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Re: TARS Town Set [Progressing; coder found. New Poll 27/12/

Posted: 04 Jan 2013 22:51
by SwissFan91
Indeed, although progress is slower than it could be due to having to draw 5 snow transitions. (yes, I know I don't HAVE to).

Its a pity Yoshi chose to zoom in so far... the sprites aren't THAT good.

Re: TARS Town Set [Progressing; coder found. New Poll 27/12/

Posted: 05 Jan 2013 11:56
by boyercam
I would love to help you but I don't know how GRF's work.

Maybe I could help with texturing as that would be the easy for me (I think :? )

Re: TARS Town Set [Progressing; coder found. New Poll 27/12/

Posted: 06 Jan 2013 04:04
by kamnet
boyercam wrote:I would love to help you but I don't know how GRF's work.
It's never too early to learn! http://www.tt-wiki.net/wiki/NMLTutorial

Re: TARS Town Set [Progressing; coder found. New Poll 27/12/

Posted: 06 Jan 2013 09:53
by boyercam
kamnet wrote:
boyercam wrote:I would love to help you but I don't know how GRF's work.
It's never too early to learn! http://www.tt-wiki.net/wiki/NMLTutorial
Thanks, I'll have a go :D

In the meantime I drew up some sprites for an early gondola cabin
Image
I know its really terrible

Re: TARS Town Set [Progressing; coder found. New Poll 27/12/

Posted: 06 Jan 2013 13:27
by FLHerne
boyercam wrote:In the meantime I drew up some sprites for an early gondola cabin
It's huge and unpaletted, so probably isn't of use. OTTD sprites have to use only colours selected from either the DOS or Windows palette, and are never* more than a few dozen pixels in each direction (a gondola would be perhaps 16x10 pixels?).

You might want to look at the Graphics Tutorial, as well as the NML one. ;-)

*Possibly huge airships or big tower blocks can be, depending on how you interpret 'a few'... :P

Re: [UNIV] TARS Town Set development

Posted: 06 May 2013 20:55
by SwissFan91
This set is not dead - coding has begun and we have a fairly sizeable collection of sprites drawn. Here is something:
Football Pitch Tran 0.png
Football Pitch Tran 0.png (1.63 KiB) Viewed 9461 times
I would love some critique on. I know it lacks some shading but the fact it is meant to be artificial grass I didn't want to add as much noise as grass has. WRT the orange concrete layer - well OTTD lacks in the orange department!

Also - I have just realised they seem to be playing with a beach ball. I should probably sort that!

Re: [UNIV] TARS Town Set development

Posted: 06 May 2013 23:04
by Benny
This set is looking magnificent, color me impressed!

Re: [UNIV] TARS Town Set development

Posted: 03 Oct 2013 02:38
by Hans Kruzer
What would your opinion be if I were to draw the buildings in downtown Zürich? I understand most of the buildings now are to be for Alpine towns, and skyscrapers as such would be obsolete amongst the current buildings. I'm guessing you'd put'em in very large cities?

Re: [UNIV] TARS Town Set development

Posted: 03 Oct 2013 16:56
by Yoshi
Hi,

of course you can draw them.

It would be nice if they would not be the biggest skyscrapers ...

But modern city-buildings in alpine-style are welcomed of course :)

Yoshi

Re: [UNIV] TARS Town Set development

Posted: 03 Oct 2013 17:00
by kamnet
Like that building in the bottom-left corner of the photo?

Re: [UNIV] TARS Town Set development

Posted: 03 Oct 2013 18:04
by Yoshi
Yes, for example :)

Some mid-size buildings are ok as well :) (e.g. a smaller version of the builidn in center foreground)

Re: [UNIV] TARS Town Set development

Posted: 04 Oct 2013 04:29
by Hans Kruzer
Okay, A smaller sort of modern glass building and a large glass building that could resemble a shopping plaza, etc
I tried to scale it to the other larger buildings of the set, but I haven't added snow yet or the phases for construction :P
It is 2x1 tiles :D

Re: [UNIV] TARS Town Set development

Posted: 04 Oct 2013 05:00
by Yoshi
Hi,

thanks for drawing :)

Could you split it in two 1x1 sprites and put them in two templates?
blank template.png
blank template.png (7.78 KiB) Viewed 6600 times
Top four lines: Building in 4 construction stages (if you have no construction stages yet , please add the full building, otherwise it won't show ingame.)
Bottom four lines: Ground tiles for the four buildings (concrete or such things)
1. Column: 0/4 snow
2. Column: 1/4 snow
3. Column: 2/4 snow
4. Column: 3/4 snow
5. Column: 4/4 snow

Example:
TARS 1.png
TARS 1.png (11.31 KiB) Viewed 6600 times

Re: [UNIV] TARS Town Set development

Posted: 04 Oct 2013 06:59
by SwissFan91
I am more than happy to draw the snow stages if you wish. Therefore all we need are 2/3 construction stages and the transparent versions of these.

Re: [UNIV] TARS Town Set development

Posted: 04 Oct 2013 07:03
by planetmaker
SwissFan91 wrote:I am more than happy to draw the snow stages if you wish. Therefore all we need are 2/3 construction stages and the transparent versions of these.
You don't need a transparent version, if you provide a nice-enough ground tile (see TTRS houses).

Re: [UNIV] TARS Town Set development

Posted: 04 Oct 2013 21:41
by SwissFan91
I have somewhat rediscovered my love of drawing in the past week:

[EDIT] Added another one.

Re: [UNIV] TARS Town Set development

Posted: 05 Oct 2013 06:57
by YNM
Woah, sloped houses !

Re: [UNIV] TARS Town Set development

Posted: 05 Oct 2013 13:51
by SwissFan91
I have just edited it to add another one.
YNM wrote:Woah, sloped houses !
Yes indeed. It does mean, however, that the set does seem a little bare if you build a town on completely flat ground. Oh well.

I would love to get to the stage where I have enough sloped houses that I can disable foundations so you don't get the rather ugly look of flat houses jutting out of a hillside. Still, I'm not sure that's even possible..

Re: [UNIV] TARS Town Set development

Posted: 05 Oct 2013 15:31
by supermop
In that case, would it be possible to just have sloped and non-sloped versions of each house? I am actually not sure how this works currently - are there two separate sets of houses, and when the town expands it selects from one set or the other depending on the slope of the tile? Or are these houses normal, but with a custom foundation and ground sprite that looks likes a sloped garden? Can houses have custom foundations like stations?

Re: [UNIV] TARS Town Set development

Posted: 05 Oct 2013 15:43
by michael blunck
supermop wrote:Can houses have custom foundations like stations?
Yes, they can. But the code would be different. Handling houses w/r to custom foundations is similar to industry and airport tiles.

regards
Michael