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
dmh_mac
Transport Coordinator
Posts: 278 Joined: 25 Apr 2005 18:18
Post
by dmh_mac » 11 Aug 2005 15:21
lucaspiller wrote: The street lights look a bit too short in that picture, or is it just the viewing angle?
They're about 3.70 meters high.
lucaspiller
Tycoon
Posts: 1228 Joined: 18 Apr 2004 20:27
Post
by lucaspiller » 11 Aug 2005 21:27
Definately the viewing angle then.
No longer active here, but you can still reach me via email: luca[at]stackednotion[dot]com
Born Acorn
Tycoon
Posts: 7596 Joined: 10 Dec 2002 20:36
Skype: bornacorn
Location: Wrexham, Wales
Contact:
Post
by Born Acorn » 11 Aug 2005 23:18
yeah streetlights here are about as tall as the top of the first floor.
Yoeri
Route Supervisor
Posts: 470 Joined: 08 Aug 2005 13:42
Location: The Netherlands
Post
by Yoeri » 12 Aug 2005 07:02
OMG, after seeing all these GREAT screenshots, i can't wait to play OTTD with that new engine!!! They all look fantastic, but the sawmill is without a doubt amazing!
MeusH
Tycoon
Posts: 4349 Joined: 25 Oct 2004 15:39
Location: Mississauga
Post
by MeusH » 12 Aug 2005 12:16
dmh_mac, I think you could make also bulldozer and roadwork pits, soince you've made so wonderful crane.
Purno, about the climate images and previews, I thought I'd add some vehicles in Photoshop, but anyway, thank you guys for ideas and a nice photo of mountain fields.
dmh_mac
Transport Coordinator
Posts: 278 Joined: 25 Apr 2005 18:18
Post
by dmh_mac » 13 Aug 2005 16:13
Looks good to me.
MeusH
Tycoon
Posts: 4349 Joined: 25 Oct 2004 15:39
Location: Mississauga
Post
by MeusH » 15 Aug 2005 22:21
I've got an idea for main menu GUI because some people said there should be ingamescreenshots for newbies instead of landscape images.
Background game scene should simply change depending on the landscape (button) selected.
This way, there will be both nice images and in-game shots.
Probably I've messed this, so I'll goive you an example:
One clicks desert-climate button (some dunes, sky, maybye train) and background scene changes to desert landscape.
If someone clicks arctic-climate button (hills covered with snow?) the background scene would became arctic landscape shot.
Alltaken
Tycoon
Posts: 1285 Joined: 03 Dec 2003 06:24
Location: Christchurch, New Zealand
Contact:
Post
by Alltaken » 15 Aug 2005 22:56
MeusH wrote:
Background game scene should simply change depending on the landscape (button) selected.
Thats a cool idea.
then in the boxes we could put really nice photos of similar areas.....
i definatly like the idea of the background changing to match the climate type choosen.
i also envision in the future "more" climate types being available. (i.e. more than 4)
Alltaken
Jango
Traffic Manager
Posts: 189 Joined: 28 Aug 2004 12:13
Post
by Jango » 16 Aug 2005 07:31
yeah, and also combinations of landscapes. i.e. mountains and deserts in the same map
dmh_mac
Transport Coordinator
Posts: 278 Joined: 25 Apr 2005 18:18
Post
by dmh_mac » 16 Aug 2005 10:20
Guys this is the blender thread not the gui thread.
MeusH
Tycoon
Posts: 4349 Joined: 25 Oct 2004 15:39
Location: Mississauga
Post
by MeusH » 17 Aug 2005 16:51
Buoy
X-com ufo
Small ufo
Comments please
Attachments
damnufo.png (19.69 KiB) Viewed 5952 times
xcomufo.png (26.02 KiB) Viewed 5958 times
boja.png (31.42 KiB) Viewed 5962 times
MeusH
Tycoon
Posts: 4349 Joined: 25 Oct 2004 15:39
Location: Mississauga
Post
by MeusH » 17 Aug 2005 17:08
Oil well //trying to add some fence
Submarine //any way to remove underwater part from under 'invisible' water?
Comments, support please
Attachments
sub.png (20.34 KiB) Viewed 7399 times
szyb.png (27.83 KiB) Viewed 7390 times
Novatlan
Engineer
Posts: 26 Joined: 18 Feb 2005 19:53
Post
by Novatlan » 17 Aug 2005 17:32
Looks great!
the oil well looks a bit "empty".
Will the UFO be in the new engine? Does anyone play with desasters turned on? At least I don't.
shampie
Engineer
Posts: 120 Joined: 13 Feb 2005 01:13
Location: Eindhoven - Netherlands Ottawa - Canada
Post
by shampie » 17 Aug 2005 21:35
put a tower with a flame coming out with that oil-well. and some pipelines! and yes fence!! good job that you're working on it!
Death
Tycoon
Posts: 992 Joined: 02 Aug 2005 13:00
Location: Jerusalem, Israel
Post
by Death » 18 Aug 2005 05:33
The sub.png is too dark, I can't understand the picture.
Killer 11
Tycoon
Posts: 2463 Joined: 06 Jan 2004 18:38
Location: Kaunas, Lithuania
Contact:
Post
by Killer 11 » 18 Aug 2005 07:33
no it isn't too dark and the picture shows partly submerged submarine
Torrasque
Engineer
Posts: 94 Joined: 19 Aug 2004 13:33
Contact:
Post
by Torrasque » 18 Aug 2005 10:45
The buoy look correct.
The others...why don't you use more polygone and less blury textures?
dmh_mac
Transport Coordinator
Posts: 278 Joined: 25 Apr 2005 18:18
Post
by dmh_mac » 18 Aug 2005 11:10
Try using the same camera and light settings as the rest of us.
The buoy looks good.
The ufos look a bit boring, add some more details.
The barrels by the oil well look to big (scale 1 tile = 25×25 meters)
Try using the set smooth button on the submarine and maybe add some more details.
Alltaken
Tycoon
Posts: 1285 Joined: 03 Dec 2003 06:24
Location: Christchurch, New Zealand
Contact:
Post
by Alltaken » 18 Aug 2005 12:03
dmh_mac, are you able to upload your camera and lighting setup (unless you havn't already done it)
you see the old camera and lighting setup is busted due to blender advancing.
Alltaken