Company color fixed, many adjustments. Now you can add depots in a row to form a 'long depot' eye candy (See screenshot) .
TODO:
1. Walls lack width (compare entrance with original sprites entrance).
2. Add company color on back side like original depots. It will not look so nice, but will help identify company depot belongs to. (Yes or No?) -enough for today...
Attachments
depots_screenshot.png (14.5 KiB) Viewed 7635 times
Maybe the company color could be applied somewhere else aswell. I'm thinking of a kind of stripe on the building or such... what do you think?
by the way, awesome work @everyone once again. This is truly beautiful
* @Belugas wonders what is worst... a mom or a wife...
<Lakie> Well, they do the same thing but the code is different.
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something like that maybe... (company colour all around, seperated the hall because i think two doors look better.. especially if there would be the ability to draw an opened and closed state based on vehicle movement... and i tried to give the walls some kind of 3d look, less paper thin)
Roujin wrote:Maybe the company color could be applied somewhere else aswell.
...
How about a door?
withdoor.png (8.68 KiB) Viewed 7591 times
Gonozal_VIII wrote:... seperated the hall ...
I don't know if that would work because vehicles entering the depot would need to be behind the partition and vehicles exiting would need to be in front of it (or vice versa for the other rotation).
Nice Athanasios and other guys I didn't know that they were cc those blues up thee So they were normal lue colours instead. If you want to make more with it, maybe this could help you: It's a Gimp native file.
EDIT3...Those stripes at sides kick a$$
EDIT_2: What do you think of this? Worth of coding? this may have some action colours besides cc...But I have pcx which has been through palconvert so no worries
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
Killer 11 wrote:i have nightly r11730 and it doesn't seem to work for me....
Yhe yesterday's nightly *should* include BigBB's patch completely shore
Ok i have the new water grf file that has the complete shore gfx and i have the needed nightly version however the shore simply refuses to apear... Is there any special parametter or something that i have to set?
I do love when a project snowballs like this! Apologies for no development of the infrastructure/terrain - got quite a lot on my plate at the mo... I did have time to draw a factory replacement though - still needs cutting up and coding.
Re: lepkka
Excellent coasts! I shall code them asap. I think I have my action colours sorted now so I shouldn't destroy them ...
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
Attached is newTerrain v0.2
Improvements:
Better rough ground.
New water + coast for temperate (thanks to lepkka).
(Slightly) better tiling on desert tiles.
Not improved:
Snow transition on 1210, 2101, 1012 and 0121 tiles - I messed it up again!
Various lumps and bumps.
Todo:
The rest of the coasts.
Toyland :s.
Re: lordazamath
Go for it!
Re: lepkka
In the future it would be easier to work from a grf containing the new graphics - saves time working out the x, y, x_offs and y_offs...
almost everything looks soo good, but .... what about that "black" snow, he should be more like snow, white, not that dark and sand and grass too, too dark for me
With the decree of His Excellency, Zephyris, all old Factories everywhere are to be demolished. New ones to be built. Decree is to be committed immedeatly.
Attachments
factory_commercial.png (92.53 KiB) Viewed 7102 times
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
Right now i'm trying out the latest terrain pack (i applied it to a running game) and i also have issues with the water.
I added this grf and removed the newwater grf, and this is what i get:
Farnway Transport, 4th Sep 1925.png (160.01 KiB) Viewed 1877 times
The edge tiles have the old water graphics.
Or is this normal because they are not done yet? What's the current status of water?
(ps: using r11731)
* @Belugas wonders what is worst... a mom or a wife...
<Lakie> Well, they do the same thing but the code is different.
______________ My patches
check my wiki page (sticky button) for a complete list
[03:43:07] Belugas: Gonozal_VIII, i'm aware of the troubles r11726 caused. there is going to be a "fix" for that soon
edit: that's was belugas said about the wrong half land/half water tiles
Last edited by Gonozal_VIII on 01 Jan 2008 21:08, edited 1 time in total.
Anyway, the little suprise I promised: Red*Star's ship depot. Zephyris, if you have time, you may include this too to your infrastructure set. And please make comments about rail depot..Then I can improve it and code it.
PS: And I stopped the propaganda to support Dave Worley since he got a nice new red hat now.[/color]
I know I have a BBCode error in my signature but I really cba to fix it.
@Gonozal: Thanks for information, so it seems to be a code issue rather than a grf issue. Well i'm positive that the devs will sort it out in no time
@lord: looking good as always I like it better than the original. Thanks @Red*Star for your permission i assume
ps: little comment about rail depot - at first sight it seems a little dark for me. One would have to test it in the game though to see how it really fits in.
ps2: is it tileable? meaning long depots for eyecandy? seems to be "the" thing nowadays, so...
* @Belugas wonders what is worst... a mom or a wife...
<Lakie> Well, they do the same thing but the code is different.
______________ My patches
check my wiki page (sticky button) for a complete list