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PostPosted: Mon Aug 30, 2010 9:06 pm 
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Close, but not quite. The drum shaped antenna are microwave antenna not used for mobile phones but for general point to point data transfer. The name "cell phone" comes from the cell based organisation of the mobile network, not the antenna themselves.

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PostPosted: Tue Aug 31, 2010 1:32 am 
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Froix wrote:
I'd like to take on the trees please. I started out with a few drafts for your consideration. No younglings and just one dead tree for now.


Oh...! Very lovely :-) Please keep going that path. I definitely backup FooBar's pledge that these trees will make it into the game one way or another; I might like to see them in the base set and rather have *someone* spend on improving the look of some industries :-) actually.

NekoMaster wrote:
I think the transmitters should have an antenna or two and a few Drum shaped Cells (ever wondered why its called a "Cell phone?", its because of the cell towers that are every where and in openttd they somehow cluster A LOT in areas)

I'll happily accept additional or new graphics for communication towers. We have four climates but only one version right now...

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PostPosted: Tue Aug 31, 2010 1:57 am 
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Thanks all!

I dislike releasing incomplete work but here's what I've been using. Still far from the 19 or so sets of 7 sprites TTD has for temperate trees.

I do intend to take on all trees; temperate, arctic (snowy included) and tropical if needed, if I'm allowed. I figure it's better if all trees were made in the same style. It'll be slow going but I'll get it done eventually.

Suggestions are welcome of course. First off I need to know what I can and can't do.. the dimensions for instance. Currently I randomized the sizes inside a 35x50 canvas.

Edit~ updated attachment file


Attachments:
File comment: ART as in Alternative Replacement Trees XD
art.tar [226.5 KiB]
Downloaded 91 times

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Last edited by Froix on Tue Aug 31, 2010 4:30 pm, edited 1 time in total.
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PostPosted: Tue Aug 31, 2010 3:10 am 
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Oh, very nice indeed :-) when viewed ingame.

May I request one additional conifer tree type, possibly with darker hue than your current ones, so that one can have the forests (as an industry) in the same style but still clearly distinguishable? IIRC it needs (nearly?) all stages of the trees as well.

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PostPosted: Tue Aug 31, 2010 4:37 am 
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Hmm, it would be cool if you could have randomized Transmitter graphics (eg. Radio Tower, Small Radio Station (w/ a small building), Microwave Dish (like the ones that might transmit information to sat's and back or for radio telescope) or maybe have fake Power Pylons (like they had in Locomotion)

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PostPosted: Tue Aug 31, 2010 5:35 am 
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NekoMaster wrote:
Hmm, it would be cool if you could have randomized Transmitter graphics (eg. Radio Tower, Small Radio Station (w/ a small building), Microwave Dish (like the ones that might transmit information to sat's and back or for radio telescope) or maybe have fake Power Pylons (like they had in Locomotion)

While it is no problem to have a unique transmitter and light house for each climate, it is out of the scope of base sets to provide a variation within one single climate. Those things will have to be part of a (NewObjects) NewGRF; possibly such variation could be part of one of the planned OpenGFX+ NewGRFs.

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PostPosted: Tue Aug 31, 2010 4:43 pm 
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*Update on Trees

Added a bunch of pointy spruce trees for the arctic climate (Also still incomplete, one set shy and lacking younglings and dead versions). I kinda veered away from the temperate for a bit. I've been playing around in the snow. These ones are more lighter with less contrast, keeping them in the background. I can adjust the temperate trees the same way if this look is preferred.

Added two darker shaded temperate trees. I also went ahead and tried them on as forests. Results shown in the attached image. From the top, the first one follows the original with 9 trees in a square, the second is less dense with just 5, the one at the bottom also has less trees and uses two different kinds of trees with the same coloring. Parameters are provided in the GRF to see them in game. (0 base set forest, 1 top, 2 middle, 4 bottom)

Edit~ Oops! Forgot to mention I updated the newgrf file from my last post. New newgrf found here.


Attachments:
forests.png [74.52 KiB]
Downloaded 1 time

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PostPosted: Tue Aug 31, 2010 5:02 pm 
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could you possibly additionally add the sprites themselves as an image / images? That makes it somewhat easier to comment on them :-) without the need to start a game or decompile the grf.

EDIT: besides I think I like the new forest tree :-) I shall play around with it...
My todo list concerning available new sprites for this set gets long(er) again. Which is nice! :-)

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Last edited by planetmaker on Tue Aug 31, 2010 5:15 pm, edited 1 time in total.

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PostPosted: Tue Aug 31, 2010 5:14 pm 
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those trees are worth its own thread. :-)

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PostPosted: Tue Aug 31, 2010 11:46 pm 
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I can't wait to see what the tropical and desert trees\cacti will look like :p

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PostPosted: Wed Sep 01, 2010 1:23 am 
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I have seen that OpenGFX uses a building from Northstar2.

I have redithered it, but I don't know if it will look good. The bottom sprites uses Company Colors.


Attachments:
File comment: Sprites.
4445.png
4445.png [ 12.08 KiB | Viewed 2990 times ]

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PostPosted: Wed Sep 01, 2010 7:48 am 
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Tbh these will need undithering rather than redithering - if you compare them to the other buildings they are far too noisy. An easier way to do this might be to get the original 32bpp sprite and brighten it then convert to 8bpp, this should reduce the noise around the dark shades.

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PostPosted: Wed Sep 01, 2010 7:58 am 
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Here's the current one for comparison:
ImageImage

Personally I think your upper one is too dark. They both need a lot of manual pixel work to correct the irregularities around the windows and bring back a bit of the detail in the shadow part of the grey sloped section below the top. Also you should use the default OpenGFX concrete tile and shouldn't use a tile attached to the construction stages of the buildings.

Long story short, I think the current ones are better.

EDIT: Zephyris beat me to it. Anyways, the original sprites are converted to 8bpp from the original 32bpp sprites and then hand-edited to make it look somewhat acceptable. But yes, this building could do with some work to improve it.

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PostPosted: Wed Sep 01, 2010 10:47 am 
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There was already a "review" round with that building: #883

Maybe you compared with the old version?

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PostPosted: Wed Sep 01, 2010 10:58 am 
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I know...

I think that the problem of the current building is that the CC doesn't have shadow.

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PostPosted: Wed Sep 01, 2010 2:52 pm 
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I attached an image in my last post that obviously did not display. Something wrong with my image file I'm guessing.

I've been working alternately between the temperate and the arctic trees. Here's the Arctic forest version.

Attachment:
arcforest.png
arcforest.png [ 43.33 KiB | Viewed 2863 times ]


Here's one more.

Attachment:
arcforest2.png
arcforest2.png [ 21.35 KiB | Viewed 2863 times ]


Off topic, a minor glitch, the glasses on the default maglev station fell of its frames. (see screenies)

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PostPosted: Wed Sep 01, 2010 3:16 pm 
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Froix wrote:
Image

Off topic, a minor glitch, the glasses on the default maglev station fell of its frames. (see screenies)


Your architects fail :p

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PostPosted: Thu Sep 02, 2010 3:42 pm 
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Froix wrote:
I attached an image in my last post that obviously did not display. Something wrong with my image file I'm guessing.

I've been working alternately between the temperate and the arctic trees. Here's the Arctic forest version.


The trees look lovely again :-) I'm really looking forward to the full set - and those forests look nice in that theme, too :-)

Actually _I_ don't think that they're too nice to become part of OpenGFX. Still, Ammler might be right, it might be an idea to nevertheless start a separate thread for them as making them a separate newgrf is a good idea in any case.

Thanks also for reporting the broken glass for the stations. That bug is fixed effective of r520 of OpenGFX.

@maquinista: I'll happily add a new version, but I agree with the assessment that the original version is already too noise. So if *someone* (you?) wants to do that in a less noisy manner it might be better?

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PostPosted: Fri Sep 03, 2010 4:32 pm 
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Thanks all!

Discussion on Trees continued HERE

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 Post subject: Bug
PostPosted: Sun Sep 05, 2010 12:02 pm 
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Hey Guys,

I have to report again a glitch/bug! The Company_founded News has a yellow line in the left...
Attachment:
File comment: Bug?
Yellow_line_next_to_avatar.png
Yellow_line_next_to_avatar.png [ 7.21 KiB | Viewed 2429 times ]


Greets,
Tim

PS: As usual newest OpenTTD/OpenGFX nightly


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