
[32bpp/EZ] YETI Extended Towns and Industries
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- V453000 :)
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Re: YETI Extended Towns and Industries
Since machinery chain is now done, it is time to enhance and finish the other chains. From food chain, the Grain Farm definitely needed some grain-y plants ... so here they are. Perhaps something like less sharp edges of the field would be great, and some adjustments to the ground - and perhaps also to the grian itself .... but roughly acceptable for now I would say 

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- planetmaker
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Re: YETI Extended Towns and Industries
Very lovely. Not sure the field needs another shape. But given the size you surely are growing a mix-breed of maize and bamboo 
I'd rather look at the barn door towards the road. It seems to lack a bit contour, but imho should stand out slightly. Maybe the road itself could be a bit less straight - it's just a farm road after all. The barrels stacked between the buildings are of giant size. One would fill my entire kitchen.

I'd rather look at the barn door towards the road. It seems to lack a bit contour, but imho should stand out slightly. Maybe the road itself could be a bit less straight - it's just a farm road after all. The barrels stacked between the buildings are of giant size. One would fill my entire kitchen.
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Re: YETI Extended Towns and Industries
Regarding the crops, I was mainly afraid that it made the building look terribly small ... I have already updated it in the devzone previews, just not here
so I attach it now ... the barrels are just for some random looks, I am not even sure if those stay ... barrels dont make much sense with grain anyway. They will probably turn into something like a silo .. bigger than current barrel but a silo already 
The barn door and ground are both surely not final (:
What applies for most of my models is that visual appearance is superior to scale precision. This is to be seen especially in textures ... for example "real world size mapping" would make all textures tiny tiny small. Point being, I was afraid that the field would lose a lot of detail if I made it smaller/shallower. Luckily it seems to be just fine with half height (:
Thank you for your input!


The barn door and ground are both surely not final (:
What applies for most of my models is that visual appearance is superior to scale precision. This is to be seen especially in textures ... for example "real world size mapping" would make all textures tiny tiny small. Point being, I was afraid that the field would lose a lot of detail if I made it smaller/shallower. Luckily it seems to be just fine with half height (:
Thank you for your input!
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Re: YETI Extended Towns and Industries
To postpone death a bit longer:
I love the high fields, and the wear on the buildings. It's nice to have high crops.
You could extend the muddy underground under the plants to a more rectangular shape, assuming YETI machines make more basic straight lines than the nice curves of the plants. I'd keep the ground shape of the plants as it is, you often see such gaps at the edges in fields.
The space around the building looks a bit clean. Farms have lots of random stuff lying around, in my experience.
A little stone path around the house and to the shed could be added.
Some random old rusty stuff (old tires, or broken machine) could be added.
Some chairs to sit outside (unless YETIs always work of course),
A little wooden frame holding the battery of the farm.
Edit: Oh you made the fields lower, the house comes out better now, but also looks more empty around it.
A silo doesn't really look right to me. Farmers don't store their grain imho, they sell it. Instead they need fertilizer etc, barrels would make sense imho.
I love the high fields, and the wear on the buildings. It's nice to have high crops.
You could extend the muddy underground under the plants to a more rectangular shape, assuming YETI machines make more basic straight lines than the nice curves of the plants. I'd keep the ground shape of the plants as it is, you often see such gaps at the edges in fields.
The space around the building looks a bit clean. Farms have lots of random stuff lying around, in my experience.
A little stone path around the house and to the shed could be added.
Some random old rusty stuff (old tires, or broken machine) could be added.
Some chairs to sit outside (unless YETIs always work of course),
A little wooden frame holding the battery of the farm.
Edit: Oh you made the fields lower, the house comes out better now, but also looks more empty around it.
A silo doesn't really look right to me. Farmers don't store their grain imho, they sell it. Instead they need fertilizer etc, barrels would make sense imho.
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Re: YETI Extended Towns and Industries
Okayz!
I especially appreciate the ideas of details, because those are for me often hard to think of, but they make it so much more alive/detailed.
Thanks

Thanks
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Re: YETI Extended Towns and Industries
Somewhat final state of building material factory, which leaves me with 3 industries to go! (:
The clay bricks and stone bricks are a bit overshadowed by the wood which there is a lot of, but for now it works.
The clay bricks and stone bricks are a bit overshadowed by the wood which there is a lot of, but for now it works.
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Re: YETI Extended Towns and Industries
Great work, looks really nice.
Will this be incuded in the in game graphics download options one day?
Thank you.
Will this be incuded in the in game graphics download options one day?
Thank you.
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Re: YETI Extended Towns and Industries
Thanks, yes it will be on BaNaNaS as soon as it is done, I think version 0.0.1 somewhere in first half of July 2014 is highly possible.Glynbd wrote:Great work, looks really nice.
Will this be incuded in the in game graphics download options one day?
Thank you.
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Re: YETI Extended Towns and Industries
Does this look enough like a clay pit to you?
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Re: YETI Extended Towns and Industries
Spiffy!
I hope the spiral is actually a conveyor belt, or it wouldn't work. An alternative would be a bucket chain, with a big wheel at the top for tipping the bucket over.
The platform looks way too clean to be used near sticky clay. I'd expect tracks of caterpillars or whatever heavy machinery yetis use.
Some railing could also be useful or yetis may fall down into the pit.
Don't they need to go down into the pit at times? You could go partly down using the pillar at the right, but that's only halfway. Maybe boards to walk on at the bottom?
A little path at the left or right from the platform to the clay could be useful.
Finally, clay is very good for green grass and trees, the edges could be nicely green, I think.
I hope the spiral is actually a conveyor belt, or it wouldn't work. An alternative would be a bucket chain, with a big wheel at the top for tipping the bucket over.
The platform looks way too clean to be used near sticky clay. I'd expect tracks of caterpillars or whatever heavy machinery yetis use.
Some railing could also be useful or yetis may fall down into the pit.
Don't they need to go down into the pit at times? You could go partly down using the pillar at the right, but that's only halfway. Maybe boards to walk on at the bottom?
A little path at the left or right from the platform to the clay could be useful.
Finally, clay is very good for green grass and trees, the edges could be nicely green, I think.
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- V453000 :)
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Re: YETI Extended Towns and Industries
While I might have not yet finished the graphics for the last two remaining industries (Animal Farm and Worker Yard)...
With greater help from other people on IRC, I managed to define my first industry!
I even created a template for sprites which should work for all other industries.
Functionally it is not so great as of yet, but it is a great start.
With greater help from other people on IRC, I managed to define my first industry!
I even created a template for sprites which should work for all other industries.
Functionally it is not so great as of yet, but it is a great start.

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Re: YETI Extended Towns and Industries

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Re: YETI Extended Towns and Industries
Agreed, can't wait to test the industries.Sylf wrote:That looks pretty amazing in place!

Are we there yeti?
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Re: YETI Extended Towns and Industries
Thanks 
We are not there yeti, but currently I am going to try to get a playable version and the graphics of the last two industries will be something rather simple for now.
V

We are not there yeti, but currently I am going to try to get a playable version and the graphics of the last two industries will be something rather simple for now.
V
Re: YETI Extended Towns and Industries
I like the idea, the graphics looks good (a mix of oldish and futuristic buildings, huh). Although it feels like Banished (you get people, then they work, work produce food and building materials, additionally they need tools which requires work too) but I belive it's better (straighter yet slightly more complex) than the standard industries. Not as confusing as other industries set too.
Anyway, would this means that NUTS will be 32bpp one day ? Or it won't ? (or am I missing it ?)
Anyway, would this means that NUTS will be 32bpp one day ? Or it won't ? (or am I missing it ?)
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- V453000 :)
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Re: YETI Extended Towns and Industries
What will happen to NUTS is deep in the stars yet, but ...
My current priority list:
1. creating playable YETI version 0.0.1
2. creating stable YETI version without major bugs
3. updating NUTS with special wagon sprites for Workers
4. creating newGRFs to make YETI fit better into OpenTTD
- 4a. landscape newGRF
- 4b. infrastructure newGRF to go with landscape
- 4c. tree newGRF to go with landscape
5. improving
- 5a. animated characters - Workers for YETI
- 5b. enhancing NUTS by extra features - unknown which but 32bpp/EZ is possible
Speed of progress undefined due to amount of effort.
Most likely option for NUTS: It gets a parameter so you can choose between 8bpp and 32bpp/ez sprites. Simply because I do not want to waste previously drawn pixel art, AND because I think no matter what I do, rendered models will never fit drawn pictures and vice versa. Therefore I think it makes good sense to let the player choose which one to use, according to his liking/dependence on other used newGRFs or base set.
My current priority list:
1. creating playable YETI version 0.0.1
2. creating stable YETI version without major bugs
3. updating NUTS with special wagon sprites for Workers
4. creating newGRFs to make YETI fit better into OpenTTD
- 4a. landscape newGRF
- 4b. infrastructure newGRF to go with landscape
- 4c. tree newGRF to go with landscape
5. improving
- 5a. animated characters - Workers for YETI
- 5b. enhancing NUTS by extra features - unknown which but 32bpp/EZ is possible

Speed of progress undefined due to amount of effort.

Most likely option for NUTS: It gets a parameter so you can choose between 8bpp and 32bpp/ez sprites. Simply because I do not want to waste previously drawn pixel art, AND because I think no matter what I do, rendered models will never fit drawn pictures and vice versa. Therefore I think it makes good sense to let the player choose which one to use, according to his liking/dependence on other used newGRFs or base set.
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Re: YETI Extended Towns and Industries
BREAKING NEWS:
Due to recent progress with coding mainly thanks to help from frosch and Alberth, you can expect version 0.0.0 on Bananas this Sunday (tomorrow)
Due to recent progress with coding mainly thanks to help from frosch and Alberth, you can expect version 0.0.0 on Bananas this Sunday (tomorrow)

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- V453000 :)
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Re: YETI Extended Towns and Industries
Now available on BaNaNaS-
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Re: YETI Extended Towns and Industries
YETI dudes rejoice!
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