Check here: http://www.tt-forums.net/viewtopic.php?p=600023Wolf01 wrote:i must have a working pngcodec first
[Big Project][32bpp] BrickLand Climate
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Ok, I've set the x & y-offset for each tile; I have added them as a attachement. There still are glitches; this may be because the offsets are off.
to use them you need a recent nightly; place the png's in data/sprites/trgtr
them launch the game using "./openttd -b 32bpp-anim" or something similar.
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I like the idea of of steps on slopes, but I don't think the lighting will ever look good on them because on of the steps aligns with its surround tiles which can be flat or also a slope. and how do you want to lay for instance a rail on them?
to use them you need a recent nightly; place the png's in data/sprites/trgtr
them launch the game using "./openttd -b 32bpp-anim" or something similar.
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I like the idea of of steps on slopes, but I don't think the lighting will ever look good on them because on of the steps aligns with its surround tiles which can be flat or also a slope. and how do you want to lay for instance a rail on them?
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Thanks. I got the glitches too. In 32bpp branch we had much more. These are few and hope can be fixed. Now Toyland is not a pain in the eyes. 

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The thing is... those glitches aren't caused by the 32bpp code, but by the PNGs created. The offset that is put under it is wrong, or the dimensions are. Either way, it is a problem of the graphics, not the 32bpp engine.athanasios wrote:Thanks. I got the glitches too. In 32bpp branch we had much more. These are few and hope can be fixed. Now Toyland is not a pain in the eyes.
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i redesigned again some tiles and almost fixed the lighning
some tiles are still wrong, the ones from 72 to 75, because they need one more step to be like the others
some tiles are still wrong, the ones from 72 to 75, because they need one more step to be like the others
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- trgtr.zip
- png + offsets
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ok, another hour of work and another improvement, tell me what you feel
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- trgtr.zip
- again all the tiles (with offsets) and the offsets doc
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- screenshot.png
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Very nice, wolf01. Looking really quite smart now. Is this a massive total overhaul?
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Let me ask you

I am somewhat confused as to how to draw them. I have a couple ideas:
* Just recolor with brownish or orange color.
* Add some sort of vegetation (don't know whch color to use).
* Make the tiles look old - damaged.
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i've got to say, that "How it should be" looks off.
JPG SUX!!! USE PNG!!!
There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.
[/url]
There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.
[/url]
the red-and-white tile is the rough tile, i plan to add some dirty like random bricks in odd places and not connected with the groundathanasios wrote:Cool.
Let me ask you: single rough land tile (red) in your screenshot means you are going to work for that now?
I am somewhat confused as to how to draw them. I have a couple ideas:
* Just recolor with brownish or orange color.
* Add some sort of vegetation (don't know whch color to use).
* Make the tiles look old - damaged.
i was thinking about the rocky tiles, i'll draw them like the lego rocks, so a bit high (but not outside the edges, maybe a little) and grey
but now i'm going to draw the clear tiles and all the stages of clearing
EDIT: fixed again the slopes, now all is aligned and there aren't glitches
i'll start soon the work on the other tiles
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that looks really nice 
but i would suggest to give all the err... bumps (you know what i mean) on one tile the same shade, not making it brighter higher up, because this way it looks not very smooth when you have a longer hill (consisting of multiple consecutive slope tiles).
argh, i seem not to be able to express myself properly today >< hope you get what i mean ^^
edit: this picture i just made could illustrate what i mean. This way it's colored in temperate. there are (i think) 6 different shades, where NE and E slopes have the brightest, then SE, then S, then even tile, then N, NW and SW, and finally West slope the darkest, BUT: each tile is evenly shaded, not brighter towards the top.

but i would suggest to give all the err... bumps (you know what i mean) on one tile the same shade, not making it brighter higher up, because this way it looks not very smooth when you have a longer hill (consisting of multiple consecutive slope tiles).
argh, i seem not to be able to express myself properly today >< hope you get what i mean ^^
edit: this picture i just made could illustrate what i mean. This way it's colored in temperate. there are (i think) 6 different shades, where NE and E slopes have the brightest, then SE, then S, then even tile, then N, NW and SW, and finally West slope the darkest, BUT: each tile is evenly shaded, not brighter towards the top.
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It is clear what you mean. And what is evident in this shot is the stupid shading used in original tiles. If light comes from East: North and South tiles should be same shade. Yet North is darker from South. And it should be the opposite actually (like Wolf's shading) because light comes from NorthEast-East: those 2 slopes have almost same shading (East a little brighter).
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i think he needs to darken the bumps on the far side of that hill, and lighten the ones at the front side. the non-uniform bumps makes it look too funky.
JPG SUX!!! USE PNG!!!
There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.
[/url]
There are times when JPG is useful, TTD screenshots is not one of them. Please use PNG instead.
[/url]
ah, what i wanted to point out is not that this (stupid how you call it) shading should be used (i don't want to argue about that), but just that in one single slope tile, there's always just one shade.
the last picture of the new brickland slopes shows - for example the south east slope (meaning it goes up the hill towards the north east) having 4x4 bumps, of which the lower rows 1-3 are rather dark, but the 4th row is as bright as the bumps on the even tile.
which leads to the impression that the hill does not go continuously upwards, but goes up, flattens, goes up again, flat, up... you know what i mean?
edit: i think i'll draw sth. again ^^ just a sec.
the last picture of the new brickland slopes shows - for example the south east slope (meaning it goes up the hill towards the north east) having 4x4 bumps, of which the lower rows 1-3 are rather dark, but the 4th row is as bright as the bumps on the even tile.
which leads to the impression that the hill does not go continuously upwards, but goes up, flattens, goes up again, flat, up... you know what i mean?
edit: i think i'll draw sth. again ^^ just a sec.
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Yes. It is clear. I assume Wolf drew it that way to make more smooth the transition from slope to flat land (some other isometric games do the same), but looks bad on slopes. It would be better if there were 2 tiles: one like wolf's original and one like the one you painted and suitable one used according to position, but this will require a patch in code I suppose.
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oh sorry, i didn't know this had been discussed before.
Well if you want to hear my opinion, at the current state where you can't have two different tiles for that, i'd rather have a sharp edge from a slope to a flat tile than longer slopes being irregular.
(a lego world has a lot of sharp edges anyways
)

Well if you want to hear my opinion, at the current state where you can't have two different tiles for that, i'd rather have a sharp edge from a slope to a flat tile than longer slopes being irregular.
(a lego world has a lot of sharp edges anyways

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