ECS vectors v1.1.2 (by George) 19/06/2011
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Well, I, for one, think it's a wonderful piece of art and a great little bit of experimentation against the 'standard' of graphical drawing. The shorter one is definitely better, but I really like the way you've made the effort to mix and match with perspectives and setups.
On the other hand, it would be nice to see it in normal perspective, if that's what you want to do at a later date.
Kudos, in my opinion.
On the other hand, it would be nice to see it in normal perspective, if that's what you want to do at a later date.
Kudos, in my opinion.
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Factories are very big in reality, They are truncated a lot in TTD to fit in the map. The castle should be smaller.railwaymodeler wrote:I like the short version, it fits TTD a bit more. Having never seena castle in person though, I can't really say how much bigger they would be than a standard factory like the one TTD uses.
Yes. I also hope that other artists would contribute some more industries for touristsrailwaymodeler wrote:Looks very good though. Will this be used with the tourist cargo?
Awesome graphics, too bad it's diagonally orientated, makes it less beautiful.
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Diagonal graphics usually look ... well... ugly IMO.
Tho, I can see you put a lot of work in that castle, and you certainly got talent. I think it'd look übercool when it's not in | or _ view, but rather follows TT's dimensions (/ amd \ view), if you get what I mean.
This castle is not ugly, but I think it could look even better. I could be wrong though. Keep up the good work!
Tho, I can see you put a lot of work in that castle, and you certainly got talent. I think it'd look übercool when it's not in | or _ view, but rather follows TT's dimensions (/ amd \ view), if you get what I mean.
This castle is not ugly, but I think it could look even better. I could be wrong though. Keep up the good work!
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- athanasios
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I prefer the big one since the back part is at angle, you can see the side of it and so looks less flat. Only it should be wider. Try adding some more stuff. I suggest 'darker white', to fit with rest of TTD buildings brightness even original building is white. Good job. (Now I know what keeps you so busy!)
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George, you never cease to amaze me.
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Wow thats much much better!
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Thanks to everybody who worked for creating this nice castle, esp. to George.George wrote:Well, I've almost finished the castle. I have to fix some problems with coding, but graphics almost done, may be I'll make roofs darker, may be not.
I'd like to thank Zimmlock for help with shadows and Oz for stones.
Looking forward to improve my tourists destinations.
regards
LH
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I hope you are not too busy with testing TTRS3.02 and would do some tests for ECS Agricultural and Wood vectors beta 2 too. I've reduced production by 4.
The vectors.rar contains the xls files with the planned amounts of production.
The vectors.rar contains the xls files with the planned amounts of production.
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- George
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and dos ones (are they required?)
2Snail: Please check the French and Italian translations. (decode the GRF and look the beginning of the NFO file)
2Snail: Please check the French and Italian translations. (decode the GRF and look the beginning of the NFO file)
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Last edited by George on 11 Apr 2007 03:58, edited 1 time in total.
- George
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I've also completed the beta version of the castles code. It requires the sloped land as represented on the image, but a special code allows it to emulate this landscape on the different one. That means only light green tiles should be correct, while the red ones can be raised up or down. Currently it does not work correct in the transparent mode, but I'll fix it later. Also it does not produce anything, I'll add the later. Now I'm testing only the location on the map.
Waiting for you bug reports
P.S. I was not lucky enough to get it in the random game, but you can try. Let me know if you get one.
Waiting for you bug reports
P.S. I was not lucky enough to get it in the random game, but you can try. Let me know if you get one.
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- castle4-base.png (5.92 KiB) Viewed 6818 times
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- ECSTownw.rar
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Hey George! WOOT!
Your castle sure does look good.
I tried it out in the scenario editor and it is fine.
I am in the process of making a new scenario where I have just the place for it! I'll post pictures in a couple of days when I'm done.
You may want to add a note that to build it you have to place the cursor over the very back tile.
Sneaky! Very sneaky! http://www.tt-forums.net/viewtopic.php?t=31417
Your castle sure does look good.
I tried it out in the scenario editor and it is fine.
I am in the process of making a new scenario where I have just the place for it! I'll post pictures in a couple of days when I'm done.
You may want to add a note that to build it you have to place the cursor over the very back tile.
Sneaky! Very sneaky! http://www.tt-forums.net/viewtopic.php?t=31417
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Will do... however, I have no idea about how to decode a .GRF, is there any tool I have to use?George wrote:2Snail: Please check the French and Italian translations. (decode the GRF and look the beginning of the NFO file)
Also, for some reason I cannot start TTDPatch in any language other than English... although my Windows (emulated through Parallels Desktop) is an Italian version!
grfcodec.Snail wrote:Will do... however, I have no idea about how to decode a .GRF, is there any tool I have to use?
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That's because Zimmlock and Oz helped me. I hope I'll do some improvements too (later). I mean to improve the colours of the roofs.wallyweb wrote:Your castle sure does look good.
Did you try the correct landscape or incorrect too?wallyweb wrote:I tried it out in the scenario editor and it is fine.
A map of Europe?wallyweb wrote:I am in the process of making a new scenario where I have just the place for it!
That is correct for all the industries, not only for the castle. The northernmost tile is the location of the industry.wallyweb wrote:You may want to add a note that to build it you have to place the cursor over the very back tile.
You have params (0 - on, 1- off) :rool:wallyweb wrote:Sneaky! Very sneaky! http://www.tt-forums.net/viewtopic.php?t=31417
1 remove allow all cargoes and industries
2 snow lines
3 new intro screens
grfcodec?Snail wrote:Will do... however, I have no idea about how to decode a .GRF, is there any tool I have to use?George wrote:2Snail: Please check the French and Italian translations. (decode the GRF and look the beginning of the NFO file)
I use a special grf to force Russian. May be you should ask Csaboka to make one for Italian for you?Snail wrote:Also, for some reason I cannot start TTDPatch in any language other than English... although my Windows (emulated through Parallels Desktop) is an Italian version!
Looks good to me as it is.George wrote:That's because Zimmlock and Oz helped me. I hope I'll do some improvements too (later). I mean to improve the colours of the roofs.wallyweb wrote:Your castle sure does look good.
No ... but I will.George wrote:Did you try the correct landscape or incorrect too?wallyweb wrote:I tried it out in the scenario editor and it is fine.
Heh ... No ... I like to invent my own little worlds.George wrote:A map of Europe?wallyweb wrote:I am in the process of making a new scenario where I have just the place for it!
I did not know that. Are the defaults all 0?George wrote:You have params (0 - on, 1- off) :rool:wallyweb wrote:Sneaky! Very sneaky! http://www.tt-forums.net/viewtopic.php?t=31417
1 remove allow all cargoes and industries
2 snow lines
3 new intro screens
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Yeswallyweb wrote:I did not know that. Are the defaults all 0?George wrote:You have params (0 - on, 1- off) :rool:wallyweb wrote:Sneaky! Very sneaky! http://www.tt-forums.net/viewtopic.php?t=31417
1 remove allow all cargoes and industries
2 snow lines
3 new intro screens
Very nice work!
Though I can't manage to get the castle working. Am I missing something? It should appear in the "fund new insdustry" window, right?
I'm using (nightly) ttdpatch r1486
Though I can't manage to get the castle working. Am I missing something? It should appear in the "fund new insdustry" window, right?
I'm using (nightly) ttdpatch r1486
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- The other ECS vectors are working fine.
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- ttdpatch.cfg
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- townvector.png (14.85 KiB) Viewed 6309 times
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