inseparabiliter
Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: Amazon [Bot], Bing [Bot], Google [Bot] and 20 guests