Page 17 of 27
Posted: 21 May 2007 21:51
by Red*Star
Again thanks for your comments and especially your commendation! Couldn't believe that I get all this stuff "final" some time, but it seems I and Xeryus will manage it.
Ben_K wrote:Just in case it was missed last time:
Ben_K wrote:...the reflection on the roof on the left hand side (The roof that goes \ way) has the reflection on the wrong side... shouldnt it be shady on the west facing side?
Otherwise, its looking awesome!

Oops, sorry, I really overread this. The answer isn't simple, but "... it depends"
If you consider ray optics then it is only a problem if you think that the reflection comes from the sun (which is on the "right" side in TTD, because light comes from there). But because there (or at least should be, even in the TTD world

) is also a light sky above the station, the roof also reflects the sky... theoretically.
But it's a very good point you mentioned, I will think over it - or even better render it with a ray optic simulator

- to get the absolute correct lighting.
Posted: 21 May 2007 21:59
by Ben_K
Hehe! A very good point... Well, wherever you put it, I like them.

Posted: 22 May 2007 14:58
by Red*Star
Ben_K wrote:Hehe! A very good point... Well, wherever you put it, I like them.

Dunno if you find these*) better :/... I don't.
I think I let the original persist.
*) No, it's /not/ rendered.
Posted: 22 May 2007 15:12
by wallyweb
Red*Star wrote:Ben_K wrote:Hehe! A very good point... Well, wherever you put it, I like them.

Dunno if you find these*) better :/... I don't.
I think I let the original persist.
I agree ... go with the original.

Posted: 22 May 2007 15:14
by Ben_K
Me too... go with the original!

Posted: 22 May 2007 18:36
by XeryusTC
Indeed, the original is way better.
Posted: 22 May 2007 20:14
by Red*Star
Ok, now I've just swapped the glass pane reflections. Is much better now, and above all I don't want to do more tries ^^
Posted: 22 May 2007 20:29
by Sleepie
v1.1 looks really great and better as the original imho.
Posted: 22 May 2007 21:09
by Stefanuzz
Maybe I am blind, but I miss the platforms for the passangers?

It looks amazing by the way!
Posted: 22 May 2007 21:49
by Red*Star

No, you are not blind. I've just blinded out the platform layer accidently. (*FIXED* now)
Posted: 22 May 2007 22:05
by athanasios
Much better. White is not ugly anymore since sun reflection makes contrast be less.
Posted: 22 May 2007 23:09
by lifeblood
I think the door-frames are still too bright. But a nice station, I do agree.
Posted: 26 May 2007 09:54
by squishycube
I noticed that you use some roads in your stations and it made me wonder: will you support other road sets? Because that would be really great.
Good luck finishing the set.
Posted: 26 May 2007 10:19
by Red*Star
Nope, sorry. Standard "roads" have been enough work.
Apart from that, you may dispute which NewGfx creator's job it is to do this work - the one that has made a nwe set containing street graphics or the one that has made the new roadset. I think it's the latter person's job because there are many different roadsets out there and the former person can't support all of them.
Posted: 26 May 2007 10:22
by XeryusTC
And it would drive me mad

.
Posted: 27 May 2007 22:48
by Ben_K
Arent you able to get the GRF to realise what roads are loaded and use then as needed? Im not sure of thwe work involvedbut Ive heard of it Im sure? One example I think of was
Peters HighHQ. He says he does do the compatibility himself through the GRFIDs but it does add a bit of perfection to how it fits into a game.
Posted: 27 May 2007 23:42
by wallyweb
Red*Star wrote:Nope, sorry. Standard "roads" have been enough work.
Apart from that, you may dispute which NewGfx creator's job it is to do this work - the one that has made a nwe set containing street graphics or the one that has made the new roadset. I think it's the latter person's job because there are many different roadsets out there and the former person can't support all of them.
XeryusTC wrote:And it would drive me mad

.
Ben_K wrote:Arent you able to get the GRF to realise what roads are loaded and use then as needed? Im not sure of thwe work involvedbut Ive heard of it Im sure? One example I think of was Peters HighHQ. He says he does do the compatibility himself through the GRFIDs but it does add a bit of perfection to how it fits into a game.
OK! TIME OUT!
I just went through all 17 pages of this thread and could find only one station tile with a road on it ... the tunnel/underground entrance.
If I missed some others, let me know.
1. In my games I like my roads to be functional so if I need a road tunnel under a station, I will use the tunnels provided by a road set, which would make that little tunnel tile redundant.
2. If that little tunnel tile is supposed to represent access to a lower level, perhaps for underground parking and/or deliveries, then it would be the private property of the station and not a public road/highway, in which case the property owners often paint their lines very differently from the schema used by public road authorities.
3. Conclusion ... leave it as is and don't complicate the code to make it match road sets.

Posted: 28 May 2007 00:35
by Ben_K
Easy now Wally! Take a deep breath! Red*Star has spoken. I was just mentioning somethign Id seen elsewhere as I think its a nice way to complete a set. Your points are valid, but even then its nice for sets to be compatible with each other if possible. Its just a personal preference. its Red*Stars set, he is the boss. It wont stop me using then whatever the road surface

Posted: 28 May 2007 01:21
by wallyweb
Ben_K wrote:Easy now Wally! Take a deep breath! Red*Star has spoken. I was just mentioning somethign Id seen elsewhere as I think its a nice way to complete a set. Your points are valid, but even then its nice for sets to be compatible with each other if possible. Its just a personal preference. its Red*Stars set, he is the boss. It wont stop me using then whatever the road surface

/me lets all the hot air out with a woosh!
Where it is only one tile, perhaps Red*Star can revisit it later when he is done and bored.
Also, if it is a tile on its own, it might be easier to code too.

Posted: 28 May 2007 08:02
by Red*Star
Well, there actually /are/ some more sprites of me that use the standard road colour scheme, look at:
Forecourts
So it is a point to think over. And, yes, fully I agree to Ben_k, that it would add perfection to the game, but the question is always: If the time you can assign to your hobbies is finite, what are you able to pack into your spare time?
In this case it's also a matter of how much effort I have vs. what result I get, and the result of having many many roadsets is... well, yes, "get more into perfection", but it's not that /essential/.
I hope this answers all your questions about the roads. But I wouldn't mind if you find someone who is able to redraw my road forecourt sprites with your favorite road theme (or even if you do it yourself).
What I can offer (I think Xeryus would have no problem with it, because it would mean to just replace one pcx file by another, nothing more):
If you got ready with your own special road theme forecourt sprites you may give us the sprites and we create different /versions/ (which means: different /grf/ files) of the modern station set.
[ But the quality of the new drawn roads should match at least the quality standard of the TTD roads, I would recommend

. ]
wallyweb wrote:Where it is only one tile, perhaps Red*Star can revisit it later when he is done and bored.
Me and getting bored?

Sorry, but I can't think of any situation that could make this happen some time
