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Posted: 21 Nov 2004 14:49
by lucaspiller
That should probably make it look better, I might also try and add a bit more detail to make it more wrench like (it is quite hard with a 28x28 piccy though).
Can someone with a really big resolution (>1280x1024) tell me what it is like for them?
Posted: 21 Nov 2004 16:36
by MeusH
mdhowe wrote:The style is really good but maybe make the handle of the wrench a bit thinner. Good work!
Agree! Great job on this!
BTW are you incorporate with Altaken?
http://doug.mudpuddle.co.nz/albums/ottd ... rails2.jpg
http://doug.mudpuddle.co.nz/albums/ottdwip/on_off.jpg
Posted: 22 Nov 2004 06:03
by Alltaken
Hey lucaspiller. the graphcis are of an ok size.
however i think they need to be slightly more defined, OR spaced out further.
the current spacing/definition/colour (whole package) makes them feel rather joint and hard to push (in a hurry) (1600x1200 monitor that is)
also if you look at mozilla firefox with its buttons in the top toolbar, i feel the buttons can be about the same size as them (which they are pretty close to)
colouring is a very important factor too.
i do ergonomics as one of my papers at university, and colours is an important factor in interface design.
red, and orange are warning colours. so should be used in association with buttons that are "dangerous" i.e. dinamite, quit, stop..... fast forward (orange perhaps)
green, as with traffic lights is a safe colour, so "normal speed", "open" "build"... are perhaps green. (normal speed at least)
blue could be used for somthing like pause, it is a fairly neutral colour (not assigned with much traditionally except for cold)
yellow is a safe colour, it comes forwards more than most other colours on your screen.
purple is an attention colour, its neither a warning, safe, or calm colour, it will always pop out heaps and demand attention, although it may be damn annoying.
not to focus on it more than necisary but firefox has it all well defined with colours. back/forwad are green, refresh is blue, stop is red, and home is yellow.
currently your buttons are grey on a blue background. personally from an idea POV i think that colours could make things more ergonomic. so i think you have two options (perhaps more. i dunno)
A) grey logos, on coloured squares. this would define different toolbars well, i.e. the construction button may be yellow, once pressed it might open up a yellow toolbar with the various transport types, which then open a further yellow toolbar with the action logos in it, i.e. tracks, depots.... over an entire screen different settings would be visually distinct.
B) coloured logos on a grey background. all windows, toolbars... are the same grey, or a set of different shades of grey. the logos on it are then coloured to fit with the natural ergonomic principals.
IMO neither option is necisarily supperior to the previous.
visual style of the buttons, 2d or 3d?
A)i rather like the idea of VERY 2D interface/toolbars which would contrast the 3d(isometric) landscape, but with 3d, or shaded tool icons (like now kinda, or like firefox again LOL).
B) a VERY 3D toolbar with 2D icons on it. more like the current design, and more like a button you might fond on your keyboard.
i just don't think that 3d buttons with 3d icons would work very well, nor do i think that 2d buttons with 2d icons would work well.
again i am not judging which is best of the two (i know how i would do it, but my way is never the only way)
to the coders, i would defintaly like a system where i can clip the toolbars into the header of the page or somthing, so i can have constructions options ALL on my screen at once, i.e. build tracks, airports, roads... all at the same time.
Lucaspiller, if you want more feedback or want to show me some pics for crit then i am always glad to do so. i have been involved with crit sessions at my uni for 2 years, so try to be objective and constructive.
Alltaken
Posted: 22 Nov 2004 14:43
by MrFrans
I hope this is the right thread for this, all these thread about Graphics replacment have more talk then graphics.
Ok, i have made a start with a new train depot for the current graphics engine. I have only done the 2 front sides so far.
I would like to hear your opinions and praises.

Posted: 22 Nov 2004 14:46
by Purno
The roof and the windows look really good, IMO. But the walls itself... could use more shading, IMO.
Posted: 22 Nov 2004 15:07
by MrFrans
He, thanks purno.
I will make the walls a darker shade of grey, and see how it looks.
Posted: 22 Nov 2004 15:55
by MeusH
I agree with Purno, the roof and glasses are really good, but the wall is "too clean" I think
btw how do you use more colors in OTTD? I haven't tried, but heard there is possible to use only TT palette...
Posted: 22 Nov 2004 15:57
by Prof. Frink
AFAIK, the enhanced graphics are not ready yet, so for now the TTD palette will have to do.
Posted: 22 Nov 2004 15:58
by Korenn
MrFrans wrote:He, thanks purno.
I will make the walls a darker shade of grey, and see how it looks.
I think purno meant more texture, not shading... as MeusH says, they look too plain at the moment.
Posted: 22 Nov 2004 16:00
by mdhowe
They look great MrFrans, but I also think that the walls look too bright or something.
Another thing, could you also update the wiki page when doing new graphics so that we can keep track of the work being done and so no-one duplicates work.
http://wiki.openttd.org/index.php/Graphics_Development
Posted: 22 Nov 2004 16:16
by MrFrans
Thank you for your comments,
I will try to make the walls less clean, more textured.
@mdhowe: I've updated the wiki.
Posted: 23 Nov 2004 02:13
by Sanchimaru
Korenn wrote:I think purno meant more texture, not shading...
No, actually the shading shall be fixed too: in the \ view the shading is the opposite it should be. It's because you first drew the / view and then mirrored it.
Note that the shading in the roof is correct in both views
But it looks quite nice, go on with it!
Posted: 24 Nov 2004 15:51
by MrFrans
Well, have improved the Depot. Tried to make it less clean and more textured.
I also draw the backsides. I tried to make the back look more interresting, and i thought it went quite well. But when i look at it in game, i think it looks to much like a normal House.
What do you guys think?
Posted: 24 Nov 2004 16:07
by ThorRune
The windows look kinda wierd.
Posted: 24 Nov 2004 18:01
by Joker
MrFrans wrote:Well, have improved the Depot. Tried to make it less clean and more textured.
I also draw the backsides. I tried to make the back look more interresting, and i thought it went quite well. But when i look at it in game, i think it looks to much like a normal House.
What do you guys think?
Looks nice, but you're right that it looks like a normal house. I think it should be even more dirty, it's too "white" or "clean"... ya know, trains going in and out all the time, smoke, oil, etc.
Maybe try the "plain" back wall, without doors or windows... but dirty.
Posted: 24 Nov 2004 18:17
by Villem
While we are on subject of depots, maintenance buildings would be nice..and depot should be lenght of the train its servicing or can be longer..otherwise the servicing should take proportionally longer.
Posted: 24 Nov 2004 21:16
by octothorp
ThorRune wrote:The windows look kinda wierd.
My two cents on the windows: they look a little too clear and reflective. In an isometric view, if the windows were indeed reflective, they'd show the ground below. These look like they're reflecting the sky. You can get around this by making the windows diffuse the light rather than reflect it. Darken the colours a bit and use a tiny gradient repeated on each window, rather than a single gradient across all of them. Just a suggestion. Anyway, they're looking good overall! Keep it up.
Posted: 24 Nov 2004 21:38
by MeusH
I really like it!
Now I see more texture on the wall, but as octothorp said, the reflection should be ground, I think.
Good job!
Posted: 25 Nov 2004 17:28
by octothorp
I posted this in the wrong thread before, so here it is again, my first sketch at doing a lighthouse. I think the tower needs more dithering, and then the top needs animation, and I need to replace the grass to reflect the non-copyrighted version (or should it be transparent without grass?)
Posted: 25 Nov 2004 18:36
by MeusH
Only tiles that are not the lighthouse base should be transparent
So, only tile you need to paint with grass\stone should be lighthouse base.