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Re: [32bpp] Extra zoom levels Graphics

Posted: 03 Sep 2008 22:05
by maquinista
Varivar wrote:
habell wrote:Here are the coded desert sprites.
Great work :D , they fit perfectly with the other tiles. I've updated the wiki, please fix things (like the credits), if they're wrong.

I've made a 32bpp version of the tropical flat #1. I know LordAmazath has drawn one before, but that one is only available for the normal zoom level and it doesn't fit with the other tropical buildings in my opinion. I wanted to draw one which looks more like the sober original 8bpp version. I know it's not perfect and I'm open for suggestions.
Is very good.
You can add something in front of the building. Maybe a garden, trees... also, is needed two construction stages.

The new tropical railway tiles are awesome, I have updated the 32 bpp screenshots tread:
http://www.tt-forums.net/viewtopic.php?p=725266#p725266

Re: [32bpp] Extra zoom levels Graphics

Posted: 03 Sep 2008 23:11
by Teemes
@habell: nice stuff! (you got pm, btw, sorry for the late reply)

At first I thought I found some issues, because the dirt/construction works phase of the rails in the desert uses the same graphics as the rails in the jungle. Plus, the fences are a no-show in the desert. Then I started the regular 8bpp OTTD and saw that it has been like this ALL THE TIME :shock: Guess what, I never noticed in the standard view... :roll:

Re: [32bpp] Extra zoom levels Graphics

Posted: 04 Sep 2008 00:51
by athanasios
Side of tropical flat doesn't match with front.
My suggestions:
Use the yellow-brown on the side to correspond to the windows.
Do not use so dark lines to separate yellow-brown from gray.
Building is overly dark (gray).

Re: [32bpp] Extra zoom levels Graphics

Posted: 05 Sep 2008 15:10
by Varivar
I've finished the tropical flat #1. I've improved the side, and I've drawn the construction stages. They are all in the archive.

Re: [32bpp] Extra zoom levels Graphics

Posted: 05 Sep 2008 17:54
by habell
Since I've been working on desert climate sprites. I clouldn't leave out the road sprites, now could I?

So I've tried to give it a go and this is what it looks like. 8o

Any comments
Screeshot of desert climate with desert roads
Screeshot of desert climate with desert roads
desert roads.png (675.77 KiB) Viewed 2739 times

Re: [32bpp] Extra zoom levels Graphics

Posted: 05 Sep 2008 18:17
by Varivar
habell wrote:Since I've been working on desert climate sprites. I clouldn't leave out the road sprites, now could I?

So I've tried to give it a go and this is what it looks like. 8o

Any comments
They look really nice, good work :D .

It looks strange that the construction stage of the desert road (without lines) uses the same graphics as the road in the jungle (with lines). I know that it's the same in the original 8bpp version, but it shows up in the 32bpp version. Can this be changed some way?

Re: [32bpp] Extra zoom levels Graphics

Posted: 05 Sep 2008 18:17
by Jupix
What I'd like from the desert infrastructure is a more aged and less sophisticated look. I'd love it if desert roads were sand-based (essentially the same color as plain desert, but maybe with a slight difference in brightness and texture), and also the railway "foundations" either nothing at all or a sort of gravely-brown texture.

Pictures of what I'm thinking of:

http://www.maion.com/photography/_photos/maro0689.jpg
http://farm3.static.flickr.com/2210/232 ... 4a7e36.jpg
http://invision-images.com/archive/stor ... 78/preview
http://www.theguide.org.za/Namibia/Nami ... 20Road.jpg
http://www.en-route.co.za/AfricaAdventu ... n/sud5.jpg

These are off Google image search obviously so quality is what it is.

Re: [32bpp] Extra zoom levels Graphics

Posted: 05 Sep 2008 18:42
by Varivar
Jupix wrote:What I'd like from the desert infrastructure is a more aged and less sophisticated look. I'd love it if desert roads were sand-based (essentially the same color as plain desert, but maybe with a slight difference in brightness and texture), and also the railway "foundations" either nothing at all or a sort of gravely-brown texture.
Sand based roads in the deserts are nice, but they aren't suitable for the trucks. The trucks would slow down on such ways. Asphalt roads are better for this.

Re: [32bpp] Extra zoom levels Graphics

Posted: 05 Sep 2008 19:44
by Jupix
If it was my call, I would probably say there are already some worse believability issues in the game. :mrgreen:

Re: [32bpp] Extra zoom levels Graphics

Posted: 06 Sep 2008 00:06
by maquinista
Awesome building and desert road tiles!

Re: [32bpp] Extra zoom levels Graphics

Posted: 06 Sep 2008 09:08
by habell
Jupix wrote:What I'd like from the desert infrastructure is a more aged and less sophisticated look. I'd love it if desert roads were sand-based (essentially the same color as plain desert, but maybe with a slight difference in brightness and texture), and also the railway "foundations" either nothing at all or a sort of gravely-brown texture.

Pictures of what I'm thinking of:

http://www.maion.com/photography/_photos/maro0689.jpg
http://farm3.static.flickr.com/2210/232 ... 4a7e36.jpg
http://invision-images.com/archive/stor ... 78/preview
http://www.theguide.org.za/Namibia/Nami ... 20Road.jpg
http://www.en-route.co.za/AfricaAdventu ... n/sud5.jpg

These are off Google image search obviously so quality is what it is.

Something like this?


Mind you, it's a very quick mock-up
Mock-up more desert like roads
Mock-up more desert like roads
desert_roads_2.jpg (117.5 KiB) Viewed 2748 times

Re: [32bpp] Extra zoom levels Graphics

Posted: 06 Sep 2008 09:40
by Jupix
Yes! 8)
Less contrast, though, and less pronounced edges. (And a difference in appearance in the middle where RV's don't travel.)

Re: [32bpp] Extra zoom levels Graphics

Posted: 06 Sep 2008 11:37
by hammurabi
How bout making the tarmac dirty with clean tire tracks in the middle of each lane?

Re: [32bpp] Extra zoom levels Graphics

Posted: 06 Sep 2008 12:03
by maquinista
I prefer the asphalt surface, but we can have the two files in the Wiki.

Re: [32bpp] Extra zoom levels Graphics

Posted: 06 Sep 2008 14:52
by habell
I've been busy again :wink:

Since the half desert and half grass tiles whern't ready yet. I've tried them too.
I used both tiles en blended them together.

Any thoughts
screenshot with all desert-ground tiles ready
screenshot with all desert-ground tiles ready
desert_screenshot.png (510.08 KiB) Viewed 7668 times

Re: [32bpp] Extra zoom levels Graphics

Posted: 06 Sep 2008 15:26
by CommanderZ
Looks good at level 1+, but there are some issues at level 0.

Lookt at the pic.

1) The "semigrass" should not overlap northwestern and northeastern tile as full grasss does, it looks really bad.
2) There is strange blue line on the southwestern edge.

Re: [32bpp] Extra zoom levels Graphics

Posted: 06 Sep 2008 15:29
by maquinista
Some tiles needs a bit of retouching, but they look very good.

Re: [32bpp] Extra zoom levels Graphics

Posted: 06 Sep 2008 22:26
by GeekToo
Construction stage of the group of town houses. I'm not completely satisfied with it, something does not seem right, but I cannot put my finger what it is exactly. Please let me know what you think of it .

Re: [32bpp] Extra zoom levels Graphics

Posted: 07 Sep 2008 00:56
by maquinista
I think that is good. Maybe You can add some tools, Scaffolding, a concrete mixer...

Here is three Screenshots with the wrong offsets. Also, some farm tiles have a wrong ofset when they are at z0 zoom level.

Re: [32bpp] Extra zoom levels Graphics

Posted: 07 Sep 2008 11:23
by Roujin
GeekToo wrote:Construction stage of the group of town houses. I'm not completely satisfied with it, something does not seem right, but I cannot put my finger what it is exactly. Please let me know what you think of it .

I also have the feeling that something's not right with this picture. Maybe it's the lighting? It looks as if it were early in the morning, with the sun casting red light on everything..