[WIP] INFRA by SAC
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Re: [WIP] INFRA by SAC
The one on the left is the one I'm most happy with. It fits and looks good in game as well. The third one is rather ugly, and it's something I cooked up quickly to fill a 2x2 spot in Olympia, but still, it's an ugly piece of work. On the other hand, a stroll downtown in real life gives loads of examples of buttugly structures, and if I'm striving for realism in TTDLX, then why not...
However, it may be that I reduce that ugly piece of work somehow... Possibly attach it to something else for a better appearence... The middle one was mostly a test to try out a more classical type of building to see how it would fit a 2x2-tile. Since I haven't made any classical buildings apart from a few, I made this test using one of Oz - or Lifebloods ?, buildings for the purpose. But I totally agree with you on the height. It should be higher and I made a second version and doubled the height. It looks better. I even received an e-mail from a forumer with an attached updated version in a similar way, so yes... it needs more height to look good.
However, it may be that I reduce that ugly piece of work somehow... Possibly attach it to something else for a better appearence... The middle one was mostly a test to try out a more classical type of building to see how it would fit a 2x2-tile. Since I haven't made any classical buildings apart from a few, I made this test using one of Oz - or Lifebloods ?, buildings for the purpose. But I totally agree with you on the height. It should be higher and I made a second version and doubled the height. It looks better. I even received an e-mail from a forumer with an attached updated version in a similar way, so yes... it needs more height to look good.
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Re: [WIP] INFRA by SAC
Referring to THIS THREAD about using SCURK, BAPlus or SC3URK to produce buildings for use with TTDLX, I made an example below to showcase a SC3KU/WE building "sort of adapted" for use with TTDLX.
One problem with TTDLX is that structures cannot be to tall, (if it's indeed a problem ), and in my opinion creating skyscrapers or highrises placed on a 1x1 base doesn't do them justice compared to ordinary TTDLX buildings. With the example below I simply grabbed a SC3KU/WE building and resized it to a suitable level, then shortened it, (due to height restrictions in TTDLX), and brushed it up here and there to make it look good. And voila - here's the result;
Of course, a lot more work can be done on this one as far as the base regards as well as the roof, but it's just an example. I haven't tested it in game yet, but I'm sure it'll fit nicely with Olympias ever so growing and expanding business area downtown...
//Edit to add;//
The building below is obviously much taller in reality, but I think this is an acceptable middle-way if wanting to use "skyscrapers" in TTDLX. The key - in my opinion - is that these buildings needs a 2x2-tile to look great, and at least a 1x2 tile as a minimum, preferably greater if possible.
One problem with TTDLX is that structures cannot be to tall, (if it's indeed a problem ), and in my opinion creating skyscrapers or highrises placed on a 1x1 base doesn't do them justice compared to ordinary TTDLX buildings. With the example below I simply grabbed a SC3KU/WE building and resized it to a suitable level, then shortened it, (due to height restrictions in TTDLX), and brushed it up here and there to make it look good. And voila - here's the result;
Of course, a lot more work can be done on this one as far as the base regards as well as the roof, but it's just an example. I haven't tested it in game yet, but I'm sure it'll fit nicely with Olympias ever so growing and expanding business area downtown...
//Edit to add;//
The building below is obviously much taller in reality, but I think this is an acceptable middle-way if wanting to use "skyscrapers" in TTDLX. The key - in my opinion - is that these buildings needs a 2x2-tile to look great, and at least a 1x2 tile as a minimum, preferably greater if possible.
Last edited by SAC on 29 Feb 2012 10:07, edited 1 time in total.
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Re: [WIP] INFRA by SAC
Beautiful!
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Re: [WIP] INFRA by SAC
are you aware that sprites cannot be higher than 256 pixels?
Re: [WIP] INFRA by SAC
....which is why it's noted "a test" just to illustrate a previous discussion... However, my second and more re-worked version is within the height limits and works great in game.Eddi wrote:are you aware that sprites cannot be higher than 256 pixels?
Still, it should be noted that even though SC3KU/WE is an isometric game following the isometrical view of TTDLX, these buildings aren't obviously made for TTDLX, thus requiring quite some work to adapt to the TTDLX-style - in the event someone think of this as a project to pursuit. A perhaps better solution is to use BAPlus and create buildings with less details and simplified graphics for a better outcome when re-scaling the structures. The advantage of using BAPlus is that it is very simple, and have you ever played with lego you know exactly what to do...
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Re: [WIP] INFRA by SAC
Please upload you trees (excellent art) to online content
Not stolen trees, but testw.grf with arctic set
Not stolen trees, but testw.grf with arctic set
Re: [WIP] INFRA by SAC
There should be a link somewhere to the testw.grf... Check inside George's ECS-thread...ForLostContent wrote:Please upload you trees (excellent art) to online content
Not stolen trees, but testw.grf with arctic set
Continuing my landscaping process in Olympia I got myself some more water downtown. And what better than to place a genuin old Swedish Castle in there...
It's based on a real castle in Sweden, and while it was rather easy to create, (both with and without a descent model to work from), the most difficult part was the roof... But with the help of some trcik with my paint program I think it turned out pretty well... At least it looks good in Olympia with all the outdoor café's and marinas close-by... Have some minor details I need to work on, but overall I'm happy with the outcome...
Last edited by SAC on 29 Feb 2012 10:07, edited 1 time in total.
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Re: [WIP] INFRA by SAC
Beautiful as always!
I seem to remember you were looking for someone to help with all the construction stages and snowy versions of sprites, did you find anyone?
I seem to remember you were looking for someone to help with all the construction stages and snowy versions of sprites, did you find anyone?
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Re: [WIP] INFRA by SAC
Sorry for inaccuracy english, i ment I would very like to see your grf in server game: other grfs may have replaces but your is unique
Though you stolen trees are already online, hope you are ok with "bananas"
Placed "testw.grf" name for being concrete: only they can work in arctic
Really hope for your upload
Though you stolen trees are already online, hope you are ok with "bananas"
Placed "testw.grf" name for being concrete: only they can work in arctic
Really hope for your upload
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Re: [WIP] INFRA by SAC
that would be very very nice to place near watertile with that edge, though canals give ugly finishing, so im curious how you will place it in your game
Re: [WIP] INFRA by SAC
George volunteered a long time ago, bu so much of the set wasn't finished at that time. Still, finished or not it sure is time to catch up with construction stages and snowy versions though... Why? Interested?Zephyris wrote:Beautiful as always!
I seem to remember you were looking for someone to help with all the construction stages and snowy versions of sprites, did you find anyone?
Since before I already have permission to use Zimmlocks and Oz construction stages - which I'm sure can be used to some extent...
I don't use neither of those .grf's myself so I'm not entirely sure where I might have one. If anyone can provide me I'll see if I can upload it to the bananas...ForLostContent wrote: Really hope for your upload
It's already in place in front of the business district, downtown Olympia - which btw is going through a huge facelift... And I don't use tha canal tiles, but the water tiles... Looks bl...y good...ZxBiohazardZx wrote:that would be very very nice to place near watertile with that edge, though canals give ugly finishing, so im curious how you will place it in your game
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Re: [WIP] INFRA by SAC
I would love to help, and I think I should get a good chunk of time to do so in about a months time or so... It would be great to help you get these graphics to a state where you are happy to release them for everyone to enjoy.SAC wrote:George volunteered a long time ago, bu so much of the set wasn't finished at that time. Still, finished or not it sure is time to catch up with construction stages and snowy versions though... Why? Interested?Zephyris wrote:Beautiful as always!
I seem to remember you were looking for someone to help with all the construction stages and snowy versions of sprites, did you find anyone?
Re: [WIP] INFRA by SAC
Great!
Let's continue this discussion in about a month or so then, and we'll see where to go from there... - although I'm not sure about the general interest in INFRA anymore... possibly because it has taken a lot of time to work with, but people need to understand that working on something that has continued to grow all the time - and working alone - DO take time... 'cause it's not like I have a real life to attend to, right?
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Re: [WIP] INFRA by SAC
Not sure about the general interest in INFRA?!! Wouldn't surprise me, at all, if this was the most downloaded .grf available, when released.SAC wrote:
Great!
Let's continue this discussion in about a month or so then, and we'll see where to go from there... - although I'm not sure about the general interest in INFRA anymore... possibly because it has taken a lot of time to work with, but people need to understand that working on something that has continued to grow all the time - and working alone - DO take time... 'cause it's not like I have a real life to attend to, right?
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Re: [WIP] INFRA by SAC
I might as well say it here:
@SAC you do realise that simuscape is not working?
@SAC you do realise that simuscape is not working?
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Re: [WIP] INFRA by SAC
Of course, attachedSAC wrote:Zephyris wrote:Beautiful as always!
I don't use neither of those .grf's myself so I'm not entirely sure where I might have one. If anyone can provide me I'll see if I can upload it to the bananas...
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Re: [WIP] INFRA by SAC
grf wonderful when it will be ready to download?
Re: [WIP] INFRA by SAC
I've developed a snippet of nfo code for newobjects that detects the season (summer or winter) or the climate and displays the appropriate terrain (ground tile) respectively. It should be easy enough to match this up with seasonal graphics, so if some snowy SAC sprites should become available, send them to me and I'll see how they work out.Zephyris wrote:I would love to help, and I think I should get a good chunk of time to do so in about a months time or so... It would be great to help you get these graphics to a state where you are happy to release them for everyone to enjoy.SAC wrote:George volunteered a long time ago, bu so much of the set wasn't finished at that time. Still, finished or not it sure is time to catch up with construction stages and snowy versions though... Why? Interested?Zephyris wrote:Beautiful as always!
I seem to remember you were looking for someone to help with all the construction stages and snowy versions of sprites, did you find anyone?
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Re: [WIP] INFRA by SAC
There is definately interest in INFRA! This is especially true in OpenTTD (where I play) where newObjects are now available, features like newTracks are pushing what customisation is possible and town building grfs can be beautiful and richly coded...SAC wrote: - although I'm not sure about the general interest in INFRA anymore... possibly because it has taken a lot of time to work with, but people need to understand that working on something that has continued to grow all the time - and working alone - DO take time... 'cause it's not like I have a real life to attend to, right?
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