[Big Project][32bpp] BrickLand Climate

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Wolf01
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Re: [Big Project][32bpp] BrickLand Climate

Post by Wolf01 »

ehm, nothing, i'm trying to improve my drawing techniques, so i'm doing other things
oh, i did the roadbits, but they are not ready for the public :P
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Re: [Big Project][32bpp] BrickLand Climate

Post by rabbit67890 »

heres a annoying bug
Fanwell Transport, 20th Oct 1961.png
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Re: [Big Project][32bpp] BrickLand Climate

Post by DaleStan »

You'll need to be a little more descriptive about the differences between the observed and expected behaviours there.
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Re: [Big Project][32bpp] BrickLand Climate

Post by Zephyris »

I assume what is meant is the misalignment of all sloped terrain tiles and the misnaming of one of the road junction tiles.... Those are an old set of graphics which people didn't like, so got abandoned.
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Re: [Big Project][32bpp] BrickLand Climate

Post by Slye_Fox »

I could help out if you'd like

I got that LegoCAD program.

What sort of industries will there be?

Will they be "logo'ized" versions of the normal ones?
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Re: [Big Project][32bpp] BrickLand Climate

Post by Wolf01 »

here's a roadbits preview
roadbits.PNG
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Slye_Fox wrote:I could help out if you'd like
if you can copy my stile, i think yes :P
Slye_Fox wrote:I got that LegoCAD program.
me too, and more than one :)
Slye_Fox wrote:What sort of industries will there be?

Will they be "logo'ized" versions of the normal ones?
i thought to make a newindustries grf with my own industries, all plastic based, so no candy ones, but i need to think a lot about them
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Re: [Big Project][32bpp] BrickLand Climate

Post by Slye_Fox »

what about this?

Image

It was in the other thread
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Re: [Big Project][32bpp] BrickLand Climate

Post by athanasios »

I think it needs some refining. Especially the recycle doesn't make sense.
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Re: [Big Project][32bpp] BrickLand Climate

Post by Wolf01 »

road ramps done, i hope
so, if i'm not wrong, all the road tiles are done, but is only one stage of three, now i need to repaint all the roads on cleared soil and think about the pavements for the city roads
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Re: [Big Project][32bpp] BrickLand Climate

Post by Slye_Fox »

Why not use gray for pavements?
That's what's used on the normal base plates.

And I sugest just useing a animated blue version of the green tiles, like the 'water' base plates.

It will look more authentic.

Oh, about buildings, what size (in LDraw) is one tile, in 'nubs'?

I'm guessing 12x12 is is 1 tile, judgeing by the other topic where 6 'nubs' was used as the width of the trains, Which take up half the space on a tile.
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Re: [Big Project][32bpp] BrickLand Climate

Post by Wolf01 »

with "thinking about the pavements" i mean to think the form of them, not the colour, should they be studless (studs not nubs :P) with some decoration? should they be like the grassy green but gray instead? should they...

and you are running too much, now i'm drawing the landscape.. when it will be finished i'll think about vehicles and industries
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Re: [Big Project][32bpp] BrickLand Climate

Post by Slye_Fox »

you got a set of blank grass tiles?

i could try and to the rails
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Re: [Big Project][32bpp] BrickLand Climate

Post by FooBar »

Wolf01 wrote:now i need to repaint all the roads on cleared soil
There's no need for that. Such sprites don't exist in the original set of sprites, as the game automagically overlays it with some sort of brownish overlay.
I don't expect that to be different in 32bpp.
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Re: [Big Project][32bpp] BrickLand Climate

Post by DaleStan »

If memory serves, the automagic involves drawing through a recolor table. They work well for 8-bit, but the 48 MB required for a 24-bit recolor table (24 bits/color * 2^24 colors) gets to be a pretty major issue pretty quickly.
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Re: [Big Project][32bpp] BrickLand Climate

Post by bobingabout »

possably allow the .mng format for these animated tiles? (think its motion network graphics , like portable network graphics, but animation shop 3 just calls it "animation shop animation", also i know "allow" is a bad choice os words since it would neet to be programmed first.)
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Re: [Big Project][32bpp] BrickLand Climate

Post by Leviath.NL »

I cut and set offsets to the brickland tiles. (also the bare land tiles).

Some suggestions: I think the 3th bare land tiles (green land brown studs) will look better with brown ground and green studs.
As pavements I suggest studless gray without any decoration. they will look decorated enough with trees or lampposts on them.
brickland_terrain_roads.tar
(150 KiB) Downloaded 107 times
edit: made the archive a tar that can be loaded without extracting. (put it in your data folder)
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Example:<br />I turned trees off, they still look bad
Example:
I turned trees off, they still look bad
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brickland_terrain_roads.tar
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Last edited by Leviath.NL on 06 Dec 2007 18:11, edited 2 times in total.
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Re: [Big Project][32bpp] BrickLand Climate

Post by bobingabout »

i agree, would look better with green studs on brown at that stage
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Re: [Big Project][32bpp] BrickLand Climate

Post by Wolf01 »

i'll take 2 minutes to redraw it ;)
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Re: [Big Project][32bpp] BrickLand Climate

Post by Slye_Fox »

Slye_Fox wrote:you got a set of blank grass tiles?

i could try and to the rails
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Re: [Big Project][32bpp] BrickLand Climate

Post by Leviath.NL »

Just look in one of the tars posted, you may want to keep the tails in a different layer because the ground tiles are still final I think
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