[UNIV] Comic Set

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

Moderator: Graphics Moderators

maquinista
Tycoon
Tycoon
Posts: 1829
Joined: 10 Jul 2006 00:43
Location: Spain

Re: [UNIV] Comic Set

Post by maquinista »

Very nice!
Sorry if my english is too poor, I want learn it, but it isn't too easy.[/list][/size]
Auge
Chief Executive
Chief Executive
Posts: 662
Joined: 23 Oct 2006 02:07
Location: Berlin

Re: [UNIV] Comic Set

Post by Auge »

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?
csls-prototype-#2.png
csls-prototype-#2.png (80.35 KiB) Viewed 3365 times
Tschö, Auge
User avatar
planetmaker
OpenTTD Developer
OpenTTD Developer
Posts: 9432
Joined: 07 Nov 2007 22:44
Location: Sol d

Re: [UNIV] Comic Set

Post by planetmaker »

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
User avatar
kamnet
Moderator
Moderator
Posts: 8705
Joined: 28 Sep 2009 17:15
Location: Eastern KY
Contact:

Re: [UNIV] Comic Set

Post by kamnet »

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?
csls-prototype-#2.png
Tschö, Auge
I like the "imperfection", I don't see a need to adjust the street divider, or even add stop lines.
Auge
Chief Executive
Chief Executive
Posts: 662
Joined: 23 Oct 2006 02:07
Location: Berlin

Re: [UNIV] Comic Set

Post by Auge »

Hello

The same town as in the last screenshot. Now the roads with pavements have sharper contours.
csls-prototype-#3.png
csls-prototype-#3.png (37.76 KiB) Viewed 3232 times
edit: And once again with the same viewport as in the last posting.
csls-prototype-#4.png
csls-prototype-#4.png (83.94 KiB) Viewed 3230 times
Tschö, Auge
User avatar
Purno
Tycoon
Tycoon
Posts: 16659
Joined: 30 Mar 2004 12:30
Location: Almere, The Netherlands

Re: [UNIV] Comic Set

Post by Purno »

Pretty epic stuff, I like it.
Contributor to the The 2cc Set and Dutch Trainset. Inventor of the Metro concept. Retired Graphics Artist.
Image Image
Download TT | Latest TTDPatch | OpenTTD | OpenTTDCoop | BaNaNaS: OpenTTD content system | 2048² OTTD scenario of the Netherlands
GRF Codec | GRF Crawler | GRF Maker | Usefull graphics & tools sites | NML Documentation Wiki | NFO Documentation Wiki
All my graphics are licensed under GPL. "Always remember you're unique, just like everyone else."
Michi_cc
OpenTTD Developer
OpenTTD Developer
Posts: 619
Joined: 14 Jun 2004 23:27
Location: Berlin, Germany
Contact:

Re: [UNIV] Comic Set

Post by Michi_cc »

That screenshot screams for real extra zoom sprites :)

-- Michael Lutz
Eddi
Tycoon
Tycoon
Posts: 8289
Joined: 17 Jan 2007 00:14

Re: [UNIV] Comic Set

Post by Eddi »

well, the originals scream for 1.5x zoom level :)
User avatar
Boukev
Engineer
Engineer
Posts: 18
Joined: 13 May 2009 13:47
Location: Hengelo, Netherlands

Re: [UNIV] Comic Set

Post by Boukev »

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.
Auge
Chief Executive
Chief Executive
Posts: 662
Joined: 23 Oct 2006 02:07
Location: Berlin

Re: [UNIV] Comic Set

Post by Auge »

Hello
Michi_cc wrote:That screenshot screams for real extra zoom sprites :)
If all sprites for zoomlevel 0 are done ...
Eddi wrote:well, the originals scream for 1.5x zoom level :)
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.

Tschö, Auge
Auge
Chief Executive
Chief Executive
Posts: 662
Joined: 23 Oct 2006 02:07
Location: Berlin

Re: [UNIV] Comic Set

Post by Auge »

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).
csls-prototype-#5.png
csls-prototype-#5.png (88.95 KiB) Viewed 3036 times
Tschö, Auge
Auge
Chief Executive
Chief Executive
Posts: 662
Joined: 23 Oct 2006 02:07
Location: Berlin

Re: [UNIV] Comic Set

Post by Auge »

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.
csls-prototype-#6.png
csls-prototype-#6.png (92.69 KiB) Viewed 2985 times
[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
broodje
Director
Director
Posts: 617
Joined: 13 Jul 2003 12:47
Location: Alphen aan den Rijn
Contact:

Re: [UNIV] Comic Set

Post by broodje »

Looking good! I thought the pallet shouldn't be a problem, if you want you can use 32 bit.
Auge
Chief Executive
Chief Executive
Posts: 662
Joined: 23 Oct 2006 02:07
Location: Berlin

Re: [UNIV] Comic Set

Post by Auge »

Hello
broodje wrote:Looking good! I thought the pallet shouldn't be a problem, if you want you can use 32 bit.
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.

[1] Planetmaker told me, that a landscape replacement requires a 8bbp non zoom set as part of it.

Tschö, Auge
Michi_cc
OpenTTD Developer
OpenTTD Developer
Posts: 619
Joined: 14 Jun 2004 23:27
Location: Berlin, Germany
Contact:

Re: [UNIV] Comic Set

Post by Michi_cc »

Auge wrote:Planetmaker told me, that a landscape replacement requires a 8bbp non zoom set as part of it.
You do need 8bpp normal zoom sprites, but nobody said how good they have to look :)

-- Michael Lutz
Auge
Chief Executive
Chief Executive
Posts: 662
Joined: 23 Oct 2006 02:07
Location: Berlin

Re: [UNIV] Comic Set

Post by Auge »

Michi_cc wrote:
Auge wrote:Planetmaker told me, that a landscape replacement requires a 8bbp non zoom set as part of it.
You do need 8bpp normal zoom sprites, but nobody said how good they have to look :)
Nice argument. :-)

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.
csls-prototype-#7.png
csls-prototype-#7.png (75.65 KiB) Viewed 2843 times
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
Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: No registered users and 4 guests