Page 3 of 17
Posted: 22 Jun 2007 12:22
by TrueBrain
Wolf01 wrote:i must have a working pngcodec first

Check here:
http://www.tt-forums.net/viewtopic.php?p=600023
Posted: 23 Jun 2007 11:06
by Leviath.NL
Ok, I've set the x & y-offset for each tile; I have added them as a attachement. There still are glitches; this may be because the offsets are off.
to use them you need a recent nightly; place the png's in data/sprites/trgtr
them launch the game using "./openttd -b 32bpp-anim" or something similar.
---------------------------------------------------
I like the idea of of steps on slopes, but I don't think the lighting will ever look good on them because on of the steps aligns with its surround tiles which can be flat or also a slope. and how do you want to lay for instance a rail on them?
Posted: 24 Jun 2007 01:38
by athanasios
Thanks. I got the glitches too. In 32bpp branch we had much more. These are few and hope can be fixed. Now Toyland is not a pain in the eyes.

Posted: 24 Jun 2007 08:39
by TrueBrain
athanasios wrote:Thanks. I got the glitches too. In 32bpp branch we had much more. These are few and hope can be fixed. Now Toyland is not a pain in the eyes.

The thing is... those glitches aren't caused by the 32bpp code, but by the PNGs created. The offset that is put under it is wrong, or the dimensions are. Either way, it is a problem of the graphics, not the 32bpp engine.
Posted: 24 Jun 2007 11:31
by Wolf01
i redesigned again some tiles and almost fixed the lighning
some tiles are still wrong, the ones from 72 to 75, because they need one more step to be like the others
Posted: 25 Jun 2007 19:00
by Wolf01
ok, another hour of work and another improvement, tell me what you feel
Posted: 25 Jun 2007 22:00
by Dave
Very nice, wolf01. Looking really quite smart now. Is this a massive total overhaul?
Posted: 25 Jun 2007 22:06
by athanasios

Cool.
Let me ask you

: single rough land tile (red) in your screenshot means you are going to work for that now?
I am somewhat confused as to how to draw them. I have a couple ideas:
* Just recolor with brownish or orange color.
* Add some sort of vegetation (don't know whch color to use).
* Make the tiles look old - damaged.
Posted: 26 Jun 2007 01:58
by Ben_K
Dave Worley wrote:Is this a massive total overhaul?
The title of the thread wrote:
[Big Project] [32bpp] BrickLand Climate
Plus, from what Ive gathered about replacing climates - its no easy task at all!
And wolf... looking great! Cant wait to use this!

Posted: 26 Jun 2007 10:28
by Ailure
athanasios wrote:I am somewhat confused as to how to draw them. I have a couple ideas:
* Just recolor with brownish or orange color.
* Add some sort of vegetation (don't know whch color to use).
* Make the tiles look old - damaged.
Why not random bricks scattered over it? It's brickland after all.

Posted: 26 Jun 2007 10:35
by bobingabout
i've got to say, that "How it should be" looks off.
Posted: 26 Jun 2007 12:04
by Wolf01
athanasios wrote:
Cool.
Let me ask you

: single rough land tile (red) in your screenshot means you are going to work for that now?
I am somewhat confused as to how to draw them. I have a couple ideas:
* Just recolor with brownish or orange color.
* Add some sort of vegetation (don't know whch color to use).
* Make the tiles look old - damaged.
the red-and-white tile is the rough tile, i plan to add some dirty like random bricks in odd places and not connected with the ground
i was thinking about the rocky tiles, i'll draw them like the lego rocks, so a bit high (but not outside the edges, maybe a little) and grey
but now i'm going to draw the clear tiles and all the stages of clearing
EDIT: fixed again the slopes, now all is aligned and there aren't glitches
i'll start soon the work on the other tiles
Posted: 26 Jun 2007 22:00
by Roujin
that looks really nice
but i would suggest to give all the err... bumps (you know what i mean) on one tile the same shade, not making it brighter higher up, because this way it looks not very smooth when you have a longer hill (consisting of multiple consecutive slope tiles).
argh, i seem not to be able to express myself properly today >< hope you get what i mean ^^
edit: this picture i just made could illustrate what i mean. This way it's colored in temperate. there are (i think) 6 different shades, where NE and E slopes have the brightest, then SE, then S, then even tile, then N, NW and SW, and finally West slope the darkest, BUT: each tile is evenly shaded, not brighter towards the top.
Posted: 27 Jun 2007 01:48
by athanasios
It is clear what you mean. And what is evident in this shot is the stupid shading used in original tiles. If light comes from East: North and South tiles should be same shade. Yet North is darker from South. And it should be the opposite actually (like Wolf's shading) because light comes from NorthEast-East: those 2 slopes have almost same shading (East a little brighter).
Posted: 27 Jun 2007 06:41
by MarkyParky
And what if lights come from east-south-east?
Posted: 27 Jun 2007 07:53
by bobingabout
i think he needs to darken the bumps on the far side of that hill, and lighten the ones at the front side. the non-uniform bumps makes it look too funky.
Posted: 27 Jun 2007 17:15
by Roujin
ah, what i wanted to point out is not that this (stupid how you call it) shading should be used (i don't want to argue about that), but just that in one single slope tile, there's always just one shade.
the last picture of the new brickland slopes shows - for example the south east slope (meaning it goes up the hill towards the north east) having 4x4 bumps, of which the lower rows 1-3 are rather dark, but the 4th row is as bright as the bumps on the even tile.
which leads to the impression that the hill does not go continuously upwards, but goes up, flattens, goes up again, flat, up... you know what i mean?
edit: i think i'll draw sth. again ^^ just a sec.
Posted: 28 Jun 2007 02:10
by athanasios
Yes. It is clear. I assume Wolf drew it that way to make more smooth the transition from slope to flat land (some other isometric games do the same), but looks bad on slopes. It would be better if there were 2 tiles: one like wolf's original and one like the one you painted and suitable one used according to position, but this will require a patch in code I suppose.
Posted: 28 Jun 2007 17:32
by Wolf01
yes that is what i said two days ago in chat, maybe somebody read it, maybe if one day OTTD will support inner angle coast tiles, it will be easy to support this too
Posted: 28 Jun 2007 21:06
by Roujin
oh sorry, i didn't know this had been discussed before.
Well if you want to hear my opinion, at the current state where you can't have two different tiles for that, i'd rather have a sharp edge from a slope to a flat tile than longer slopes being irregular.
(a lego world has a lot of sharp edges anyways

)