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

Posted: 11 Nov 2007 22:31
by Wolf01
ehm, nothing, i'm trying to improve my drawing techniques, so i'm doing other things
oh, i did the roadbits, but they are not ready for the public :P

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

Posted: 12 Nov 2007 06:46
by rabbit67890
heres a annoying bug
Fanwell Transport, 20th Oct 1961.png
Fanwell Transport, 20th Oct 1961.png (183.12 KiB) Viewed 1722 times

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

Posted: 12 Nov 2007 08:08
by DaleStan
You'll need to be a little more descriptive about the differences between the observed and expected behaviours there.

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

Posted: 12 Nov 2007 10:31
by Zephyris
I assume what is meant is the misalignment of all sloped terrain tiles and the misnaming of one of the road junction tiles.... Those are an old set of graphics which people didn't like, so got abandoned.

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

Posted: 13 Nov 2007 19:31
by Slye_Fox
I could help out if you'd like

I got that LegoCAD program.

What sort of industries will there be?

Will they be "logo'ized" versions of the normal ones?

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

Posted: 13 Nov 2007 21:10
by Wolf01
here's a roadbits preview
roadbits.PNG
roadbits.PNG (1.58 KiB) Viewed 5548 times
Slye_Fox wrote:I could help out if you'd like
if you can copy my stile, i think yes :P
Slye_Fox wrote:I got that LegoCAD program.
me too, and more than one :)
Slye_Fox wrote:What sort of industries will there be?

Will they be "logo'ized" versions of the normal ones?
i thought to make a newindustries grf with my own industries, all plastic based, so no candy ones, but i need to think a lot about them

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

Posted: 13 Nov 2007 22:06
by Slye_Fox
what about this?

Image

It was in the other thread

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

Posted: 13 Nov 2007 23:30
by athanasios
I think it needs some refining. Especially the recycle doesn't make sense.

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

Posted: 15 Nov 2007 20:28
by Wolf01
road ramps done, i hope
so, if i'm not wrong, all the road tiles are done, but is only one stage of three, now i need to repaint all the roads on cleared soil and think about the pavements for the city roads

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

Posted: 15 Nov 2007 21:10
by Slye_Fox
Why not use gray for pavements?
That's what's used on the normal base plates.

And I sugest just useing a animated blue version of the green tiles, like the 'water' base plates.

It will look more authentic.

Oh, about buildings, what size (in LDraw) is one tile, in 'nubs'?

I'm guessing 12x12 is is 1 tile, judgeing by the other topic where 6 'nubs' was used as the width of the trains, Which take up half the space on a tile.

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

Posted: 16 Nov 2007 17:32
by Wolf01
with "thinking about the pavements" i mean to think the form of them, not the colour, should they be studless (studs not nubs :P) with some decoration? should they be like the grassy green but gray instead? should they...

and you are running too much, now i'm drawing the landscape.. when it will be finished i'll think about vehicles and industries

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

Posted: 16 Nov 2007 17:44
by Slye_Fox
you got a set of blank grass tiles?

i could try and to the rails

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

Posted: 16 Nov 2007 23:27
by FooBar
Wolf01 wrote:now i need to repaint all the roads on cleared soil
There's no need for that. Such sprites don't exist in the original set of sprites, as the game automagically overlays it with some sort of brownish overlay.
I don't expect that to be different in 32bpp.

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

Posted: 17 Nov 2007 04:11
by DaleStan
If memory serves, the automagic involves drawing through a recolor table. They work well for 8-bit, but the 48 MB required for a 24-bit recolor table (24 bits/color * 2^24 colors) gets to be a pretty major issue pretty quickly.

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

Posted: 20 Nov 2007 09:13
by bobingabout
possably allow the .mng format for these animated tiles? (think its motion network graphics , like portable network graphics, but animation shop 3 just calls it "animation shop animation", also i know "allow" is a bad choice os words since it would neet to be programmed first.)

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

Posted: 03 Dec 2007 23:51
by Leviath.NL
I cut and set offsets to the brickland tiles. (also the bare land tiles).

Some suggestions: I think the 3th bare land tiles (green land brown studs) will look better with brown ground and green studs.
As pavements I suggest studless gray without any decoration. they will look decorated enough with trees or lampposts on them.
brickland_terrain_roads.tar
(150 KiB) Downloaded 108 times
edit: made the archive a tar that can be loaded without extracting. (put it in your data folder)

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

Posted: 05 Dec 2007 10:49
by bobingabout
i agree, would look better with green studs on brown at that stage

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

Posted: 06 Dec 2007 18:01
by Wolf01
i'll take 2 minutes to redraw it ;)

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

Posted: 07 Dec 2007 00:04
by Slye_Fox
Slye_Fox wrote:you got a set of blank grass tiles?

i could try and to the rails

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

Posted: 07 Dec 2007 00:33
by Leviath.NL
Just look in one of the tars posted, you may want to keep the tails in a different layer because the ground tiles are still final I think