Total Graphics Replacement discussion
Moderator: Graphics Moderators
- lucaspiller
- Tycoon
- Posts: 1228
- Joined: 18 Apr 2004 20:27
That should probably make it look better, I might also try and add a bit more detail to make it more wrench like (it is quite hard with a 28x28 piccy though).
Can someone with a really big resolution (>1280x1024) tell me what it is like for them?
Can someone with a really big resolution (>1280x1024) tell me what it is like for them?
No longer active here, but you can still reach me via email: luca[at]stackednotion[dot]com
Agree! Great job on this!mdhowe wrote:The style is really good but maybe make the handle of the wrench a bit thinner. Good work!
BTW are you incorporate with Altaken?
http://doug.mudpuddle.co.nz/albums/ottd ... rails2.jpg
http://doug.mudpuddle.co.nz/albums/ottdwip/on_off.jpg
Hey lucaspiller. the graphcis are of an ok size.
however i think they need to be slightly more defined, OR spaced out further.
the current spacing/definition/colour (whole package) makes them feel rather joint and hard to push (in a hurry) (1600x1200 monitor that is)
also if you look at mozilla firefox with its buttons in the top toolbar, i feel the buttons can be about the same size as them (which they are pretty close to)
colouring is a very important factor too.
i do ergonomics as one of my papers at university, and colours is an important factor in interface design.
red, and orange are warning colours. so should be used in association with buttons that are "dangerous" i.e. dinamite, quit, stop..... fast forward (orange perhaps)
green, as with traffic lights is a safe colour, so "normal speed", "open" "build"... are perhaps green. (normal speed at least)
blue could be used for somthing like pause, it is a fairly neutral colour (not assigned with much traditionally except for cold)
yellow is a safe colour, it comes forwards more than most other colours on your screen.
purple is an attention colour, its neither a warning, safe, or calm colour, it will always pop out heaps and demand attention, although it may be damn annoying.
not to focus on it more than necisary but firefox has it all well defined with colours. back/forwad are green, refresh is blue, stop is red, and home is yellow.
currently your buttons are grey on a blue background. personally from an idea POV i think that colours could make things more ergonomic. so i think you have two options (perhaps more. i dunno)
A) grey logos, on coloured squares. this would define different toolbars well, i.e. the construction button may be yellow, once pressed it might open up a yellow toolbar with the various transport types, which then open a further yellow toolbar with the action logos in it, i.e. tracks, depots.... over an entire screen different settings would be visually distinct.
B) coloured logos on a grey background. all windows, toolbars... are the same grey, or a set of different shades of grey. the logos on it are then coloured to fit with the natural ergonomic principals.
IMO neither option is necisarily supperior to the previous.
visual style of the buttons, 2d or 3d?
A)i rather like the idea of VERY 2D interface/toolbars which would contrast the 3d(isometric) landscape, but with 3d, or shaded tool icons (like now kinda, or like firefox again LOL).
B) a VERY 3D toolbar with 2D icons on it. more like the current design, and more like a button you might fond on your keyboard.
i just don't think that 3d buttons with 3d icons would work very well, nor do i think that 2d buttons with 2d icons would work well.
again i am not judging which is best of the two (i know how i would do it, but my way is never the only way)
to the coders, i would defintaly like a system where i can clip the toolbars into the header of the page or somthing, so i can have constructions options ALL on my screen at once, i.e. build tracks, airports, roads... all at the same time.
Lucaspiller, if you want more feedback or want to show me some pics for crit then i am always glad to do so. i have been involved with crit sessions at my uni for 2 years, so try to be objective and constructive.
Alltaken
however i think they need to be slightly more defined, OR spaced out further.
the current spacing/definition/colour (whole package) makes them feel rather joint and hard to push (in a hurry) (1600x1200 monitor that is)
also if you look at mozilla firefox with its buttons in the top toolbar, i feel the buttons can be about the same size as them (which they are pretty close to)
colouring is a very important factor too.
i do ergonomics as one of my papers at university, and colours is an important factor in interface design.
red, and orange are warning colours. so should be used in association with buttons that are "dangerous" i.e. dinamite, quit, stop..... fast forward (orange perhaps)
green, as with traffic lights is a safe colour, so "normal speed", "open" "build"... are perhaps green. (normal speed at least)
blue could be used for somthing like pause, it is a fairly neutral colour (not assigned with much traditionally except for cold)
yellow is a safe colour, it comes forwards more than most other colours on your screen.
purple is an attention colour, its neither a warning, safe, or calm colour, it will always pop out heaps and demand attention, although it may be damn annoying.
not to focus on it more than necisary but firefox has it all well defined with colours. back/forwad are green, refresh is blue, stop is red, and home is yellow.
currently your buttons are grey on a blue background. personally from an idea POV i think that colours could make things more ergonomic. so i think you have two options (perhaps more. i dunno)
A) grey logos, on coloured squares. this would define different toolbars well, i.e. the construction button may be yellow, once pressed it might open up a yellow toolbar with the various transport types, which then open a further yellow toolbar with the action logos in it, i.e. tracks, depots.... over an entire screen different settings would be visually distinct.
B) coloured logos on a grey background. all windows, toolbars... are the same grey, or a set of different shades of grey. the logos on it are then coloured to fit with the natural ergonomic principals.
IMO neither option is necisarily supperior to the previous.
visual style of the buttons, 2d or 3d?
A)i rather like the idea of VERY 2D interface/toolbars which would contrast the 3d(isometric) landscape, but with 3d, or shaded tool icons (like now kinda, or like firefox again LOL).
B) a VERY 3D toolbar with 2D icons on it. more like the current design, and more like a button you might fond on your keyboard.
i just don't think that 3d buttons with 3d icons would work very well, nor do i think that 2d buttons with 2d icons would work well.
again i am not judging which is best of the two (i know how i would do it, but my way is never the only way)
to the coders, i would defintaly like a system where i can clip the toolbars into the header of the page or somthing, so i can have constructions options ALL on my screen at once, i.e. build tracks, airports, roads... all at the same time.
Lucaspiller, if you want more feedback or want to show me some pics for crit then i am always glad to do so. i have been involved with crit sessions at my uni for 2 years, so try to be objective and constructive.
Alltaken
I hope this is the right thread for this, all these thread about Graphics replacment have more talk then graphics.
Ok, i have made a start with a new train depot for the current graphics engine. I have only done the 2 front sides so far.
I would like to hear your opinions and praises.
Ok, i have made a start with a new train depot for the current graphics engine. I have only done the 2 front sides so far.
I would like to hear your opinions and praises.

- Attachments
-
- New depot
- depot.png (15.56 KiB) Viewed 8535 times
"A script is what you give the actors. A program is what you give the audience."
-Larry Wall
-Larry Wall
The roof and the windows look really good, IMO. But the walls itself... could use more shading, IMO.
Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.

Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
GRF Codec | GRF Crawler | GRF Maker | Usefull graphics & tools sites | NML Documentation Wiki | NFO Documentation Wiki
All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."
Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
GRF Codec | GRF Crawler | GRF Maker | Usefull graphics & tools sites | NML Documentation Wiki | NFO Documentation Wiki
All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."
-
- Tycoon
- Posts: 3849
- Joined: 20 Jan 2003 14:51
- Location: Broadstone, Dorset
- Contact:
I think purno meant more texture, not shading... as MeusH says, they look too plain at the moment.MrFrans wrote:He, thanks purno.
I will make the walls a darker shade of grey, and see how it looks.
Creator of the Openttd Challenge Spinoff, Town Demand patch
After action reports: The path to riches, A dream of skyscrapers
After action reports: The path to riches, A dream of skyscrapers
They look great MrFrans, but I also think that the walls look too bright or something.
Another thing, could you also update the wiki page when doing new graphics so that we can keep track of the work being done and so no-one duplicates work.
http://wiki.openttd.org/index.php/Graphics_Development
Another thing, could you also update the wiki page when doing new graphics so that we can keep track of the work being done and so no-one duplicates work.
http://wiki.openttd.org/index.php/Graphics_Development
"Set fashion, not follow. Spit vitriol, not swallow" - Marilyn Manson
- Sanchimaru
- Tycoon
- Posts: 1542
- Joined: 05 Feb 2004 22:39
- Location: Kobe, Japan
- Contact:
No, actually the shading shall be fixed too: in the \ view the shading is the opposite it should be. It's because you first drew the / view and then mirrored it.Korenn wrote:I think purno meant more texture, not shading...
Note that the shading in the roof is correct in both views
But it looks quite nice, go on with it!
Well, have improved the Depot. Tried to make it less clean and more textured.
I also draw the backsides. I tried to make the back look more interresting, and i thought it went quite well. But when i look at it in game, i think it looks to much like a normal House.
What do you guys think?
I also draw the backsides. I tried to make the back look more interresting, and i thought it went quite well. But when i look at it in game, i think it looks to much like a normal House.

What do you guys think?
- Attachments
-
- Does it look to much like a house?
- depot2.png (21.28 KiB) Viewed 8318 times
"A script is what you give the actors. A program is what you give the audience."
-Larry Wall
-Larry Wall
-
- Transport Coordinator
- Posts: 259
- Joined: 01 Oct 2004 12:16
- Location: Earth, Europe, Czech Republic, Prague
Looks nice, but you're right that it looks like a normal house. I think it should be even more dirty, it's too "white" or "clean"... ya know, trains going in and out all the time, smoke, oil, etc.MrFrans wrote:Well, have improved the Depot. Tried to make it less clean and more textured.
I also draw the backsides. I tried to make the back look more interresting, and i thought it went quite well. But when i look at it in game, i think it looks to much like a normal House.![]()
What do you guys think?
Maybe try the "plain" back wall, without doors or windows... but dirty.
My two cents on the windows: they look a little too clear and reflective. In an isometric view, if the windows were indeed reflective, they'd show the ground below. These look like they're reflecting the sky. You can get around this by making the windows diffuse the light rather than reflect it. Darken the colours a bit and use a tiny gradient repeated on each window, rather than a single gradient across all of them. Just a suggestion. Anyway, they're looking good overall! Keep it up.ThorRune wrote:The windows look kinda wierd.
I posted this in the wrong thread before, so here it is again, my first sketch at doing a lighthouse. I think the tower needs more dithering, and then the top needs animation, and I need to replace the grass to reflect the non-copyrighted version (or should it be transparent without grass?)
- Attachments
-
- lighthouse1.gif (4.11 KiB) Viewed 8178 times
Who is online
Users browsing this forum: Google [Bot] and 18 guests