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Caelan's graphics

Posted: 11 Feb 2006 11:17
by Caelan
I have drawn a city hall... like some comments on my first drawing...

Posted: 11 Feb 2006 11:21
by Purno
Although it looks very good, there's something odd on the dimensions;

Posted: 11 Feb 2006 11:56
by Caelan
I dont know yet how to create something within the boundries of TTD i just used the groud of Zimmlocks church as base. Perhaps people could help me a bit with that?

Posted: 11 Feb 2006 12:44
by Purno
Probably. But have you consulted my tutorials pages yet? They contain useful information about dimensions and light effects.

Posted: 11 Feb 2006 13:06
by Caelan
Yes i did, they not however contain information about the dimensions of city buildings in TTD. I thought that the light effects are more or less correct, but if there is room for imporvement let me know.

Posted: 11 Feb 2006 13:43
by Purno
They mention about dimensions; not about sprite sizes. Take a look at original TT grass tiles for the tile size, and Zimmlock's buildings for the height of 1 floor (size of windows, etc).

Posted: 11 Feb 2006 18:23
by Zimmlock
I have slowly changed the scale of all my buildings, i now use 6 to 7 pixels floor hight for "modern"buildings and 7 to 8 pixels for "old"buildings but i am not allways verry strict to this, just look around in the real world and you ll discove that there is a greate variation in floor hights.

Posted: 11 Feb 2006 18:57
by Hyronymus
First: nice job Caelan. It looks very realistic :).

Second: Zimmlock is right, there is an extensive amount of variation in floor heights in the real world. Over the past decades much have been standardised though. I think it's safe to say that buildings from the 19th century had 1,5 times as high floor heights as contemporary buildings,. Early 20th century century buildings probably have 1,25 times as high floor heights.

Re: City hall

Posted: 12 Feb 2006 07:12
by stevenh
Caelan wrote:I have drawn a city hall... like some comments on my first drawing...
It looks amazing.... just make sure any GRF you create is compatible with TTRSv*. :D

Posted: 12 Feb 2006 10:26
by Marshy
I think it looks awesome.

Posted: 12 Feb 2006 13:38
by Caelan
I made some changes such as size etcetera:

Posted: 12 Feb 2006 14:43
by Purno
Caelan wrote:I made some changes such as size etcetera:
Even without zooming in and counting I can see the size is wrong, take a look at right en left corners of a tile :/

My advice to you;

Go decode trg1r.grf and copy a flat grasstile. Then make a 'field' of 2x2 tiles. That's the size you're looking for. Cut out your building from its current tile, and stick it on the 2x2 field. That'll do the job.

Posted: 13 Feb 2006 04:40
by way_2_fun
It does look very nice, Caelan. I'm not entirely crazy about the color, but I will still download the finished product. Can't wait! Keep up the good work, hopefully we will see more graphics from you.

Posted: 13 Feb 2006 08:30
by Axlrose
One aspect I learned when I was attempting buildings was the light illuminated from the right, which I shall call east, and from an angle. Thus the clocktower on the southwest wall would have its upper half (above the roof line) with the sunlight while the lower half as part of the shaded wall would be darker too.

An excellent start to creating buildings though!

Posted: 13 Feb 2006 11:04
by Caelan
And of course with the comments you gave... a new version

The size of the tile is now based upon 64x64 pixels (four tiles)

Second i tried something new, but i am not entirely satisfied by it. These are canal houses

Posted: 13 Feb 2006 11:56
by khamura
Nice improvements on the original there!

I like the canal house thing as well. The windows in the middle one aren't quite properly aligned though, I think.

Posted: 13 Feb 2006 12:32
by Caelan
And then some more...

Posted: 13 Feb 2006 13:33
by lobster
i love the "old" look. very nice.

Posted: 13 Feb 2006 15:08
by Hyronymus
Those canal houses make me wonder about a new type of 'road': city canals :P. Nice job, Caelan.

Posted: 13 Feb 2006 16:07
by Purno
Hyronymus wrote:Those canal houses make me wonder about a new type of 'road': city canals :P. Nice job, Caelan.
Why not use the ordinary canals already in TTDPatch?

And I must admit, they look quite nice! Keep up the great work!