Grolsch wrote:What about english players with left-driving buses?
I know, and is here other problem - we would need extra sprite for traffic signs!!!
So someone would have to make some patch/grf??? - sorry, I do not undertand it
Ben_Robbins_ wrote:I considered things such as the signs also, but didn't add them because I think people from different countries will want them in there own style, there isn't really a generic style
I know it too. But I think most people on this forum is from Europe or someone from America. And in Europe is traffic signs very similar or not? Which traffic sign you have in England?
However traffic signs was only suggestion
Sorry for my very bad English!!!
I am 3dsmax artist.
Your assumptions about the nationalities here on the forums may be correct, but still, we should strive to draw internationally neutral graphics. However, from an eye-candy point of view I quite like the traffic signs idea, maybe it could be further developed as GRF overlays (if such a feature exists)?
I love Wackis roads. Ben are great, but I think these are even better. For the desert set, I would love to see more grey roads, with cracks and and stuff. Maybe the city roads (the one with trees and lampposts) could be a bit darker and look fresh and new.
I'd like to stress that there is no reason that sprites are to be taken as there posted, and seen as that or nothing. The road sprites I made can easily be changed if people want to improve them or make other graphics from them. For this example, the roads that Wacki has made uses the same mesh’s, and part of the texture, with the tiling tarmac texture replaced. The almost complete restart (in terms of going back to the initial rendering) to get this effect therefore requires more effort than may be needed, unless there is just no hope with the roads I made in getting the effect you are after. I.e. to get the roads I made less ‘blue’ as Wacki said, involves opening the sprite or texture, and de-saturating, (selective colour replacement). To darken it, just open and darken the same way. Record the action and repeat. It should take about 2-3 minutes. It would probably take longer just to open the program than to make the roads appear the same (bar de-texturing). I had actually considered de-saturating them slightly myself, but currently I’m working on other things.
But the idea that, ‘if something isn’t how you would like it, then either live with it or start again', misses 1 key advantage of graphics being free. They are free to edit, not just free to download. (obviously I'm only speaking for myself here, other people may release things differently)
I’m not meaning to sound irritated, but I just think things are being taken simply for what they are, rather than being seen with any potential. (asuming there is) I think the majority of people can edit graphics in this way, even if they are yet to learn things such as modelling and/or texturing. The current bottleneck in producing graphics is in the 3d modelling programs, (rendering time, and people that are able to use them) and therefore help with post render work is very much needed. Yet we aren’t as reliant on the 3d programs as I think it is perceived. Graphics can be radically altered, and many created from scratch without going near a 3d modelling program.
Best way to do sort out sets of sprites I have found is to grab a screenshot from the game, and tweak that, then once you have got it how you wish, then make the changes to the set of tiles. This way will inshore that choices of colour/tone etc. are fitting with everything else.
Finally, in relation to various comments about where the dark and light bits or the tarmac are. Although I think the sprites should be generic, the original set is a temperate climate, so I think if there are differences in the way dust is laid out (because of things like desert) then they should be made as they are in that climate in reality. Although this point should be taken into consideration for the tropical sets roads tiles, as it is particularly relevant to that.
Not all of us have. And have those who had seen it given any feedback?
My feedback is 'Why isn't it pngcoded and tarred yet?' and 'Where are the other stages?'
TagDaze wrote:And TagDaze said, let there be an HQ. And there was an HQ. And he OpenTTD community gave TagDaze feedback, which he very much appreciated. :V
is it pngcoded?
where is the tar?
can we see the other stages?
Glad you remember it, Korenn, but the only feedback I got was "add rust to the sheds and some more details." So I did that.
If you guys think it's done well enough, could you give me a pointer (to a thread or something) on how to prepare it for upload?
I've got a 3ds model here and a buttload of textures that go with it.
Also, you want me to work on the other stages as well?
I like your HQ!!! So I want you work on the other stages HQ
But tree need better texture and put on grass texture some grass - you will need extra grass on tropical, sub-tropic and temperate climate!!!!!!!!! (If you want, I can send you my material for tree?) Or Ben can you send some his really nice template tree!!!??? Or you can use photoshop on it?
And I know how to prepare it for upload, but my english is terrible ........ f***
Last edited by Wacki on 09 Jan 2008 21:20, edited 1 time in total.
Sorry for my very bad English!!!
I am 3dsmax artist.
Yes, I know - I planning use scaffold in bigger buildings
And about soil - I will have to make a little changes in all tropical buildings, so maybe I will try make some dirt ground.
Sorry for my very bad English!!!
I am 3dsmax artist.
Yes, I know - I planning use scaffold in bigger buildings
And about soil - I will have to make a little changes in all tropical buildings, so maybe I will try make some dirt ground.
Okay, (its not to give you more work or something, but this could be more realistic
Stop those stupid shooting games, make peaceful games!
Wacki wrote:I like your HQ!!! So I want you work on the other stages HQ
But tree need better texture and put on grass texture some grass - you will need extra grass on tropical, sub-tropic and temperate climate!!!!!!!!! (If you want, I can send you my material for tree?) Or Ben can you send some his really nice template tree!!!??? Or you can use photoshop on it?
And I know how to prepare it for upload, but my english is terrible ........ f***
It's a default 3ds max tree, so it might not be the best. Is this material you speak of the model and the texture, or just the texture, or what?
Anyone have a pointer on how to... pngcode the building?
Nope, it's not. I can try to animate it, though. I was meaning to learn animation anyway, soooo...
Still... rawr, pngcoding directions, pl0x. This pngcodec thing is giving me a headache, thread doesn't help.
Im not sure you will be able to do it on the HQ. As far as i know- this is only a replacement of sprites in the trg1r.grf file, and the original hq graphics dont have any animation. Only certain things have been changed to allow you to use newgrf specifications so you can't do more than a simple sprite replacement with the HQs. Some animation is done with action colours- but then as far as im aware- these don't work when using the 32bpp blitter. If you were to do a building/station/industry it might be possible- but then its all in the nfo coding- as an artist you would just draw the different frames.
Your best bet is probably to replace it with something else. How about some sort of aerial/transmitter. That might be more realistic anyway.
Okay, i am trying to create a shop for in a town street. (following more shops having the same glass roof above the entrance will look like a shopping centre).
This is the first time i use Blender, 4 years ago i used maya to create a stadium.
It gives me a hard time because letterly everything is completely different than MAX or Maya. Left/right mouse clicking, but okay, im getting used to it.
I have to do more tutorials as i have no idea how to put those brick walls from the wiki page in my project.
Attachments
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Stop those stupid shooting games, make peaceful games!