Future Set (Under Development)

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

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DeletedUser21
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Post by DeletedUser21 »

I'm looking for more vehicles. :)
Please stay tuned. :P
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graphics_master
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Post by graphics_master »

I will get to work in about 1 hr.
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Post by DaleStan »

MisterX: Please use description and/or tinyurl.com when dealing with URLs that long. You're table-breaking.
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graphics_master
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Post by graphics_master »

I will start work now, but any requests on what to do first.
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Here is a mock up of the offices.
Here is a mock up of the offices.
Mockup.PNG (3.73 KiB) Viewed 1949 times
Here is the mock up with texture but loads more shading to do.
Here is the mock up with texture but loads more shading to do.
Mockup.PNG (4.91 KiB) Viewed 1938 times
DeletedUser21
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Post by DeletedUser21 »

DaleStan wrote:MisterX: Please use description and/or tinyurl.com when dealing with URLs that long. You're table-breaking.
Oomph indeed, one is a big long. (I have a res of 1280 x 1024, so I didn't notice it. :P )

I'll edit the link! :D
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Jezulkim
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Post by Jezulkim »

Very nice graphics master! But the biggest building size is 2x2, your's seems to be 1x3
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Prebral
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Post by Prebral »

Jezulkim wrote:Very nice graphics master! But the biggest building size is 2x2, your's seems to be 1x3
...should be turned into an industry if needed. A hotel for tourist or something. I, however, prefer older and realistic buildings and trains - so I will probably not play with it.
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Purno
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Post by Purno »

Can you remove the "A LOT" part in the topic title? It sounds greedy. Everyone needs coders...

EDIT: And I think the poll can be removed too, now.
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Post by WWTBAM »

When you arrange your sprites please leave a one pixel gap of white betwen them.
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Post by Aegir »

Actually, make sure that for every row of sprites, the tops are all in line. Leave atleast 2 pixels of white-space between every sprite horizontally, and make sure you leave atleast 6 pixels verticly. Make sure that the top line of pixels on any sprite does not cross the bottom-most line of pixels in the line of sprites above it.

But in reality, no bloody artist does this anyway, so robotboy, as a coder, you have to do it all yourself.

FUN isn't it?
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Post by WWTBAM »

yeah, although if we can train the new people it will help.
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graphics_master
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Post by graphics_master »

can't we have a 3 by 1 building anyway.
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Purno
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Post by Purno »

graphics_master wrote:can't we have a 3 by 1 building anyway.
Not without making a patch for it.
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graphics_master
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Post by graphics_master »

So the building is useless.
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Post by Bad Hair Day »

Not entirely.

Just cut one of the ends off.
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graphics_master
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Post by graphics_master »

ahhh thats what jonty-comp said in chat.

I will get to work soon.
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Post by Wile E. Coyote »

Or like Prebral said, you can use it as industry for generating tourists (or some new cargo if you decide to add new cargos).
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Post by jonty-comp »

Ah, and people say chatting is useless... :mrgreen:
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Post by DaleStan »

Aegir wrote:Actually, make sure that for every row of sprites, the tops are all in line. Leave atleast 2 pixels of white-space between every sprite horizontally, and make sure you leave atleast 6 pixels verticly. Make sure that the top line of pixels on any sprite does not cross the bottom-most line of pixels in the line of sprites above it.
Or (as a coder) you could just use grfcodec, where the only sprite-arrangement requirement is that if sprites overlap, they must be identical in the overlap area.
Aegir wrote:But in reality, no artist does this anyway, so robotboy, as a coder, you have to do it all yourself.
I've long since learned that one.
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.
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graphics_master
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Post by graphics_master »

Here is an update

I have shortened it and added a hedge, but the update is the shortened version. What do you like with or without hedge ?
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Mockup.PNG
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