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Re: [32bpp] Extra zoom levels Graphics
Posted: 25 Aug 2008 21:49
by GeekToo
Been working on converting the pair of townhouses to a group of townhouses, to avoid confusion of double available houses, and newgrf etc. It's not finished, esp the garden needs some work still, but it's always good to ask for early feedback
Re: [32bpp] Extra zoom levels Graphics
Posted: 26 Aug 2008 05:15
by Varivar
It looks nice, but the garden and the roof windows need more work. The roof windows look just pasted on the roof.
I just discovered that both group of town houses have graphics too, see
this screenshot posted by habell and
this post. I haven't seen that building before.
Re: [32bpp] Extra zoom levels Graphics
Posted: 26 Aug 2008 11:24
by habell
Varivar wrote:It looks nice, but the garden and the roof windows need more work. The roof windows look just pasted on the roof.
I just discovered that both group of town houses have graphics too, see
this screenshot posted by habell and
this post. I haven't seen that building before.
I did use those other views to add to my 32bpp game.
But I think it would be better to have different houses in the game, and not the same houses, just rotated to look different.
So by all means, continue your work GeekToo. I'll replace that particular house with your house.

But this is just MHO.
Re: [32bpp] Extra zoom levels Graphics
Posted: 26 Aug 2008 12:41
by maquinista
I have fixed the Varivar's houses TAR (I forgot the mask files), and other new house.
EDIT: I have added the latest Brupje building:
http://www.tt-forums.net/viewtopic.php?p=721164#p721164
Re: [32bpp] Extra zoom levels Graphics
Posted: 26 Aug 2008 19:15
by GeekToo
Update. I think it's finished, so it can be coded, unless someone sees serious issues. The licence is the same as the previous one (ie, cc, based on the work of Dmh_mac, to be included in the tar)
@Varivar, I've seen the houses by Ben, but there are 2 groups of townhouses, with different colours, so I think there is room for this one.
Re: [32bpp] Extra zoom levels Graphics
Posted: 26 Aug 2008 19:54
by Karloe
Nice, very nice
In my opinion the roof windows (dakkapel in dutch) should be a bit lower on the roof.
(just 1 or 2 tiles, I know I'm nitpicking)
Re: [32bpp] Extra zoom levels Graphics
Posted: 26 Aug 2008 20:19
by Timitry
Yes, the roof windows should be a bit smaller in my opinion too.
And you should make the windows less transparent, as now you can see through them and there's nothing behind them.
And to be really done you'd need to draw construction stages, too.
Keep up the good work!
Re: [32bpp] Extra zoom levels Graphics
Posted: 26 Aug 2008 20:50
by GeekToo
Like this ?
Re: [32bpp] Extra zoom levels Graphics
Posted: 26 Aug 2008 21:03
by Timitry
The Roof-Windows are a lot better now *thumbsup*
However, you can still see through the windows in the left house...
Re: [32bpp] Extra zoom levels Graphics
Posted: 26 Aug 2008 21:54
by maquinista
GeekToo wrote:Update. I think it's finished, so it can be coded, unless someone sees serious issues. The licence is the same as the previous one (ie, cc, based on the work of Dmh_mac, to be included in the tar)
@Varivar, I've seen the houses by Ben, but there are 2 groups of townhouses, with different colours, so I think there is room for this one.
Thanks is a very good model. I have coded it.
Also, I think that it would be interesting to have the construction stages.
I have tried to code this park, but I think that it must be coded as a new GRF because It doesn't fit in the place of the original sprite. This is because the original park has a grass tile in the base, and the park (trees, path...) is the
building, this is the reason why the park is over the road tile in the screenshot.
Re: [32bpp] Extra zoom levels Graphics
Posted: 26 Aug 2008 22:10
by GeekToo
maquinista wrote:Thanks is a very good model. I have coded it.
Also, I think that it would be interesting to have the construction stages.
Thanks for the coding. You're fast!
I'll try to create the construction phases soon.
Seems like 32bpp development is progressing fast.
I'd like to see some good screenshots of users of the graphics, so we can judge the overall look, and see what needs to be improved. Because most models look good by themself, but it's also important they look good together.
Re: [32bpp] Extra zoom levels Graphics
Posted: 26 Aug 2008 23:38
by maquinista
GeekToo wrote:maquinista wrote:Thanks is a very good model. I have coded it.
Also, I think that it would be interesting to have the construction stages.
Thanks for the coding. You're fast!
I'll try to create the construction phases soon.
Seems like 32bpp development is progressing fast.
I'd like to see some good screenshots of users of the graphics, so we can judge the overall look, and see what needs to be improved. Because most models look good by themself, but it's also important they look good together.
I have created this tread:
http://www.tt-forums.net/viewtopic.php?f=47&t=39239
Re: [32bpp] Extra zoom levels Graphics
Posted: 27 Aug 2008 06:14
by Varivar
Your houses look really nice, Geektoo. One thing: the grass in the garden doesn't look nice, it doesn't fit with the grass used in other buildings/sprites. It looks too much like a texture just pasted on the floor. maybe you can create grass with particles? You can find a nice tutorial
here.
Re: [32bpp] Extra zoom levels Graphics
Posted: 27 Aug 2008 07:45
by GeekToo
I think I don't need the tutorial, I've done it before:
http://www.tt-forums.net/viewtopic.php?p=625408#p625408
So I'll see if I can improve it on this sprite.
Edit: and then it becomes something like this
Re: [32bpp] Extra zoom levels Graphics
Posted: 27 Aug 2008 14:36
by Varivar
That looks much better, good work!

. The blue interiors behind the windows look a bit ugly, maybe they look better if they're black. the tile ground looks a bit too big scaled.
I've started with the "1×1 Clydesdale Bank Building" (the wiki name). It isn't finished yet and I also haven't drawn construction stages yet. Criticism and suggestions are as always welcome!
Re: [32bpp] Extra zoom levels Graphics
Posted: 27 Aug 2008 14:59
by maquinista
Is very good.
Aracirion modeled another building, but It fits better in a 2×2 space, and It was in WIP state from 2006. I think that we can code this model as a new GRF file, and have the two buildings in the game:
http://www.tt-forums.net/viewtopic.php?p=523504#p523504
Re: [32bpp] Extra zoom levels Graphics
Posted: 27 Aug 2008 15:08
by Zutty
As nice as your model is Varivar, Aracirion's model looks more like the real life equivalent.
Chris Sawyer's website has some examples...
http://www.chrissawyer.com/feature1a.htm
Re: [32bpp] Extra zoom levels Graphics
Posted: 27 Aug 2008 15:14
by maquinista
I think that a building like the original (in size) would need four squares. Having two models (1×1 and 2×2) would be better to keep a uniform scale with buildings. Also, the Aracirion's model, was rendered with 512 px width.
I will ask if Aracirion give us permission to code it.
Re: [32bpp] Extra zoom levels Graphics
Posted: 27 Aug 2008 16:59
by brupje
I did a 32bpp version of

.

Re: [32bpp] Extra zoom levels Graphics
Posted: 27 Aug 2008 17:34
by LordAzamath
No offence, but the texture specularity isn't very good

.. I think it could be a toyland version fo the real thing

Ir's really toyish :/