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Re: [Big Project][32bpp] BrickLand Climate
Posted: 23 Aug 2007 21:14
by XeryusTC
TrueLight wrote: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?
Do you want them to be stuck in one place?
Re: [Big Project][32bpp] BrickLand Climate
Posted: 23 Aug 2007 23:56
by Andreander
'BrickLand' water should be like a pile of random blue colored blocks (or bricks if you prefer)..
Think something like this:
http://www.inkycircus.com/jargon/images/lego_bricks.jpg
Might be hard to make though
Re: [Big Project][32bpp] BrickLand Climate
Posted: 24 Aug 2007 00:26
by athanasios
TrueLight:
Darker red and grey on you first post look better. In other posts grey looks washed out. I suggest to make a little lighter the grey of first post but not so much. Studs on sea may look nice but don't make sense. A transparent tinted sea (Locomotion) would be better but we will have to wait for long for such a feature to be implemented in OpenTTD. I like very much the color you chose for the sea. I suggest a normal sea (without studs) with this color.
Re: [Big Project][32bpp] BrickLand Climate
Posted: 24 Aug 2007 10:05
by Ben_K
I think just make the water smooth tiles without the 'bumps' in the top.
Truelight - those pictures look very impressive. Good Work Wolf

Re: [Big Project][32bpp] BrickLand Climate
Posted: 24 Aug 2007 10:18
by Tom0004
Ben_K wrote:I think just make the water smooth tiles without the 'bumps' in the top.
thats what i was thinking but when doin som research, and digging in my memorys as a kid,
i realised that you could get lego mats, in with you could build castles and such, same with the lego sets, that you were building ships, you got a lego mat of blue to simulate the sea
as can be seen in this link
http://cache.lego.com/upload/contentTem ... 22067A.jpg
so i now think you have done an excellent job, well done to all involved

Re: [Big Project][32bpp] BrickLand Climate
Posted: 24 Aug 2007 11:04
by Roujin
@0004tom:
well that's true, but the point is that vehicles are supposed to
move over these blocks, and that might seem a bit weird if there are bumps on it.
The roads and rails won't have bumps on them either.
I like Andreander's idea of a huge random pile of bricks as an ocean

though that may be hard, if not impossible, to make with decent looks

Re: [Big Project][32bpp] BrickLand Climate
Posted: 24 Aug 2007 12:08
by Ben_K
Tom - Thats true and (despite it being a sad admission) I do know there are blue mats. I think the shot Truelight did was great but can see why people may want a difference between the land and see surface. Personally, Im quite happy with the sea as Truelights pic shows.
As for vehicles moving on it... I think we can *imagine* our way round that. I guess its up to Wolf really.
Re: [Big Project][32bpp] BrickLand Climate
Posted: 24 Aug 2007 13:49
by AlienDNA
I think that the pile'o bricks-style suggested for the sea might be a bit hard to draw on this resolution. Therefore I prefer the way Truelight made it. Sure, it looks funny, but when you look at it for a while, it actually fits. It gives the entire landscape a more brickland-like feeling, and that's good. Just imagie the original toyland edges still showing being bricks too, and it may look pretty nice even!
Re: [Big Project][32bpp] BrickLand Climate
Posted: 25 Aug 2007 04:44
by Ben_Robbins_
I had a little free time this evening, so made a handful of the most common bricks, if these are of any use to anyone you can use them.
Re: [Big Project][32bpp] BrickLand Climate
Posted: 25 Aug 2007 11:12
by G.A.S
While I can see the advantage of having a brick like sea, it seems to me that LEGO ships has always used water to simulate the sea, as is seen on the
box art.
For non-float able ships
[1][2][3], on the other hand, no studs were used, or used only to a limited degree.
[4]
I recommend using a second GRF for the sea, or to use GRF parameters, to give users a choice.
Regards, G.A.S
Re: [Big Project][32bpp] BrickLand Climate
Posted: 25 Aug 2007 13:57
by Mchl
I'm not sure if there is an eqivalent of oil rigs in toyland, but I suppose, that when new industries are finished, it will be possible. My point is, maybe use 'flat' sea except for under oil rigs.
Re: [Big Project][32bpp] BrickLand Climate
Posted: 26 Aug 2007 05:09
by athanasios
That would look odd.
As for your suggestion about oil rigs it is nice. They will produce cola like the cola wells.

Re: [Big Project][32bpp] BrickLand Climate
Posted: 27 Aug 2007 01:56
by TrueBrain
And hereby I attach my grass-tileset for brickland

It is rendered via Blender, and it is nearly perfect. The lighting is awful, but I suck in that, and couldn't get it better. If anyone can, please, do it

I will attach the .blend file too, just as reference.
Unpack the .tar.bz2 in your bin/ dir (or where ever your openttd executable is). It will create data/sprites/trgtr for you. Run OpenTTD with '-b 32bpp-simple' to see the result
Many tnx to Ben_Robbins_ for the lego mesh
To get all the images, just press Anim in Blender, and it creates 19 images. Your job to put them in the right order
Code: Select all
0001.png /57.png
0002.png /69.png
0003.png /66.png
0004.png /60.png
0005.png /63.png
0006.png /61.png
0007.png /65.png
0008.png /58.png
0009.png /59.png
0010.png /72.png
0011.png /74.png
0012.png /73.png
0013.png /75.png
0014.png /68.png
0015.png /64.png
0016.png /71.png
0017.png /70.png
0018.png /67.png
0019.png /62.png
This is the correct mapping

Let me know what you guys think of it!
Re: [Big Project][32bpp] BrickLand Climate
Posted: 27 Aug 2007 09:18
by Zephyris
Very nice! A few comments;
* Lightings good, why do you want to change it? (although may not be suitable for buildings)
* Studs seem slightly too short
* Nudge horizontal stud size so they line up to pixels once rendered (adds more clarity)
I would try this myself but i have no clue how animation in blender works :S
Re: [Big Project][32bpp] BrickLand Climate
Posted: 27 Aug 2007 10:04
by TrueBrain
Zephyris wrote:Very nice! A few comments;
* Lightings good, why do you want to change it? (although may not be suitable for buildings)
* Studs seem slightly too short
Exactly the problem with lighting
Zephyris wrote:
* Nudge horizontal stud size so they line up to pixels once rendered (adds more clarity)
Sorry, I truly don't follow you here.
Zephyris wrote:
I would try this myself but i have no clue how animation in blender works :S
At render tab, just hit Anim to generate them all. And to move between animation, use the < > around the '1' when you first load .blend. There are 19 frames. Easy as that

Re: [Big Project][32bpp] BrickLand Climate
Posted: 27 Aug 2007 11:26
by Jupix
I think it was better without gridlines...

Re: [Big Project][32bpp] BrickLand Climate
Posted: 27 Aug 2007 18:48
by G.A.S
Jupix wrote:I think it was better without gridlines...

I agree, the gridlines seem to be a bit distracting, with the studs, the tiles seems to be too "busy".
The darker green, however seems to be a lot easier than the previous light green - it seems more realistic (i.e. as the real bricks would) and has less of a Toyland feeling.
Regards, G.A.S
Re: [Big Project][32bpp] BrickLand Climate
Posted: 28 Aug 2007 00:47
by Renton
I know it's a long way off yet but can I suggest that the timeline start from 1934 (the first year Lego bricks were produced) and the vehicles and buildings of each age reflect the bricks available at that time?
For example: one of the first trains would be blocky like
this set from 1970 going right through to modern sets with new smooth bricks like
this one featured on the 'Loco' PC game
Love this project, I hope it makes it all the way! PS my vote is for no studs on water tiles
Re: [Big Project][32bpp] BrickLand Climate
Posted: 28 Aug 2007 16:42
by AndersI
Renton wrote: can I suggest that the timeline start from 1934 (the first year Lego bricks were produced)
There were no plastic Lego bricks until 1949 - prior to that Lego produced wooden toys.
Re: [Big Project][32bpp] BrickLand Climate
Posted: 28 Aug 2007 19:05
by cmoiromain
for the water, you could have an animation of studs moving up and down like waves. It's just a suggestion, I don't have a clue what it might look like... I guess it would be too distracting for the eyes, or that it would look weird. But if anyone feels like trying to see...