[UNIV] Comic Set
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- Tycoon
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Re: [UNIV] Comic Set
Very nice!
Sorry if my english is too poor, I want learn it, but it isn't too easy.
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Re: [UNIV] Comic Set
Hello
Thank you.
Next prototype stage. Some flowers inbetween the grass and a first try to draw the streets. Some colours needs to be adjusted, same for the length of lines for the traffic lanes. How to consider stop lines for left and right hand driving?
Tschö, Auge
Thank you.

Next prototype stage. Some flowers inbetween the grass and a first try to draw the streets. Some colours needs to be adjusted, same for the length of lines for the traffic lanes. How to consider stop lines for left and right hand driving?
Tschö, Auge
- planetmaker
- OpenTTD Developer
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Re: [UNIV] Comic Set
Ho, very nice 
The flowers seem like a good addition as they break somewhat the monotony the tiles would have otherwise. The roads look good to me

The flowers seem like a good addition as they break somewhat the monotony the tiles would have otherwise. The roads look good to me
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Re: [UNIV] Comic Set
I like the "imperfection", I don't see a need to adjust the street divider, or even add stop lines.Auge wrote:Hello
Thank you.
Next prototype stage. Some flowers inbetween the grass and a first try to draw the streets. Some colours needs to be adjusted, same for the length of lines for the traffic lanes. How to consider stop lines for left and right hand driving?
Tschö, Auge
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Base Music Sets: OpenMSX | Scott Joplin Anthology | Traditional Winter Holiday Music | Modern Motion Music
Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | GarryG's Auz Sets
Re: [UNIV] Comic Set
Hello
The same town as in the last screenshot. Now the roads with pavements have sharper contours.
edit: And once again with the same viewport as in the last posting.
Tschö, Auge
The same town as in the last screenshot. Now the roads with pavements have sharper contours.
edit: And once again with the same viewport as in the last posting.
Tschö, Auge
Re: [UNIV] Comic Set
Pretty epic stuff, I like it.
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Re: [UNIV] Comic Set
That screenshot screams for real extra zoom sprites 
-- Michael Lutz

-- Michael Lutz
Re: [UNIV] Comic Set
well, the originals scream for 1.5x zoom level 

Re: [UNIV] Comic Set
Just letting you guys know that I love the look of this set, I will definetly create a game with it just for it's clear and crisp view.
It takes either 1 train with 8 carriages or 500 cars to move 1000 people. Simple math.
Re: [UNIV] Comic Set
Hello
Tschö, Auge
If all sprites for zoomlevel 0 are done ...Michi_cc wrote:That screenshot screams for real extra zoom sprites
Of course, that would be fine. On the other side, the two additional zoom levels and the (now native) possibility to use 32bpp-sprites in all zoom levels gives us enough room for graphic experiments.Eddi wrote:well, the originals scream for 1.5x zoom level
Tschö, Auge
Re: [UNIV] Comic Set
Hello
Next screenshot, next roads ...
Today a screenshot taken with opengfx as baseset. Now with lane markers for all tiles (some further corrections needed), no-drive-through-stations for buses and lorries and ... ahem ... tunnels (here with a bus in it).
Tschö, Auge
Next screenshot, next roads ...
Today a screenshot taken with opengfx as baseset. Now with lane markers for all tiles (some further corrections needed), no-drive-through-stations for buses and lorries and ... ahem ... tunnels (here with a bus in it).
Tschö, Auge
Re: [UNIV] Comic Set
Hello
The ugly tunnel entrances are redone [1] and rough land tiles are filled with grass land as placeholder. I've no idea how to draw them. The tiles should not be to noisy but look recognisable on the other side. The problem is the pallete and the only few green tones. Anyway, here's the screenshot.
[1] Look into the bottom left corner. *head scratching* Looks a bit like the tunnel tiles from one town replacement sets (north american or town replacement set).
Tschö, Auge
The ugly tunnel entrances are redone [1] and rough land tiles are filled with grass land as placeholder. I've no idea how to draw them. The tiles should not be to noisy but look recognisable on the other side. The problem is the pallete and the only few green tones. Anyway, here's the screenshot.
[1] Look into the bottom left corner. *head scratching* Looks a bit like the tunnel tiles from one town replacement sets (north american or town replacement set).
Tschö, Auge
Re: [UNIV] Comic Set
Looking good! I thought the pallet shouldn't be a problem, if you want you can use 32 bit.
Re: [UNIV] Comic Set
Hello
[1] Planetmaker told me, that a landscape replacement requires a 8bbp non zoom set as part of it.
Tschö, Auge
I'm aware of that and I will add 32bpp sprites when all (IMHO) needed sprites are present. The problem is the need [1] of a 8bpp replacement for non zoom sprites. I use the DOS palette, but the colour green has only a little variability. You can have many red and blue colours, but only a few green ones.broodje wrote:Looking good! I thought the pallet shouldn't be a problem, if you want you can use 32 bit.
[1] Planetmaker told me, that a landscape replacement requires a 8bbp non zoom set as part of it.
Tschö, Auge
Re: [UNIV] Comic Set
You do need 8bpp normal zoom sprites, but nobody said how good they have to lookAuge wrote:Planetmaker told me, that a landscape replacement requires a 8bbp non zoom set as part of it.

-- Michael Lutz
Re: [UNIV] Comic Set
Nice argument.Michi_cc wrote:You do need 8bpp normal zoom sprites, but nobody said how good they have to lookAuge wrote:Planetmaker told me, that a landscape replacement requires a 8bbp non zoom set as part of it.

No need for a masterwork, but on the other hand the tiles shoudn't look ugly.
The GRF is now climate aware. The tiles only show up in temperate climate.
Next step: the bare land tiles.
In the bottom right corner you see stage one, on the left side stage two and under the road junction stage three. Addintionally you see the not animated coast and water tiles. Some of the coast tiles needs the "beach pixels" (I knew, something is missing). Can someone provide me please a link, how to do the [edit]water[/edit] animation?
Tschö, Auge
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