Page 2 of 6

Posted: 27 Apr 2007 16:47
by Wolf01
good, i like it :D

@Killer 11
if somebody knows how well how to use jpg he can use it, don't blame an image only for the extension

Posted: 27 Apr 2007 16:50
by DaleStan
No. JPG is for photographs. JPG is NOT for screenshots (nor mock-screenshots) of 8bpp games. For that, you use a format that supports palettes.

Posted: 27 Apr 2007 17:05
by Born Acorn
lepkka wrote:I've made this, based on my newwater designs. Maybe you find it appropriate. it's in-game animated (something like this http://new.tt-forums.net/viewtopic.php? ... sc&start=0 )
It's nice, but it doesn't really match the rest of the water, with the white pixel highlights.

Posted: 27 Apr 2007 17:25
by Wolf01
if you use the newwater.grf it is the surplus :D

(i think that grf should be included in openttd)

Posted: 27 Apr 2007 18:34
by Saibot
Looks great!

Just one question though, with these rivers.. Can a ship actually travel up and down on them?

Posted: 27 Apr 2007 19:50
by boekabart
lepkka wrote:I've made this, based on my newwater designs. Maybe you find it appropriate. it's in-game animated (something like this http://new.tt-forums.net/viewtopic.php? ... sc&start=0 )
I do like it a lot! Looks like flowing water, actually! Do you have it for all (and I mean all) slopes... and as .grf?

Posted: 27 Apr 2007 20:13
by Wolf01
Saibot wrote:Looks great!

Just one question though, with these rivers.. Can a ship actually travel up and down on them?
i hope not, you should always make locks on leveled rivers

Posted: 27 Apr 2007 20:23
by Saibot
Wolf01 wrote:
Saibot wrote:Looks great!

Just one question though, with these rivers.. Can a ship actually travel up and down on them?
i hope not, you should always make locks on leveled rivers
My thoughts exaclty.

Posted: 28 Apr 2007 03:31
by Ben_Robbins_
I think it might look better if the slopes are rapids/boldery areas rather than just a smooth sheet of water. I think this because the tiles are steep; therefore it looks strange having a body of water, remain on the hill, if the water isn't held back somehow. It would also mean that there’s a good reason why ships can't go up it without locks, and it would also make it easier to show the waters movement on the slopes, and explain the lack of movement on the flat water tiles in the pools either side. It also camouflages the shading for the different slopes which is required in my opinion, because without this the water appears flat on a sloping landscape.

I made a mock up while I thought about it, and it kinda shows what I was thinking at the time! It would be nice if the water used on Lepkka's really nice smooth graphics was used, but at the same time boulders and rocks broke it up, and foam and froth emphasized the water flow.

I really like this patch, I think this is going to bring some really good things to the game play, and it should look really nice as well. Thanks Boekabart!

Posted: 28 Apr 2007 07:10
by mexicoshanty
Ben that's a great idea. It does make more sense.

Posted: 28 Apr 2007 07:32
by peter1138
Ben_Robbins_ ... excellent. Now do all the other pieces, and put them together on a tile sheet :D

Er... please...

Posted: 28 Apr 2007 08:03
by Wolf01
wonderful, but... how the game knows to draw half a tile or not to draw it/draw entirely it?

Posted: 28 Apr 2007 08:38
by PikkaBird
Wolf01 wrote:wonderful, but... how the game knows to draw half a tile or not to draw it/draw entirely it?
By looking at the surrounding tiles?

Posted: 28 Apr 2007 11:01
by Alltaken
i don't actually think it needs to draw a half tile, the first example looked fine to me. its a massive added complexity, which i personally don't think adds enough to be worth it, but then again thats my opinion.

Love bens idea, and love the the idea of rivers a lot.

Posted: 28 Apr 2007 11:43
by Red.xiii
Ben_Robbins_ wrote:
I made a mock up while I thought about it, and it kinda shows what I was thinking at the time! It would be nice if the water used on Lepkka's really nice smooth graphics was used, but at the same time boulders and rocks broke it up, and foam and froth emphasized the water flow.

Thanks Boekabart!
Wow!! That is amazing Good work Ben! :D

Posted: 28 Apr 2007 11:59
by Sleepie
I really like this patch and the awesome graphics from Ben. This would give us totally new possibilities for new maps. Perhaps the terrain generator needs some enhancements when this patch is finished to generate some of those rivers automatically.

Posted: 28 Apr 2007 12:50
by Brianetta
If water flows down over steep tiles, it'll be possible to make a hill out of water. Just lower the shores of a lake. It'd look pretty odd.

Posted: 28 Apr 2007 20:31
by charlieg
Brianetta wrote:If water flows down over steep tiles, it'll be possible to make a hill out of water. Just lower the shores of a lake. It'd look pretty odd.
The code should be able to look at something and know that it's not possible... water should only be able to flow from a large source.

I would perhaps look at making it impossible to lower land around a lake or river to acheive this effect. I mean, damns aside, you don't really hear or know of companies or even governments "moving" rivers and lakes in order to construct transport routes. You tend to go around them or bridge over them.

Posted: 29 Apr 2007 03:52
by Ben_Robbins_
Thanks guys! (and girls). I’m not really shore exactly how to do these, but I made 4 frames for each of the 4 straight slopes. I’m not really clear on exactly how to use action colours, and/or exactly what tiles are needed for definite. But here’s a gif of the 4 frames (mockup obviously). Here’s the individual sprites as well. There’s some obvious problems with it (large stones, colours not right etc.etc.), but I’d really like to get on with 32bpp work when I have the time, so if somebody else could take it on then that would be apprieated, and hopefully this can be used to help get started.

Once again, Great patch!...

Posted: 29 Apr 2007 07:01
by spaceman-spiff
That water.gif is amazing :shock: