Jezulkim's Station set

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Jezulkim
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Jezulkim's Station set

Post by Jezulkim »

If someone remembers, I once drew station sprites for the project generic stations. And now I found them in my sprites folder, and guess what? they got coded :D

Now you can even use my long lost shed!

There are no known bugs in this set.

Comments, questions, praise, etc. are welcome.
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jstatsw.grf
Windows Version
(45.27 KiB) Downloaded 6225 times
The pink stripes are player colour
The pink stripes are player colour
ttforums.png (18.15 KiB) Viewed 42261 times
jstatsd.grf
DOS Version
(45.27 KiB) Downloaded 1160 times
Last edited by Jezulkim on 26 Apr 2006 13:46, edited 3 times in total.
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Caelan
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Post by Caelan »

Way the go! They look good! keep it up Jezulkim!
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Post by Dave »

Looks awesome my friend.

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Post by Aegir »

Great to see these get released! They were never really forgotten, but as I started building up multiple little stations sets out of P:GS, in the end, I just had those sheds floating around without a station class to put them in. I was considering nabbing them for my own stations I was going to draw, but hoorah for procrastination!

Good stuff, Jezulkim.
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Post by Redirect Left »

Great work 8)
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Post by Peteza »

They look nice :)
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Re: Jezulkim's Station set

Post by Purno »

Jezulkim wrote:If someone remembers, I once drew station sprites for the project generic stations. And now I found them in my sprites folder, and guess what? they got coded :D

Now you can even use my long lost shed!

There are no known bugs in this set.

Comments, questions, praise, etc. are welcome.
They look kinda good, but the station building is kinda strange. Firstly, it splits the platform in two seperate parts, secondly, it uses half a tile next to the station...
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Post by lobster »

it might be a good idea to make it a 2-track-minimum building, so it won't override any other buildings or anything.
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Post by Sanchimaru »

Very fine pixel art you got there, Jezulkim!

I like a lot the texture you give to them, using a lot of contrast between dark and bright colors. The roofs in the warehouses are excellent!

I could think of these improvements you can put into it:

> Platforms for passengers should be 2 or 3 pixels in heighth. Think that actual station platforms are usually quite high, so you can enter directly the car without climbing.

> From the passenger platforms, there is one where the upper part of the roof looks the same as the platform floor. Try to avoid it, it looks odd. The other one, in the other hand, looks quite nice :D

> The platforms on each side of the tracks look different because you used different yellow for the dafety line, and the south platform is darker than the north one. I know this might be an effect for the shadow of the roof, but it makes each opposite platform look very different, a uniform texture is reccommended.

> The station building has some more problems... it's hard to do buildings! It seems out of proportion: it looks big compared to the rest of elements. It looks like a small cottage house, but out of proportion. However if the size of the building is correct, you'll have to make it look like it's in the right proportions:

* there is something in the roof... I was sure it was a chimmeny, but now it looks like a panel seen from behind...
If it's a panel, I reccommend you to make it just be seen from front, it's hard to understand... If you still want it seen from behind, you have to make it clearer to see at such a small size: use a color different from the one of the station's walls (that's what makes me think it's a chimmeny)
If it's really a chimmeny, then it's quite big, it gives a sensation that the building is seen from closer than all the rest.
* the windows are too big too. You could use a checkered pattern to make them look as composed of many small parts.
* the heighth from floor to roof is 8, this is too big. Make it 5 or 6.
* the part to the right looks strange, because it's almost in the tracks
* there seems to be no access from the building to the platform.

So the first step seems to be to reduce the building. Once you have done this:
- If it fits inside one platform (1/3 ttd square), you can make it one of the station tiles.
- If it's still bigger, you can make it as Michael Blunk's stations: either be in the central platform between 2 tracks, or be a noon track tile.

Keep trying, I liked this one a lot and want to see more!
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Post by WWTBAM »

heres the dos version i made and they are great
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jstats.grf
(44.07 KiB) Downloaded 699 times
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Post by Jezulkim »

Sanchimaru wrote:Very fine pixel art you got there, Jezulkim!
Thanks!
Sanchimaru wrote: > Platforms for passengers should be 2 or 3 pixels in heighth. Think that actual station platforms are usually quite high, so you can enter directly the car without climbing.
Alright, I'll change that.
Sanchimaru wrote: > From the passenger platforms, there is one where the upper part of the roof looks the same as the platform floor. Try to avoid it, it looks odd. The other one, in the other hand, looks quite nice :D
Hmm, I don't think I'll change that, because it looks good already.
Sanchimaru wrote: > The platforms on each side of the tracks look different because you used different yellow for the dafety line, and the south platform is darker than the north one. I know this might be an effect for the shadow of the roof, but it makes each opposite platform look very different, a uniform texture is reccommended.
I noticed that too, but I wasn't sure should I change it. I'll do it now
Sanchimaru wrote: * there is something in the roof... I was sure it was a chimmeny, but now it looks like a panel seen from behind...
Yes, it's a chimney. I'll make it smaller
Sanchimaru wrote: * the windows are too big too. You could use a checkered pattern to make them look as composed of many small parts.
* the heighth from floor to roof is 8, this is too big. Make it 5 or 6.
* the part to the right looks strange, because it's almost in the tracks
* there seems to be no access from the building to the platform.
* Too big? They are 4x2 pixels.
* Hmhm, yeah it's too big I'll change the height to 6 pixels
* I'll make it a non track tile
* Non track tile station building will fix it

And thanks to everyone who posted here.
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Post by Jezulkim »

Sorry, a double post :x

But, because I wasted your time to the reading of this double post, I have a little surprise (see the attachments :) ).

EDIT: and robotboy, could you make a dos version of this version?
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jstats.grf
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doyoulikethis?
doyoulikethis?
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Post by Hyronymus »

Can you draw a replacement for the road vehicle depot with the metal plate roof you used on the station sheds? It looks very well textured!
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Post by Jezulkim »

Sure, that's not hard.

Do you mean only roof replacement or do I replace the brick walls too?
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Post by WWTBAM »

Jezulkim wrote:Sorry, a double post :x

But, because I wasted your time to the reading of this double post, I have a little surprise (see the attachments :) ).

EDIT: and robotboy, could you make a dos version of this version?
here you go, i use while's converter
Attachments
jstats.grf
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Post by krtaylor »

That's a nice station set, and I'm glad to see it! It almost looks British.
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Post by Sanchimaru »

Nice! You did a great job on that station building! :] Now it has the right proportions.

Now that its size is good, it can fit in central platforms. You can make it fit in a 2*1 track tile formation and have it appearing in the platform between 2 tracks.
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Post by Hyronymus »

Jezulkim wrote:Sure, that's not hard.

Do you mean only roof replacement or do I replace the brick walls too?
Entire replacement, I always found the original one awful. I want to add it to a future release of the Combined Roadset if that's allright with you.
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Post by WWTBAM »

that conversion gave me strange results, i got blobs of pink around places, and i didnt get the pax building, then i redownloaded and reconverted and i got roofs with water animation on them i also didnt get the pax building. if you want i can post a screenie
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Post by Jezulkim »

That's a strange problem, I don't know what could be the problem.

Hyronymus: Here's your new depot sprites & nfo. They are not coded because I couldn't get the correct xrel and yrel. And of course you can add it, just mention me in the readme/grf description text.
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