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Posted: 03 Mar 2006 06:37
by WWTBAM
i thoufht i would try and whip up a quick foot rail crossing so if anyone thinks its good ill finish the other view. Also how would you recomend drawing a corrigated surface in ttd.

Posted: 04 Mar 2006 02:09
by WWTBAM
hello again ive drawn the light and gate for the angle i posted about before. The one withe the foreground and background is how it should look in game if they ever get coded.

Posted: 04 Mar 2006 07:07
by PikkaBird
The light and barrier look a little over-scale...

Posted: 04 Mar 2006 09:23
by WWTBAM
ok so other than that are they fine.

Posted: 04 Mar 2006 10:22
by Raichase
Well, what practical application will this have in TTD? A waypoint, a station?

Posted: 04 Mar 2006 10:51
by WWTBAM
it is meant to go on the back of those realy rural stations like this one.
http://www.railpage.org.au/neety/trains ... names.html the wondabyne pic
edit here are the sprites for the other direction by the way they need recolouring but im not shure how to because of theyre size. Jonty would you mind if my crossing went with your station as i dont. if so does anyone think my crossing is ready for coding.

Posted: 07 Mar 2006 15:17
by jonty-comp
Yeah sure, it's just the kind of thing rural stations have here in England
:D (Got the PM)

I'll have to finish those ramps soon...

Posted: 08 Mar 2006 05:38
by WWTBAM
ok thanx jonty. so when jonty has finished his station can this be coded with it please.

Posted: 08 Mar 2006 05:47
by Wile E. Coyote
Just check in right sprite foot track. I think it's curved a little (or maybe it's my monitor distorsion?)

Posted: 08 Mar 2006 05:51
by WWTBAM
yeah its curved ill try and fix it but then that also makes it look a bit more iregular.

Posted: 08 Mar 2006 08:17
by Raichase
Wile E. Coyote wrote:Just check in right sprite foot track. I think it's curved a little (or maybe it's my monitor distorsion?)
I see it too (I thought I was crazy when I saw it the first time). Thanks for having the guts to say something, or I would be checking myself in ;).

I think the main problem is the upper boundary of the path doesn't finish in the centre of the sprite. In this case, I would be starting at each end and working my way in - less margin for error ;).

Posted: 09 Mar 2006 09:01
by Caelan
Intereseting, This is exactly what i am working on in the Dutch station set as well!

Be aware that MB also created things like this...

Posted: 10 Mar 2006 12:39
by WWTBAM
here is a small building.

Posted: 10 Mar 2006 12:45
by Wile E. Coyote
Not good, pay attention on front side.

Posted: 10 Mar 2006 13:32
by Geo Ghost
robotboy wrote:hello again ive drawn the light and gate for the angle i posted about before. The one withe the foreground and background is how it should look in game if they ever get coded.
If you mean foot crossings out in rural area's, through my memory and sights, they do not have moving barriers.
The ones i have been across are just an open/close gate, gate + a bell, or Gate+Bell + Lights.

I haven't actually seen one in rural area's with barriers before, but there could possibly be some around :)

Posted: 11 Mar 2006 06:20
by WWTBAM
here is the fixed up building. the reason that happened as because it started life as a tram and i thought it would look better as a house but i hadnt drawn a proper trm view either.
edit i tried makeing the roof look more pointed so tell me which you prefer.
edit 2 fixed roof
edit 3 construction stages aded
edit 4 posted fixed version of the crossing

Posted: 11 Mar 2006 23:43
by Wile E. Coyote
Crossings are nice, but house is still bad IMO. Texture is somehow strange, maybe you used small amount of tones for texturing. And roof is at same level as walls, it should be pass over walls.

Posted: 13 Mar 2006 10:44
by WWTBAM
do you all think its bad if so can you please tell me what to improve on exactly.

Posted: 27 Mar 2006 05:38
by WWTBAM
would someone mind coding the roads from the last pic i posted of them so i can see exactly where they dont meet. I also udated the mail wagon i left the pax door on the end.

Posted: 27 Mar 2006 07:15
by Wile E. Coyote
Wheels could be 1 pix vertical shorter.