Page 2 of 2

Posted: 24 Apr 2006 06:43
by charlieg
the master e wrote:I agree, i think the building looks great. But i thinks it is an old building, and old buildings are not that clean :P
Fundamental flaw in your logic here... all buildings are new at one stage or another. Should it be dirty as soon as it's constructed? Or should there be new and old/worn versions of each structure?

Posted: 24 Apr 2006 09:42
by dmh_mac
Considering the style of the building I would say it has been build before the industrialisation, so at the time ttd starts it will have been around for some time...

Posted: 24 Apr 2006 10:17
by Brianetta
Perhaps the building was recently renovated? New tiles and a few buckets of whitewash will have it looking as clean as that.

Posted: 24 Apr 2006 12:20
by dmh_mac
Yes, but since there will be multiple instances of the building it would be odd if they were all recently renovated all the time.

Posted: 26 Apr 2006 16:24
by charlieg
dmh_mac wrote:Considering the style of the building I would say it has been build before the industrialisation, so at the time ttd starts it will have been around for some time...
Which would be fine if the game only used these buildings from the start onwards. The reality is that the game is constantly creating buildings so frequently they will be 'new'.

I think new & warn states for buildings would be effective - perhaps the wear can be an overlay of some kind rather than a different sprite. It would make the game look more diverse and also add 'age' to towns, especially ones in depression.

However, that's just a thought - it's up to you guys what you want to do.

Posted: 26 Apr 2006 17:04
by dmh_mac
Since a lot of stuff has to be changed in ottd for 32b new graphics, we might as well disable building certain buildings after a certain year. Historical style buildings could be disabled from the start, so they only get created at map generation time.

(I thought this was already in the game but I must be wrong)

Posted: 27 Apr 2006 02:42
by DaleStan
It *is* already in the newgrf spec.

Posted: 27 Apr 2006 15:39
by Czestmyr
Heh! Nice discussion here. :) Thank you all for your feedback, I'm glad, that you like my work. I will definitely create some more buildings, but now I'll have to concentrate on my final exams, so I'll get down to modelling a few weeks later.
Holy s***, it just looks like the house I grew up in! Even the colors! Where did you get your inspiration? Have you by any chance ever been to Weimar and taken notes or even photos? I doubt it's coincidence.
Wow! :D This is fun, 'cause the building comes straight from my fantasy - which of course IS influenced by the places i've been to or buildings I've seen in real life, but - no, surprisingly, I've never been to Weimar. Looks like a pure coincidence. I was probably subconsciously inspired by the city I live in - Budweis in Czech Republic (Budweiser Budvar is also an export lager - you might know it :wink: , they had some law suits with the American Budweiser )
My suggestion or addiotion to the texturing would be cracks or inconsistancies with the building (window slightly uneven?) You mentioned about realistic? Smile
You are right. But lot of this could be done with textures.

BTW: Does anybody know anything about the progress of the new textures?

Posted: 28 Apr 2006 00:19
by shampie
Česká Budějovice? that city should have some inspiring buildings for you!
Cesky Krumlov probably aswell,
Miss those places ;( maybe someday ill come again!
Anyways, Your works show great potential as I mentioned before.

If you get a chance making some more building with the 'arches' like the big place (namesti?) in Budweis -> http://www.aede.org/cz/images/cbsquare.jpg
These are great!

Randomize some textures

Posted: 28 Apr 2006 12:50
by mauddib
I must say I'm really impressed by the building: its level of detail is stagering and in my opinion the lightning is ok too.

I do have some points of remark though:
- When the rooftiles were made in big ovens, it was impossible to make them all the same color (unless they were painted over afterwards, which is really expensive). The reason for this is that the tiles which were close to the fire were more 'baked' than those far away. I'd put a bit of randomization in it. The same goes for the bricks on the lower part of the building.
- The windows normally show the reflection from the sky when you look at them from beneath, but looking from above they most probably be a very dark grey tint.
- If it is possible, imho it would be more natural to have the windows extruded inwards of the building, to give them some more definition.
- I'm unsure about the 'window' on top of the building. It doesn't feel natural to me, but maybe thats just me :)

Thanks for this great object!

Posted: 28 Apr 2006 17:10
by Czestmyr
Generally, such an old building will have been renovated many times, it will have a new facade, new windows, maybe even a roof window, new roof tiles, etc... Nobody wants his home or office to look greyish and old. Even old buildings can look new.

Re: Randomize some textures

Posted: 28 Apr 2006 20:01
by Brianetta
mauddib wrote:- When the rooftiles were made in big ovens, it was impossible to make them all the same color (unless they were painted over afterwards, which is really expensive).
A careful roofer would use the tiles in order of colour, leading to a more subtle colour gradient, rather than noise.

Posted: 28 Apr 2006 22:53
by mauddib
That makes sense :) I never thought of that. Nevertheless, a roof in all the same colour just doesn't feel 'right' to me. But then again, maybe its just me!

Re: Randomize some textures

Posted: 29 Apr 2006 21:13
by PouncingAnt
Brianetta wrote:
mauddib wrote:- When the rooftiles were made in big ovens, it was impossible to make them all the same color (unless they were painted over afterwards, which is really expensive).
A careful roofer would use the tiles in order of colour, leading to a more subtle colour gradient, rather than noise.
He suggests a gradient, so you *might* be able to notice a difference ;)