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Re: Kamnet's Sprite Sandbox
Posted: 11 Apr 2012 14:39
by Supercheese
Emperor Jake wrote:I would be happy to include a trailer park in the Housing as Industries set. Just one thing: The mobile home looks a little wide, is that intended?
The NewGRF would also somehow have to differentiate between trailer parks and apartment complexes. Trailer parks should appear in small towns, while apartments in larger towns. I think that can be done, I just have to figure out how to code it. Should they also be allowed to be built far away from towns?
Around my area, there are several outside the city limits, but none that are too far away (well, those that are would belong to the next town over

). In OTTD, it would be fine to have them outside cities, but it would look silly if there weren't any roads leading to them, so maybe require adjacent road(s)?
Re: Kamnet's Sprite Sandbox
Posted: 11 Apr 2012 15:45
by kamnet
I've envisioned these to be packed 2-3 to a single tile. There normally isn't a lot of land between them, normally only enough to include a small area to park a vehicle, but considering the very inconsistent scale of vehicles to buildings, I don't think it's worth the bother to try to include that detail.
Ideal places to put them would be in towns with low population (under 10,000), on the outskirts of larger towns, near industrial areas that are far away from towns, near major highways, and in rural areas that have a road which connect larger population.
Inside small towns, they function as inexpensive rental property, and should eventually be replaced by apartments and small homes as the population grows. At the edges of towns they will replace farmland, as the farms are pushed further away from the expanding city, and they would be more permanent, eventually growing into a suburban district. In rural areas, highways or industry, they're often permanent fixtures that are owned rather than rented due to the low cost of ownership of the building and property.
At least, that's how I envision it all. I could be completely mistaken on how it actually works best. All my sprites are public domain, so feel free to use and adapt them as you wish. My goal is to see artists and coders get inspired to do new things, not stamp my foot and throw a hissy fit because somebody didn't do as I say
I don't know if you could include both these and the industrial apartment complexes in the same industry pack if you went by my guidelines, though. My ideas may be impossible.
Re: Kamnet's Sprite Sandbox
Posted: 08 Dec 2012 09:28
by kamnet
supermop wrote:As depressing as it sounds to type this, a fast food set would indeed have a lot of interesting graphic potential. It could be based on real brands, or generic interpretations.
Not really had much time in the last year to do anything, but I'm wide awake and I said, eh, what the heck, let's throw together something new!

- bk.png (3.15 KiB) Viewed 5693 times
Re: Kamnet's Sprite Sandbox
Posted: 08 Dec 2012 10:06
by SquireJames
If there is a concern about real brands, you could always go down the Red Alert 2 route and have "McBurger Kong"

Re: Kamnet's Sprite Sandbox
Posted: 08 Dec 2012 10:10
by Supercheese
SquireJames wrote:If there is a concern about real brands, you could always go down the Red Alert 2 route and have "McBurger Kong"

[offtopic] "Flint Westwood"

[/offtopic]
Re: Kamnet's Sprite Sandbox
Posted: 08 Dec 2012 11:09
by kamnet
Already decided I wasn't happy enough with that, shifted some pixels around.

- bk2.png (3.25 KiB) Viewed 5652 times
Re: Kamnet's Sprite Sandbox
Posted: 08 Dec 2012 15:04
by SwissFan91
kamnet wrote:Already decided I wasn't happy enough with that, shifted some pixels around.
bk2.png
That looks good!
A few things:
- Shading on the dark asphalt and grass? Maybe you were going to do this later.
- The circle on the sign looks as though it is facing the camera whereas the sign on the same pole isn't. Should that be the case?
- Perhaps some more menus on the road so the drive-thru peeps know what to order?
Re: Kamnet's Sprite Sandbox
Posted: 08 Dec 2012 22:58
by kamnet
Yep, nothing is perfect yet. I may yet lighten up the parking lot just to make it more worn, or I may keep it darker just because I have a strange admiration for freshly-paved asphalt. After spending 15 minutes on the pole signage I gave up trying to make it look right. As far as the menu boards, those are almost always on the back side of the building, in this orientation you wouldn't be able to see them at all, although I did draw a crude blue streak next to the building to try to resemble the edge of one. Also, this may or may not be completely in TTD palette. I'm pretty much doodling more than anything.
Driving home from work this afternoon, I just happened to drive by the new "2020"-style Burger Kings and snapped some pics to make some models off of if I get froggy. I definitely want to make fully rotated views of these buildings.
Re: Famous Restaurants - BK 2000
Posted: 09 Dec 2012 09:53
by kamnet
So, one final shot at it and I think I'm happy with it as it is. Added some noise to the parking lot and grass. I also moved the building back just a little so I could put some more landscaping in the forecourt, and I widened the entrance so that the right-corner tile properly lines up with an adjacent road. I slightly modified the A/C and vents on the top of the building. I decided I can't be bothered with fixing the sign.

- bk3.png (3.98 KiB) Viewed 5521 times
Re: Famous Restaurants - BK 2000
Posted: 09 Dec 2012 11:13
by wallyweb
kamnet wrote: I decided I can't be bothered with fixing the sign.

I've been watching this as it grew. Well done. Don't worry about the alignment of the signs. Often, the top portion of these types of signs rotate and are seldom seen aligned with the bottom. There's an opportunity for a bit of animation here for a future version.

Re: Famous Restaurants - BK 2000-2010
Posted: 16 Dec 2012 07:58
by kamnet
OK, I couldn't resist tampering with this one more time. I passed another restaurant today and realized that I had the wrong style of sign, so I went back and made it look more like an square with rounded corners, and I think I fixed the viewpoint in the process. I also added a fenced-in dumpster in the back corner of the lot just to make it a little more interesting.
Re: Kamnet's Sprite Sandbox
Posted: 03 Dec 2015 12:18
by kamnet
So, hey, welcome back to my own self-inflicted graveyard of crappy sprites! What have I been up to the last few years? Absolutely nothing. But I got bored and curious enough that I thought I'd dust off what little skill I have and give a go.
Today I'm practicing on the lead vehicle of the
Hitachi Standard 500 Series monorail.
I took a spin at using Zepherys'
Pixeltool to start out. Highlight the code below to copy.
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And then I finished it off in Paint.NET.

- hitachi_standard_series_500.png (1.51 KiB) Viewed 4643 times
Probably not shaded well, probably needs more detail. I tried.
Re: Kamnet's Sprite Sandbox
Posted: 03 Dec 2015 13:32
by Sylf
Looks pretty good to me! A helluva lot better than anything I can do.
Re: Kamnet's Sprite Sandbox
Posted: 03 Dec 2015 22:53
by kamnet
I'm going to change it. I don't like the shortening in the / and \ views. It's not right. I may also want to dabble in going for 2x zoom. I don't know how much better I should get at making 1x sprites, though.
Re: Kamnet's Sprite Sandbox
Posted: 22 Jan 2016 15:34
by 3iff
Kamnet.
While digging around looking for graphics to 'acquire' for my attempt at an objects grf, I stumbled here and found your diner (above).
After a LOT of messing with sprite aligning (and I'm still not finished yet...!) here is a mock up of a potential addition to SPI v1.2 (still a work in progress). It's intended to be an industry that sits in a town and accepts food. I've been looking for an alternative to the existing grocers and this might do.
Just to show that stuff can get used eventually.
I forgot to add a station...it gets the name "Funfingwell City McBurger Diner"...I'm sure there's a better default name out there somewhere.

- Unnamed, 1st Jan 1930.png (117.04 KiB) Viewed 4408 times
Re: Kamnet's Sprite Sandbox
Posted: 22 Jan 2016 15:47
by kamnet
3iff wrote:Kamnet.
While digging around looking for graphics to 'acquire' for my attempt at an objects grf, I stumbled here and found your diner (above).
After a LOT of messing with sprite aligning (and I'm still not finished yet...!) here is a mock up of a potential addition to SPI v1.2 (still a work in progress). It's intended to be an industry that sits in a town and accepts food. I've been looking for an alternative to the existing grocers and this might do.
Just to show that stuff can get used eventually.
I forgot to add a station...it gets the name "Funfingwell City McBurger Diner"...I'm sure there's a better default name out there somewhere.
Unnamed, 1st Jan 1930.png
Sweet! You'll probably want to do some work to finish off the graphics (shading, palette, etc.). Have fun with it, good to see its serving a purpose!
Re: Kamnet's Sprite Sandbox
Posted: 22 Jan 2016 15:52
by wallyweb
3iff wrote:After a LOT of messing with sprite aligning (and I'm still not finished yet...!)
You might find
this little tool to be a help.

Re: Kamnet's Sprite Sandbox
Posted: 22 Jan 2016 15:54
by 3iff
I was hoping to avoid such an eventuality as I'm really hopeless at drawing. However, it does look a bit dark so I may have a go at making the roadway lighter.
I thought you would appreciate seeing your artwork 'in action'.
Wallyweb.
Thanks for that, I'll give it a go. This is my first real encounter with sprite aligning (and it's close to being the last). The ingame sprite aligner gives bad data (4* as I found from a previous post by you).
I'm much better at coding...but once I work out what I'm doing I might be more successful.
Re: Kamnet's Sprite Sandbox
Posted: 23 Jan 2016 07:53
by V453000 :)
The sprite aligner is probably made for x4 zoom at the moment, I honestly think it should be able to swap between the two modes. What I do is that I just make my x4 zoom sprites fit and then do divide the values by 4 to use x1 ... guess you can do the same even with only x1 from the start.
@Wallyweb, care to expand the tool to x4 zoom?

Re: Kamnet's Sprite Sandbox
Posted: 23 Jan 2016 16:50
by wallyweb
V453000 :) wrote:@Wallyweb, care to expand the tool to x4 zoom?

Eventually but its at the bottom of my todo list.