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More graphic variations of every grass tile ?

Posted: 08 Jan 2006 00:17
by Ladis
I just want to ask if it was possible to code more graphic variations of grass into one type of grass tile, that would finally appear randomly in the game. :?:

Thanks

Posted: 08 Jan 2006 18:59
by Purno
Replace some trees? :?:

Posted: 08 Jan 2006 22:00
by Ladis
Purno wrote:Replace some trees? :?:
Did you mean replacing some tree by grass tile? That would be problematic when there were more than one tree in the tile...

What I mean is to have for example 9 variations for one grass tile type.. I thought this feature has been used normally (as in Zimmlock´s set, where he included 5 (?) variations of one building - appearing randomly in game), but since there is just one reply here, it seems this topic should be better placed into Suggestions.....

I drew 12 unique variations to every grass tile (in the first picture is first tile type). If it was possible to encode them and let them appear randomly, then there would be very naturally looking scenery (second picture).

Posted: 08 Jan 2006 22:03
by Geo Ghost
You know, that actually looks pretty good! :D

Posted: 08 Jan 2006 22:11
by Ladis
much more than original ttd squares... That second picture was just green land, but imagine it with trees and railways...:) And also with random stones in the grass, because once there could be more than one variety of grass, some of tiles could be more or less stony...

Posted: 08 Jan 2006 22:21
by Csaboka
This would need additional patch support. (Houses needed patch support as well, that's why you can have more flexible solutions there.) There are some additional complications because grassy sprites are used for many tile types.

I agree it would be a nice feature, but I don't know if it's worth the work needed to implement it.

Posted: 09 Jan 2006 00:50
by Steve
Also handy for randomizing farms. I remember when I was making the Farmset that random sheep would be better than sheep in every tile.

Posted: 09 Jan 2006 06:32
by Aegir
Nice, Ladis, I've wanted somthing like this for quite some time now, however, gridless terrain I am not so sure about. This look very good though.

Also, there would need to be sprites for all the slopes aswell.
Csaboka wrote:There are some additional complications because grassy sprites are used for many tile types.
The only major complication I can see there would be if some of the random tiles had rock formations.
Csaboka wrote:I agree it would be a nice feature, but I don't know if it's worth the work needed to implement it.
Ofcourse it is! It would look marvelous!

Posted: 09 Jan 2006 08:30
by Wile E. Coyote
Ladis wrote:I drew 12 unique variations to every grass tile
Very nice! :D Much realistic than original sprites!

Posted: 09 Jan 2006 10:02
by Ladis
Aegir wrote:Also, there would need to be sprites for all the slopes aswell.
Well, its done :)
Aegir wrote:Ofcourse it is! It would look marvelous!
... we should talk round some patch developer to do it :D

Posted: 09 Jan 2006 16:47
by krtaylor
Ideally this would be part of a landscape Patch overhaul. You'd want to have the ability to randomize the grass like that; change the grass over time based on the calendar (brown grass in fall, snow in winter, etc.); change the trees based on the calendar (spring growth, fall colors, etc.); and maybe give greater control over the landscape of industries (like with farms.) I suppose these things would be related and easier to code all at once?

Posted: 09 Jan 2006 17:29
by thgergo
Or randomize it with the tile`s position: X coordinate, Y coordinate, height. And with this, i think new tiletypes isnt needed... Something like the forests doing now. In my picture, the forest was built by the pine tree building tool... (well i used ottd to take this pic) Then we wont see annoying grass and water and farmlands in TTD :D

Posted: 09 Jan 2006 19:04
by krtaylor
Instead we'll see annyoing repetitive forests...