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How should the building look it transperent mode
as the ground part with the above part in grey (default behaviour) 21%  21%  [ 14 ]
there should be a text with cargo name over the ground part (English only) 22%  22%  [ 15 ]
there should be an icon of the cargo over the ground part 56%  56%  [ 38 ]
other (specify please) 1%  1%  [ 1 ]
Total votes: 68
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PostPosted: Mon Jul 25, 2005 5:33 am 
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Because of new cargos by Csaba, I've decided to represent new cargos. For now I plan to represent two new cargos - tourists and petrol.

[Tourists 1A]
Tourists would be a special cargo. They sould be a new type of passengers, but for now it is not possible and they would be some kind of cargo like valuables. Tourist would be produced and accepted by special buildings and industries. I will draw a set of buildings and industries to produce and accept them.

[Petrol 1D]
Petrol would be a second-level cargo, produced by oil refinary, available in temperate, arctic and tropic. If Michael Blunk will decide to make oil refinary to produce chemicals, it will produce petrol instead of goods. Petrol will be acceped by towns. Special 2x1 or 1x2 buildings "petrol stations" accepting 8/8 petrol and 1x1 buildings accepting 4/8 petrol will be drawn. May be some other industries will accept it too.

[Status]
3 pertol stations
3 statues
1 hotel
Comments are wellcome.

[Poll]
Now we have to make a desision about transtepernt mode
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Last edited by George on Mon Apr 10, 2006 3:06 pm, edited 5 times in total.
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PostPosted: Mon Jul 25, 2005 5:48 am 
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Looks good except its a bit clean. Needs to be a bit more dirty and a bit less grey.


Comment on tourists: The problem with having tourists just go from one tourist attraction to another is that it just doesn't seem right. If only you could make houses produce tourists.

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PostPosted: Mon Jul 25, 2005 5:51 am 
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Lightglobe wrote:
Looks good except its a bit clean. Needs to be a bit more dirty and a bit less grey.
Less grey more ... ?

Lightglobe wrote:
Comment on tourists: The problem with having tourists just go from one tourist attraction to another is that it just doesn't seem right. If only you could make houses produce tourists.
As valuables do - just go from one town to the other.

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Last edited by George on Mon Jul 25, 2005 7:18 am, edited 1 time in total.

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PostPosted: Mon Jul 25, 2005 6:00 am 
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Maybe less grey, more tan - like aged concrete?

I think it looks okay, myself.

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PostPosted: Mon Jul 25, 2005 6:25 am 
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Yeah, what Flamelord said, more tan. It just looks to bright and shiny and new, which no building looks for very long.

But other than that it is a really nice building.

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PostPosted: Mon Jul 25, 2005 6:38 am 
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Looks good George :).

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PostPosted: Mon Jul 25, 2005 7:38 am 
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- some petrol station are already avabile at Zimmlock's graphics
- hotel good but I think it should be a bit taller

+ is there a possibility to have new cargo that uses old scheme to transport ? (for example you create TOURISTS cargo that uses PASSENGER vehicles)

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PostPosted: Mon Jul 25, 2005 7:44 am 
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Why make it taller, you can't see what's moving behind the hotel on 2-4 tiles already. I think the scale is off because of the sheer size of it. Compare the windows in normal TTD buildings and the windows in this hotel i.e..

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PostPosted: Mon Jul 25, 2005 7:51 am 
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Verry nice building George!

a few remarks:
-use minimal 6 pixels for 1 level (you have 5 now)
-make the windows with more variation / reflection of the light.
-and maybe change the color of the two blocks with the parabols, they fall back in the background.

More petrol stations ll come in next ttrs version.

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PostPosted: Mon Jul 25, 2005 8:15 am 
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SHADOW-XIII wrote:
some petrol station are already avabile at Zimmlock's graphics
I think we shall make the sets to collaborate with eachother

SHADOW-XIII wrote:
hotel good but I think it should be a bit taller
It is already huge :(

SHADOW-XIII wrote:
is there a possibility to have new cargo that uses old scheme to transport ? (for example you create TOURISTS cargo that uses PASSENGER vehicles)
No. I plan to make coach buses to transport tourists and to make city buses to be refittable to tourists.

2Josef: I need a speed callback very much! Please, help me! :bow: :bow: :bow: :bow: :bow:

Zimmlock wrote:
Very nice building George!
I waited for you opinion ;)

Zimmlock wrote:
a few remarks:
I hoped for more ;)

Zimmlock wrote:
-use minimal 6 pixels for 1 level (you have 5 now)
That makes it really huge. Should I reduce the number of floors?

Zimmlock wrote:
make the windows with more variation / reflection of the light.
Could you show the example?

Zimmlock wrote:
and maybe change the color of the two blocks with the parabols, they fall back in the background.
Sorry, didn't understand the end of the sentence. What do you mean?

Zimmlock wrote:
More petrol stations ll come in next ttrs version.
I hope they should support petrol if my set is avilable and goods otherwise.

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PostPosted: Mon Jul 25, 2005 9:43 am 
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Very nice as allways, George! :D I only suggest to go on brown (your building is little violet IMHO).

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PostPosted: Mon Jul 25, 2005 2:36 pm 
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George: The hotel looks just :shock: ! The dome is just breathtaking! Personally, I think the scale is fine, but, that's my opinion. A few more things to consider, though:

1) More shadowing beneath the balcony with the dome. Perhaps go a little darker brown so that it doesn't blend in with the planters.
2) Add some reflections on the large window beneath the dome. It appears a bit flat.
3) Maybe some more texture on the satellite dish towers. They look okay now, but there is something that just doesn't seem right.

I think that the idea of tourists is a great one. It opens up many possibilities, and also allows we artists to have a good time with some attractions, such as castles, ancient ruins, and famous buildings. Strong work as always, George!

Cheers!

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PostPosted: Mon Jul 25, 2005 4:06 pm 
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Oz wrote:
1) More shadowing beneath the balcony with the dome. Perhaps go a little darker brown so that it doesn't blend in with the planters.
I'll try.

Oz wrote:
2) Add some reflections on the large window beneath the dome. It appears a bit flat.
How? Could you make a try?

Oz wrote:
3) Maybe some more texture on the satellite dish towers. They look okay now, but there is something that just doesn't seem right.
Add some pseudo-windows?

Oz wrote:
I think that the idea of tourists is a great one. It opens up many possibilities, and also allows we artists to have a good time with some attractions, such as castles, ancient ruins, and famous buildings.
Would you provide some of them?

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PostPosted: Mon Jul 25, 2005 7:12 pm 
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Lightglobe wrote:
Looks good except its a bit clean. Needs to be a bit more dirty and a bit less grey.
Like this?


Attachments:
pribaltiskaya2.png
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PostPosted: Mon Jul 25, 2005 8:22 pm 
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That's it! :D
Try to add animated blue above fountain.

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PostPosted: Mon Jul 25, 2005 8:58 pm 
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Zimmlock wrote:
-use minimal 6 pixels for 1 level (you have 5 now)
-make the windows with more variation / reflection of the light.
Like this?


Attachments:
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PostPosted: Tue Jul 26, 2005 6:33 am 
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why... oh why... did you make George ruin a perfecly good building :(
Frankly, I think the grey concrete was _way_ nicer. Its too brown, too uniform now.
And I don't think if as a problem, that it looked new. Let's just assume that an expensive, elegant, premium site, like this has the money to clean the outside structure once in a while.
Pleeeease make it back :bow:

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PostPosted: Tue Jul 26, 2005 7:07 am 
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Szappy wrote:
why... oh why... did you make George ruin a perfecly good building :(
Frankly, I think the grey concrete was _way_ nicer. Its too brown, too uniform now.
And I don't think if as a problem, that it looked new. Let's just assume that an expensive, elegant, premium site, like this has the money to clean the outside structure once in a while.
Pleeeease make it back :bow:


I concur. I think the grey looked a lot better.


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PostPosted: Tue Jul 26, 2005 7:09 am 
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i think the yellow dome looked better

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PostPosted: Tue Jul 26, 2005 9:13 am 
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I'm for blue one but it can be random

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