Graphics
Moderator: Transport Empire Moderators
Graphics
Anyone who wants to submit graphics for Transport Empire, post them here.
Last edited by Lilman424 on 28 Jul 2003 22:34, edited 1 time in total.
Any intelligent fool can make things bigger, more complex, and more violent. It takes a touch of genius -- and a lot of courage -- to move in the opposite direction. - Albert Einstein
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- Tycoon
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- Tycoon
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I see we will never get through the speculation area...
IG2 uses FLAT MASKED SPRITES for all objects and 3d textures (no perspective) for terrain rendering, and as we decided (i think) whole game have to be in 3d? right?
if not, for creating objects with many headings we can use some kind of a voxel editor. In that case also lighting may be done. So, don't rash with it, cos in future it may turn out, that hours of work was just wasting time.
IG2 uses FLAT MASKED SPRITES for all objects and 3d textures (no perspective) for terrain rendering, and as we decided (i think) whole game have to be in 3d? right?
if not, for creating objects with many headings we can use some kind of a voxel editor. In that case also lighting may be done. So, don't rash with it, cos in future it may turn out, that hours of work was just wasting time.
Transport Empire general programmer
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ICQ: 288845484
visit #TEmpire
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- Tycoon
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If we take perspective into account, we can forget about graphics like in IG2 - no sprites anymore. If there's a changing pitch possibility, EVERYTHING must be in 3d than, otherwise, if whole view is isometric - but if we want to put those flatten vehicles on it e.g. with 32 heading, we cant use less than 360/32 degree camera rotation steps. Solution may be a in-game voxel engine, but I do not back it up.
Transport Empire general programmer
ICQ: 288845484
visit #TEmpire
ICQ: 288845484
visit #TEmpire
I think shadow meant the look, not the implementation.rein wrote:If we take perspective into account, we can forget about graphics like in IG2 - no sprites anymore.
Yep. But the display technique used and the style of the images are two indpenadand decisions - I mean the engine will limit the artists expression, but on modern systems each type of engine should allow very high image quality.rein wrote: If there's a changing pitch possibility, EVERYTHING must be in 3d
Industry giant 2 has a quite distinctive style of images. Maybe the biggest problem will be to get all the artists to paint images of the same style.
In Simutrans there are many styles mixed, because so many different people painted images for it, and only some were skilled enough to adapt their painting style. This mixture often looks strange, also because i.e. houses in england, usa, finland, germany etc. tend to look slightly different and every painter painted them as he knew them from his home country.
Unfortunately there aren't enough of each style to make separate scenarios of them ...
c.u.
Hajo
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- Tycoon
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- uzurpator
- Transport Empire Moderator
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Oh come on rein! It's only 15.000 polys
And really I made this model long time ago. I just remebered about it recently
Also I'am ready and willing. Just give me the tools (or point me where I can find them).
And really I made this model long time ago. I just remebered about it recently
Also I'am ready and willing. Just give me the tools (or point me where I can find them).
Last edited by uzurpator on 07 Feb 2003 16:19, edited 1 time in total.
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
- Raichase
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I agree about keeping the scale the same as ttd, and yes we should get Michaels help with this, although he's probably too busy making more way cool graphics sets!
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- Observer
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If it possible I think we should do the graphics at the same way as in TTD
Make squares where there can be a building and then render the building on that square...
But not save the pic of the building, save all the coordinates and textures of the building so .. It is rendered and total 3D, but it is still as great looking as TTD
Make squares where there can be a building and then render the building on that square...
But not save the pic of the building, save all the coordinates and textures of the building so .. It is rendered and total 3D, but it is still as great looking as TTD
Never fear, I is here...
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- Tycoon
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- spaceman-spiff
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*cough*Especially when It's his*cough* hehe, j/k. I liked the graphics in ttd, mainly because they made the game run smoothly, especially on my slow computer. Just graphics like that are good enough.SHADOW-XIII wrote:not every ...Observer wrote:You reply to every single post ???
hmmm that explains your postcount lol
btw.Spiff doesn't like when someone isspeaking about postcount
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