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Posted: 08 Jul 2007 09:01
by Wolf01
the offsets are wrong, the tiles doesn't have the correct lightning and they should be all cropped so is easy to add the offsets
i think that there is really more work to do now than before :/
Posted: 08 Jul 2007 11:41
by Zephyris
I'm up for doing lots more on it, so thats ok!

- What sizes do you think the tiles should be cropped to? They won't fit into the original graphics sizes.
- Offsets can be fixed
- Shading can be added and improved. Is the basic look of the bricks ok?
- Do you think it needs grid lines?
Posted: 08 Jul 2007 12:21
by EirikhO
I R like
This means.... better easters here on TT-Forums!....? :s
Posted: 11 Jul 2007 22:54
by TrueBrain
Zephyris wrote:I'm up for doing lots more on it, so thats ok!

- What sizes do you think the tiles should be cropped to? They won't fit into the original graphics sizes.
- Offsets can be fixed
- Shading can be added and improved. Is the basic look of the bricks ok?
- Do you think it needs grid lines?
What he most likely meant was, that your sprite-sizes do not match the size of the original graphics, so we can't use the offsets that was used there (I tried, it is correct for some part, but fails on others). Either we need to find the correct offset for each sprite by hand (which is what normally happens anyway), or you need to make your sprite-images of the same dimensions as the original
Anyway, the result looks pretty good

Slowly we are getting there I guess

Posted: 12 Jul 2007 07:41
by Zephyris
I think i made a mistake drawing the sloped ground tiles, and they all need to be raised by 2 px, which would allow the use of the existing offsets.
Shading-wise dhould I shade the overall slope to higlight the ground shape? At the moment the shading is "realistic", that is every brick is correctly shaded as an individual. Shall I add shading over the top of that to generally darken south/west facing slopes and lighten north/east slopes? It would really emphasise the terrain shape.
I also think im going to add a diffuse shadow around the base of each building...
Re: [Big Project][32bpp] BrickLand Climate
Posted: 15 Jul 2007 13:14
by Wolf01
after a long think, i made a little preview of the road going uphill
tell me what do you think about it
Re: [Big Project][32bpp] BrickLand Climate
Posted: 15 Jul 2007 17:10
by G.A.S
Wolf01,
I am very impressed by your work, the road is quite nice. A smooth surface is
required for the road surface. It will help though if the lines (paint on the road) are smooth. Please see the anti-aliasing example at
Wikimedia Commons for an example of what I mean.
Keep up the good work!
Regards, G.A.S
[Edit: Grammar]
Re: [Big Project][32bpp] BrickLand Climate
Posted: 22 Jul 2007 17:18
by Wolf01
here is the new brick road, is a wip, the bends should be rounded and i must finish to draw the plain tiles (i focused my efforts in the sloped roads) to highlight the borders a bit more
the final state will be like the road during the time flow: the new road have the asphalt black with yellow "work" lines and the borders of cleared land, the older roads will be grey with darker lines left by tyres (or is tire? i found both translations), white lines and grassy/concrete borders and the studs on borders
what do you think about this idea?
about the antialiasing, is a bit hard to do for me, because i use paint... and i like neat edges

Re: [Big Project][32bpp] BrickLand Climate
Posted: 22 Jul 2007 19:37
by skidd13
Wolf01 wrote:about the antialiasing, is a bit hard to do for me, because i use paint... and i like neat edges

I like AA, so what about this?
Re: [Big Project][32bpp] BrickLand Climate
Posted: 22 Jul 2007 19:42
by athanasios
skid: It is better. Only sloped tiles need better AA.
But, never mind about anti-aliasing at this stage. It can be added after you finish inasmuch as adjusting colors, shadows adding details.
And it is a big job you have undertaken. My best wishes.
Re: [Big Project][32bpp] BrickLand Climate
Posted: 22 Jul 2007 19:46
by skidd13
athanasios wrote:skid: It is better. Only sloped tiles need better AA.
True, but for ~5 min it's ok.
Re: [Big Project][32bpp] BrickLand Climate
Posted: 22 Jul 2007 20:34
by athanasios
You are top. In 5min I cannot even start Photoshop and paste the image.

Re: [Big Project][32bpp] BrickLand Climate
Posted: 23 Jul 2007 07:45
by Zephyris
I really like those!
Re: [Big Project][32bpp] BrickLand Climate
Posted: 23 Jul 2007 08:32
by bobingabout
i think you need to add a little more road to those road end tiles.
Re: [Big Project][32bpp] BrickLand Climate
Posted: 23 Jul 2007 09:20
by skidd13
Slopes are better now. And the road end tiles are also fixed.
Re: [Big Project][32bpp] BrickLand Climate
Posted: 23 Jul 2007 19:05
by G.A.S
skidd13 wrote:Slopes are better now. And the road end tiles are also fixed.
That is about what I had in mind; but you beat me to it.
Re: [Big Project][32bpp] BrickLand Climate
Posted: 24 Jul 2007 03:19
by athanasios
I suppose bobingabout had something like this in mind:
(Sorry for the quick <5min dirty work.)
Re: [Big Project][32bpp] BrickLand Climate
Posted: 24 Jul 2007 07:47
by Wolf01
don't be so anxious for this set, I'm keeping good your suggestions, but i need a very large ammount of time to draw them

Re: [Big Project][32bpp] BrickLand Climate
Posted: 25 Jul 2007 00:22
by athanasios
At your ease.

Re: [Big Project][32bpp] BrickLand Climate
Posted: 25 Jul 2007 08:05
by bobingabout
athanasios wrote:I suppose bobingabout had something like this in mind:
(Sorry for the quick <5min dirty work.)
yer, like that.