Fundamental flaw in your logic here... all buildings are new at one stage or another. Should it be dirty as soon as it's constructed? Or should there be new and old/worn versions of each structure?the master e wrote:I agree, i think the building looks great. But i thinks it is an old building, and old buildings are not that clean
Shops and offices (my first graphic)
Moderator: Graphics Moderators
Open source tycoon games
--
Free Gamer - open source and Free Software games
FreeGameDev forums - open source game development community
--
Free Gamer - open source and Free Software games
FreeGameDev forums - open source game development community
Which would be fine if the game only used these buildings from the start onwards. The reality is that the game is constantly creating buildings so frequently they will be 'new'.dmh_mac wrote:Considering the style of the building I would say it has been build before the industrialisation, so at the time ttd starts it will have been around for some time...
I think new & warn states for buildings would be effective - perhaps the wear can be an overlay of some kind rather than a different sprite. It would make the game look more diverse and also add 'age' to towns, especially ones in depression.
However, that's just a thought - it's up to you guys what you want to do.
Open source tycoon games
--
Free Gamer - open source and Free Software games
FreeGameDev forums - open source game development community
--
Free Gamer - open source and Free Software games
FreeGameDev forums - open source game development community
Since a lot of stuff has to be changed in ottd for 32b new graphics, we might as well disable building certain buildings after a certain year. Historical style buildings could be disabled from the start, so they only get created at map generation time.
(I thought this was already in the game but I must be wrong)
(I thought this was already in the game but I must be wrong)
It *is* already in the newgrf spec.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Heh! Nice discussion here.
Thank you all for your feedback, I'm glad, that you like my work. I will definitely create some more buildings, but now I'll have to concentrate on my final exams, so I'll get down to modelling a few weeks later.
This is fun, 'cause the building comes straight from my fantasy - which of course IS influenced by the places i've been to or buildings I've seen in real life, but - no, surprisingly, I've never been to Weimar. Looks like a pure coincidence. I was probably subconsciously inspired by the city I live in - Budweis in Czech Republic (Budweiser Budvar is also an export lager - you might know it
, they had some law suits with the American Budweiser )
BTW: Does anybody know anything about the progress of the new textures?

Wow!Holy s***, it just looks like the house I grew up in! Even the colors! Where did you get your inspiration? Have you by any chance ever been to Weimar and taken notes or even photos? I doubt it's coincidence.


You are right. But lot of this could be done with textures.My suggestion or addiotion to the texturing would be cracks or inconsistancies with the building (window slightly uneven?) You mentioned about realistic? Smile
BTW: Does anybody know anything about the progress of the new textures?
- shampie
- Engineer
- Posts: 120
- Joined: 13 Feb 2005 01:13
- Location: Eindhoven - Netherlands Ottawa - Canada
Česká Budějovice? that city should have some inspiring buildings for you!
Cesky Krumlov probably aswell,
Miss those places
maybe someday ill come again!
Anyways, Your works show great potential as I mentioned before.
If you get a chance making some more building with the 'arches' like the big place (namesti?) in Budweis -> http://www.aede.org/cz/images/cbsquare.jpg
These are great!
Cesky Krumlov probably aswell,
Miss those places

Anyways, Your works show great potential as I mentioned before.
If you get a chance making some more building with the 'arches' like the big place (namesti?) in Budweis -> http://www.aede.org/cz/images/cbsquare.jpg
These are great!
Randomize some textures
I must say I'm really impressed by the building: its level of detail is stagering and in my opinion the lightning is ok too.
I do have some points of remark though:
- When the rooftiles were made in big ovens, it was impossible to make them all the same color (unless they were painted over afterwards, which is really expensive). The reason for this is that the tiles which were close to the fire were more 'baked' than those far away. I'd put a bit of randomization in it. The same goes for the bricks on the lower part of the building.
- The windows normally show the reflection from the sky when you look at them from beneath, but looking from above they most probably be a very dark grey tint.
- If it is possible, imho it would be more natural to have the windows extruded inwards of the building, to give them some more definition.
- I'm unsure about the 'window' on top of the building. It doesn't feel natural to me, but maybe thats just me
Thanks for this great object!
I do have some points of remark though:
- When the rooftiles were made in big ovens, it was impossible to make them all the same color (unless they were painted over afterwards, which is really expensive). The reason for this is that the tiles which were close to the fire were more 'baked' than those far away. I'd put a bit of randomization in it. The same goes for the bricks on the lower part of the building.
- The windows normally show the reflection from the sky when you look at them from beneath, but looking from above they most probably be a very dark grey tint.
- If it is possible, imho it would be more natural to have the windows extruded inwards of the building, to give them some more definition.
- I'm unsure about the 'window' on top of the building. It doesn't feel natural to me, but maybe thats just me

Thanks for this great object!
Hi, I'm a signature virus! Please set me as your signature to help me spread! 

Re: Randomize some textures
A careful roofer would use the tiles in order of colour, leading to a more subtle colour gradient, rather than noise.mauddib wrote:- When the rooftiles were made in big ovens, it was impossible to make them all the same color (unless they were painted over afterwards, which is really expensive).
PGP fingerprint: E66A 9D58 AA10 E967 41A6 474E E41D 10AE 082C F3ED
- PouncingAnt
- Transport Coordinator
- Posts: 357
- Joined: 09 Nov 2004 22:33
Re: Randomize some textures
He suggests a gradient, so you *might* be able to notice a differenceBrianetta wrote:A careful roofer would use the tiles in order of colour, leading to a more subtle colour gradient, rather than noise.mauddib wrote:- When the rooftiles were made in big ovens, it was impossible to make them all the same color (unless they were painted over afterwards, which is really expensive).

NB: the below challenges are still open for submission, so feel free to perform necromancy on them!
Try the PouncingAnt National Monopoly Challenge
Or even better, the PouncingAnt National Monopoly Challenge 2
Or better still, the PouncingAnt National Monopoly Challenge 3
Or, the PouncingAnt National Monopoly Challenge 4
Or try my scenario instead!
-(A lazy) OpenTTD Japanese Translator-
-(A lazy) PNGcodec user-
"You get what you pay for, so pay attention!"
Patches:
Company Station Stats
Try the PouncingAnt National Monopoly Challenge
Or even better, the PouncingAnt National Monopoly Challenge 2
Or better still, the PouncingAnt National Monopoly Challenge 3
Or, the PouncingAnt National Monopoly Challenge 4
Or try my scenario instead!
-(A lazy) OpenTTD Japanese Translator-
-(A lazy) PNGcodec user-
"You get what you pay for, so pay attention!"
Patches:
Company Station Stats
Who is online
Users browsing this forum: Mrsunman and 11 guests