Re: WIP: Beach object tiles
Posted: 24 Aug 2012 16:00
So do I. They look very nice that wayBob_Mackenzie wrote:I think I prefer the mixed.

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So do I. They look very nice that wayBob_Mackenzie wrote:I think I prefer the mixed.
I agree, it was just a quick setup, I indeed need to find a nice umbrella-dencityAnyway, why putting that much umbrella ? Isn't that the main purpose for most people are sunbathing ?
Those umbrellas are too dense IMO.
Yeah the randomness is nice, I'll see if I can find a nice mix.Randomness is always nice; what I am really missing is any sort of lighting effects or shadows of these things however.
lol, just glad I didn't draw dots on themI think they look like mushrooms.
I'm afraid sunloungers will be very difficult, firstly with the small scale it will be difficult to make them recognisable. Secondly they will be very difficult to draw on all the different slopes. But again, suggestions are welcome!Maybe add some sun loungers? Oh, and shadows would be great, too.
lol, Glad there is a nice one in the ECS set!Now all you need is a popular tourist hotel and watch the profits roll in!
Maybe alternating colors would be better than lines. Like two red quarters and two yellow ones. I'll try to draw this, but I'm ont a good pixel artist.Quast65 wrote:lol, just glad I didn't draw dots on themI think they look like mushrooms.They don't look too bad to me, but if you have suggestions for alterations please let me know.
Maybe use big towels instead of sunloungers?Quast65 wrote:I'm afraid sunloungers will be very difficult, firstly with the small scale it will be difficult to make them recognisable. Secondly they will be very difficult to draw on all the different slopes. But again, suggestions are welcome!Maybe add some sun loungers? Oh, and shadows would be great, too.
As for the shadows, I think I will put something like that in, would make the umbrella's look a bit better.
Looks like it needs a few palm trees to my eyend in the mean time, finished the other views of the beachhouse and also a flat tile. Ahhh, Island Paradise
Attachment:
Beach06.png
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Well I wanted it to fit on a single tile and I think that with multiple tiles it would not look that good with the colors available for shading, ripple effects and waves.Anyway, are you sure beach have that quick transition ?
That is a good suggestion! I'll see what it looks like.Maybe alternating colors would be better than lines. Like two red quarters and two yellow ones.
I've tried that, but I wasn't able to draw some that look good on the slopes yet. Furthermore I'm not quite sure on the size and shape that they should be, suggestions are welcome. Maybe I'll give it a shot first on the flat tiles, that is a bit easier.Maybe use big towels instead of sunloungers?
I might do that, right now the flat tile takes up an object-ID but only has 1 view. As I want to be effecient in the use of object-ID's (only 255 available for the entire game), there are still 3 views left which could be used for that.Looks like it needs a few palm trees to my eye
You could put those flat tiles as stations instead.Quast65 wrote:I might do that, right now the flat tile takes up an object-ID but only has 1 view. As I want to be effecient in the use of object-ID's (only 255 available for the entire game), there are still 3 views left which could be used for that.Looks like it needs a few palm trees to my eye
Not really, not only because it is a bit of a hassle to have to skip between objectmenu and railmenu when building, but mostly because stations can't be built on water.You could put those flat tiles as stations instead.
I presume you mean the sharp pointy edges of the sandtiles (the corners)? Well, That is a bit tricky to do.I presume you will be doing some external rounded corner tiles?
Would it be possible for the edges to be less straight?
I totally agree, I'll see what I can come up with.Yeah, it would be nice if the edges had a lot more noise to blend into the sand instead of making a sharp line
Well I guess you mean when this will be a GRF.... That might take a while as I also would like to use animated objects (that I just learned to code with the fantastic tutorial Walyweb wrote over at Simuscape) and those take some time to construct.if really best and coming soon for grf
Well, you can make your objects "more intelligent" and aware of their surroundings. Think of FooBar's "Dutch Roadfurniture" where the tiles are quite intelligent and display a sprite which heavily depends on the tile types of the adjacent tiles. Or on OpenGFX+ Landscape where the Company land shows fences only at the edges. The same mechanisms could be used to decide whether curvature should be shown. And which sides of a sand tile should fade into water and which into land. Though writing this in NFO is a prospect which scares me; I use NML for a reasonQuast65 wrote:I presume you mean the sharp pointy edges of the sandtiles (the corners)? Well, That is a bit tricky to do.I presume you will be doing some external rounded corner tiles?
Would it be possible for the edges to be less straight?
Because the softer edges have to be drawn in the watertiles and not the sandtiles (especially for animation to look right) and that would mean a lot of extra tiles to be drawn to get corners nice and smooth together with smooth sides. Now the drawing is not that big of a problem, but the severe limitation of the amount of new-object-ID's is. I would rather use the amount available to add more sorts of eyecandy than using a lot of ID's for a smooth corner, so again, a cry out for more object-ID's.![]()