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Re: [Big Project][32bpp] BrickLand Climate

Posted: 25 Jul 2007 09:34
by kilo.dollar
Hope I am not spoiling the good work, but I like road with white lines. That's what I'm used to. Can I be accommodated?

Re: [Big Project][32bpp] BrickLand Climate

Posted: 25 Jul 2007 19:00
by Wolf01
ok, here is the road how will look when "old", it is still a WIP and it needs a lot of work to be complete, so don't complaint about lines which do not match and the miss of antialiasing, both will be there in "teh finalll versioonn!"

Re: [Big Project][32bpp] BrickLand Climate

Posted: 25 Jul 2007 23:51
by athanasios
I suggest to remove the studs to look better. They are equaled to vegetation and road cuts through them. Currently their appearance can confuse someone to think that the road is over them. I wouldn't recommend that even though we tend to build in real Legos not to dig. If this is not the case also check the alignment of the roads.

Re: [Big Project][32bpp] BrickLand Climate

Posted: 26 Jul 2007 10:48
by Wolf01
well known suggestions, as these tiles are only an overlay of the road on a base tile to see how it looks, when i'll work on them i'll clean them to look like the bends

Re: [Big Project][32bpp] BrickLand Climate

Posted: 27 Jul 2007 01:49
by athanasios
:] : Hope you don't mind I am posting here often. It is a pity this is practically the only '32bpp graphics for trunk' thread that is alive. I am somewhat :roll: . I was thinking that with 32bpp in trunk more artists would have an incentive to draw but it is the opposite.

Re: [Big Project][32bpp] BrickLand Climate

Posted: 27 Jul 2007 11:08
by XeryusTC
athanasios wrote::] : Hope you don't mind I am posting here often. It is a pity this is practically the only '32bpp graphics for trunk' thread that is alive. I am somewhat :roll: . I was thinking that with 32bpp in trunk more artists would have an incentive to draw but it is the opposite.
You can always become an artist yourself :roll:.

Re: [Big Project][32bpp] BrickLand Climate

Posted: 27 Jul 2007 23:56
by athanasios
Yep. I will follow your great example of services in OpenTTD 32bpp 64 tileset art. :mrgreen:
(Don't take it seriously, I am joking.) :lol:
I 'd better spare some time and revive my little project...

Re: [Big Project][32bpp] BrickLand Climate

Posted: 14 Aug 2007 12:10
by Wolf01
a little up to inform that I don't left the project, i'm only trying to draw a bit of antialiasing for the road lines and fixing the alignment glitches, this will take a lot of time because i'm thinking about redrawing a little the roads (i don't like so much the circular dead-end and the lanes seem to be of different width cause the lines are not in the right position, but if i move them, they won't fit good with the sloped roads which are almost complete)

Re: [Big Project][32bpp] BrickLand Climate

Posted: 14 Aug 2007 23:39
by athanasios
At your ease! :|

Re: [Big Project][32bpp] BrickLand Climate

Posted: 22 Aug 2007 07:59
by bobingabout
hmmm... pixel art... i'm starting to like this stuff.

Re: [Big Project][32bpp] BrickLand Climate

Posted: 22 Aug 2007 22:03
by TrueBrain
Okay, I wanted to test the 32bpp stuff, and if it worked like I expected it to, so I took the brickland tiles of Wolf01 (with his permission ;)), and converted them a bit. Tiles now diffuse to each other, and the result looks pretty nice if you ask me :) I just took 3 tiles (grey, red and green flat file) to test this. Let me know what you think ;)

Tnx Wolf01 for the biggest job of this all (the 16 round-thingies on top of the tiles).

Re: [Big Project][32bpp] BrickLand Climate

Posted: 22 Aug 2007 23:43
by athanasios
TrueLight wrote:Let me know what you think ;)
It is very nice! :]
TrueLight wrote:Tiles now diffuse to each other
Certainly it is cool, still we should consider lower end hardware (like mine :wink: ) that don't make it well with too much alpha on the screen. So I suggest whenever we have new graphics to make two sets to choose from. The second with blending where necessary only (e.g. lighthouse) and not everywhere (e.g all roofs).
EDIT: As I look at it repeatedly it is so cool! I may get into the temptation to go and buy new hardware...

Re: [Big Project][32bpp] BrickLand Climate

Posted: 23 Aug 2007 00:31
by Ben_Robbins_
That's rather nice. The contrast is good, and the tiling hasn't had the dizzying effect that I expected, and that Toyland is renowned for.

Re: [Big Project][32bpp] BrickLand Climate

Posted: 23 Aug 2007 00:46
by XeryusTC
athanasios wrote:still we should consider lower end hardware (like mine :wink: ) that don't make it well with too much alpha on the screen.
Every 32 bit card should do well with alpha.

Re: [Big Project][32bpp] BrickLand Climate

Posted: 23 Aug 2007 15:37
by TrueBrain
Some other pics

Re: [Big Project][32bpp] BrickLand Climate

Posted: 23 Aug 2007 16:21
by Tom0004
does the sea have to be lego based ? or can you not just use the orignal sea ?

i think it doesn't look right thats all.

good work tho people :wink:

Re: [Big Project][32bpp] BrickLand Climate

Posted: 23 Aug 2007 17:48
by DJ Nekkid
i agree! the lego'ed water seems a tad wierd... should be pretty plain blue :)

Re: [Big Project][32bpp] BrickLand Climate

Posted: 23 Aug 2007 18:55
by Wolf01
0004tom wrote:does the sea have to be lego based ?
yes


TrueLight: very good work with these sprites :)

Re: [Big Project][32bpp] BrickLand Climate

Posted: 23 Aug 2007 20:29
by XeryusTC
Water in Lego is usually not buildable, so there should be no studs on it.

Re: [Big Project][32bpp] BrickLand Climate

Posted: 23 Aug 2007 21:12
by TrueBrain
XeryusTC wrote:Water in Lego is usually not buildable, so there should be no studs on it.
And then how do you place ships on the water?