Finished Graphics (finished enough to let Sergej use them)
Moderator: Graphics Moderators
Finished Graphics (finished enough to let Sergej use them)
OK guys this thread is being put here to make it easier for Sergej to meet copyrights without sending out letters. any graphics put in this thread are to be put in (in a finished and game ready state) to allow Sergej or others to use, meaning only the original artist should put them up, and once put in this thread they are fair game to be used.
I am about to stick some ground sprites up.
This is not a discussion topic, please keep it to posting graphics only.
Alltaken
I am about to stick some ground sprites up.
This is not a discussion topic, please keep it to posting graphics only.
Alltaken
just that they should be to "good lighting" should be cut out using the correct alpha settings (key in blender) they should be tilable.brupje wrote:alltaken:
I like the idea, but what do you mean by "in a finished and game ready state"?
1 size of every angle? all sizes? posted in a rar file? posted as one big image? I think without that definition this idea can't work. Preferably stated in a new thread as this one is polluted already.
I'm talking about the "minimum game ready state" so i am doing the terrain now, i will put up 64 px 128px and 256px cut out to the correct lighting..... but i will only put up 19 sprites each (and shores) rather than the 85 sprites at two height levels which AFAIK hasn't been coded yet.
so yes, the minimum. i will split off a lot of the replies and stick them somewhere else to keep the thread clean.
and yes Ben, this isn't specifically a sergej thread, it is a finished thread, but for now (i can edit the text later) i am trying to make it clear that its a safe zone for him.
Alltaken
Landscaping in 256 like requested Sergej. i will also do 128 wide, and 64 wide.
Temperate

http://ottd.mudpuddle.co.nz/terrain-256/temperate1.zip
Tropical

http://ottd.mudpuddle.co.nz/terrain-256/tropical1.zip
Arctic

http://ottd.mudpuddle.co.nz/terrain-256/arctic1.zip
Snow

http://ottd.mudpuddle.co.nz/terrain-256/snow1.zip
Farm-stage1

http://ottd.mudpuddle.co.nz/terrain-256/farm1.zip
Farm-stage2

http://ottd.mudpuddle.co.nz/terrain-256/farm2.zip
Farm-stage3

http://ottd.mudpuddle.co.nz/terrain-256/farm3.zip
Farm-stage4

http://ottd.mudpuddle.co.nz/terrain-256/farm4.zip
Farm-stage5

http://ottd.mudpuddle.co.nz/terrain-256/farm5.zip
Farm-stage6

http://ottd.mudpuddle.co.nz/terrain-256/farm6.zip
Farm-stage7

http://ottd.mudpuddle.co.nz/terrain-256/farm7.zip
Farm-stage8

http://ottd.mudpuddle.co.nz/terrain-256/farm8.zip
Farm-stage9

http://ottd.mudpuddle.co.nz/terrain-256/farm9.zip
Watch this post, i will be adding all the farm stages soon, and also trying to finish dealing with shores at some stage. (transition tiles i will make an intereum set for, but the ulitmate goal is for fully flexible climate types. i.e. desert-snow possibilities.
Alltaken
Temperate
http://ottd.mudpuddle.co.nz/terrain-256/temperate1.zip
Tropical
http://ottd.mudpuddle.co.nz/terrain-256/tropical1.zip
Arctic
http://ottd.mudpuddle.co.nz/terrain-256/arctic1.zip
Snow
http://ottd.mudpuddle.co.nz/terrain-256/snow1.zip
Farm-stage1
http://ottd.mudpuddle.co.nz/terrain-256/farm1.zip
Farm-stage2
http://ottd.mudpuddle.co.nz/terrain-256/farm2.zip
Farm-stage3
http://ottd.mudpuddle.co.nz/terrain-256/farm3.zip
Farm-stage4
http://ottd.mudpuddle.co.nz/terrain-256/farm4.zip
Farm-stage5
http://ottd.mudpuddle.co.nz/terrain-256/farm5.zip
Farm-stage6
http://ottd.mudpuddle.co.nz/terrain-256/farm6.zip
Farm-stage7
http://ottd.mudpuddle.co.nz/terrain-256/farm7.zip
Farm-stage8
http://ottd.mudpuddle.co.nz/terrain-256/farm8.zip
Farm-stage9
http://ottd.mudpuddle.co.nz/terrain-256/farm9.zip
Watch this post, i will be adding all the farm stages soon, and also trying to finish dealing with shores at some stage. (transition tiles i will make an intereum set for, but the ulitmate goal is for fully flexible climate types. i.e. desert-snow possibilities.
Alltaken
Last edited by Alltaken on 08 Mar 2007 08:43, edited 1 time in total.
- athanasios
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- Posts: 3138
- Joined: 23 Jun 2005 00:09
- Contact:
Beautifull! I am happy with what I see.
But because I am a little
(joking): wheat piles should be somewhat rough (paint some pixels out of the pile?), they look like polished boxes. You magnified from smaller scale or rerendered these?
Toyland & Martian terrain please (when you have time to work on)?
But because I am a little

Toyland & Martian terrain please (when you have time to work on)?
http://members.fortunecity.com/gamesart
"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
rendered....
what i will do is post all the terrain first (and shores) then i will take crit on the work.
Also note that these files are open-sourced, and in the public domain, so anyone is free to modify them how they like. the hay bails look good at the 64 and 128 zoom levels, (as with anything, if you zoom in enough they look silly)
Alltaken
what i will do is post all the terrain first (and shores) then i will take crit on the work.
Also note that these files are open-sourced, and in the public domain, so anyone is free to modify them how they like. the hay bails look good at the 64 and 128 zoom levels, (as with anything, if you zoom in enough they look silly)
Alltaken
Graphics
Thanks for support and understanding!
All your images are looked superb!
Sergej
P.S.
The complete set of highways and is necessary for a correct choice of scale of motor transport
Even one - two bridges
All your images are looked superb!
Sergej
P.S.
The complete set of highways and is necessary for a correct choice of scale of motor transport
Even one - two bridges
- athanasios
- Tycoon
- Posts: 3138
- Joined: 23 Jun 2005 00:09
- Contact:
Good news. And no need bad crit, you are doing well!Alltaken wrote: what i will do is post all the terrain first (and shores) then i will take crit on the work.
Also note that these files are open-sourced, and in the public domain, so anyone is free to modify them how they like. the hay bails look good at the 64 and 128 zoom levels, (as with anything, if you zoom in enough they look silly)
Alltaken
Details like hay bail can be fixed later.
I wonder what you will use for toyland terrain. Similar to original but probably darker green - lighter green instead of green - white big contrast of which make us dizzy?
I love 256 level. Even if I am not going to use it while laying track, it is so nice looking at!
http://members.fortunecity.com/gamesart
"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
I'll do Mars, rather than Toyland. But the Files can be quickly adapted to toyland (perhaps a pattern not squares, because it is a hard situation trying to have the mini-grid created by the squares line up with everything.)
I will split this topic off again at some stage to remove all the replies. Will keep it clean so that it stays to a condensed thread of images, and not 100+ pages
Alltaken
I will split this topic off again at some stage to remove all the replies. Will keep it clean so that it stays to a condensed thread of images, and not 100+ pages

Alltaken
Я приветствую всех авторов графических образов !
Разрешите мне кратко изложить требования к оформлению готовых графических работ для возможности включения в публичные графические наборы TAR.
Начиная с версии 8942 , были изменены базовые размеры Sprites. Структура (1*1) обязана иметь размер 256*256 точек , (1*2) или (2*1) - 384*384 точки , (2*2) - 512*512 точек , (3*3) - 768*768 точек , (4*4 ) - 1024*1024 точки. Если высота структуры более 256 точек , она должна быть кратна 4 ( делиться целиком на 4 ).
Каждая структура должна быть показана в 4 разных поворотах , при этом источник света должен находиться в одном месте !!! Так как платформа TTD/OpenTTD использует более 100 городских зданий , и нам их катастрофически не хватает , я предлагаю в сборный архив вкладывать по 2 набора -
первый - Ваша первоначальная раскраска структуры в 4 углах поворота
второй - На каждый угол поворота Вы должны изменить цвет любого элемента структуры - крыша , труба , тенты ,
стекла , растения , это позволит создать видимость многообразия городских домов .
Каждый Sprite должен быть оформлен в виде отдельного файла PNG , 32-бит цвета , прозрачная подложка,
изображение должно располагаться строго без зазоров , вплотную к нижней кромке , симметрично относительно вертикальной оси . Если структура более чем (1*1) , то сборный архив обязан иметь общий эскиз строения ,
выполненный в полном масштабе , для уменьшения размера архива может быть исполнен в 8-битах цветности.
Общая фотография большой структуры должна быть разрезана на отдельные Sprites , размером 256*256 точек. В сборный архив также желательно вкладывать файл типа Readme.txt для указания автора графических наборов , названия структуры и любой другой информации , которую автор сочтет необходимой ( страна , город , электронный адрес , сайт ...). Данные правила приняты для оформления файлов на платформе Simutrans , почему нам не использовать этот позитивный опыт.
Показываю примеры правильного и неправильного оформления отдельного Sprite.
Пример неправильно оформленного файла , только , Автор - Brupje , Netherlands , без обид - это только учебный пример !
На Sprite 256*256 - фактически размер здания нам не известен , внизу есть зазор от здания до нижней края картины , расположить такое здание по центру вертикали - очень тяжело , есть зазоры справа и слева , как поместить такое здание в готовую сетку городского масштаба вплотную к другим зданиям - очень тяжелая задача.
Второе здание - Автор - Czestmyr , Czechia - здание полностью по центру , расположено вплотную к нижнему краю изображения и строго симметрично вертикальной оси , хорошая детализация стен , приятный цвет стекол , работать с таким зданием очень приятно.
Для упаковки готовых наборов можно использовать следующие архиваторы :
http://www.7-zip.org/
http://www.rarlab.com/
http://www.winzip.com/
Самое лучшее сжатие графических файлов дает формат 7z , самое плохое - zip.
Убедительная просьба - не все читатели этой темы имеют 1 000 Мб каналы связи , многие заходят в Интернет через телефон , по модему , на скоростях 14400/28000/33600 , поэтому размер архива больше 5 Мб не делать !!!
Если что-то неписано не совсем правильно , я прошу Alltaken , Ben_Robbins_ , а также участников
OpenTTD Development Team исправить текст данной статьи прямо на месте.
I welcome all authors of graphic images!
Let me briefly to state the requirements to registration of ready graphic jobs for an opportunity of inclusion in public graphic sets TAR.
Since the version 8942, the base sizes Sprites were changed. The structure (1*1) is obliged to have the size 256*256 points, (1*2) or (2*1) - 384*384 points, (2*2) - 512*512 points, (3*3) - 768*768 points, (4*4) - 1024*1024 points. If height of structure more than 256 points, she should be multiple 4 (to be divided wholly on 4).
Each structure should be shown in 4 different turns, thus the light source should be in one place!!! As the platform TTD/OpenTTD uses more 100 urban buildings, and them catastrophically do not suffice to us, I offer in modular archive to put till 2 sets -
First - yours initial color of structure in 4 corners of turn
Second - On each corner of turn you should change colour of any element of structure - roof, pipe, awnings,
Glasses, plants, it to allow to create visibility of variety of urban houses.
Everyone Sprite should be made out as a separate file PNG, 32-bit of colour, transparent substrate,
The image should settle down strictly without backlashes, closely to bottom кромке, is symmetric concerning a vertical axis. If structure more than (1*1), the modular archive is obliged to have the general(common) sketch of a structure,
Executed in complete scale, for reduction of the size of archive can be executed in 8-bits colour.
The general(common) photo of the large structure should be cut on separate Sprites, size 256*256 points. In modular archive also it is desirable to put a file such as Readme.txt for the instruction(indication) of the author of graphic sets, name of structure and any other information, which author Will count necessary (country, city, electronic address, site...). The given rules are accepted for registration of files on a platform Simutrans, why to us to not use this positive experience.
I show examples of correct and wrong registration separate Sprite.
Example of the incorrectly made out file, only, Author - Brupje , Netherlands, without insults is only educational example!
On Sprite 256*256 - actually size of a building is not known for us, below there is a backlash from a building up to the bottom edge(territory) of a picture, to arrange such building on the centre of a vertical - very hardly, there are backlashes on the right and at the left how to place such building in a ready grid of urban scale closely to other buildings - very heavy task.
The second building - Author - Czestmyr , Czechia - building completely on the centre, is located closely to the bottom edge(territory) of the image and strictly symmetrically of vertical axis, good detailed elaboration of walls, pleasant colour of glasses to work with such building very pleasantly.
For packing ready sets it is possible to use the following archivers:
http://www.7-zip.org/
http://www.rarlab.com/
http://www.winzip.com/
The best compression of graphic files gives a format 7z, most bad - zip.
The earnest entreaty - not all readers of this theme have 1 000 Mb channels of communications(connections) much(many) come into the Internet through the telephone, on the modem, on speeds 14400/28000/33600, therefore size of archive there are 5 Mb to not do more(make more) than!!!
If something is unwritten not absolutely correctly, I ask Alltaken, Ben_Robbins_, and also participants OpenTTD Development Team to correct the text of given clause is direct on a place.
Sergej.
Разрешите мне кратко изложить требования к оформлению готовых графических работ для возможности включения в публичные графические наборы TAR.
Начиная с версии 8942 , были изменены базовые размеры Sprites. Структура (1*1) обязана иметь размер 256*256 точек , (1*2) или (2*1) - 384*384 точки , (2*2) - 512*512 точек , (3*3) - 768*768 точек , (4*4 ) - 1024*1024 точки. Если высота структуры более 256 точек , она должна быть кратна 4 ( делиться целиком на 4 ).
Каждая структура должна быть показана в 4 разных поворотах , при этом источник света должен находиться в одном месте !!! Так как платформа TTD/OpenTTD использует более 100 городских зданий , и нам их катастрофически не хватает , я предлагаю в сборный архив вкладывать по 2 набора -
первый - Ваша первоначальная раскраска структуры в 4 углах поворота
второй - На каждый угол поворота Вы должны изменить цвет любого элемента структуры - крыша , труба , тенты ,
стекла , растения , это позволит создать видимость многообразия городских домов .
Каждый Sprite должен быть оформлен в виде отдельного файла PNG , 32-бит цвета , прозрачная подложка,
изображение должно располагаться строго без зазоров , вплотную к нижней кромке , симметрично относительно вертикальной оси . Если структура более чем (1*1) , то сборный архив обязан иметь общий эскиз строения ,
выполненный в полном масштабе , для уменьшения размера архива может быть исполнен в 8-битах цветности.
Общая фотография большой структуры должна быть разрезана на отдельные Sprites , размером 256*256 точек. В сборный архив также желательно вкладывать файл типа Readme.txt для указания автора графических наборов , названия структуры и любой другой информации , которую автор сочтет необходимой ( страна , город , электронный адрес , сайт ...). Данные правила приняты для оформления файлов на платформе Simutrans , почему нам не использовать этот позитивный опыт.
Показываю примеры правильного и неправильного оформления отдельного Sprite.
Пример неправильно оформленного файла , только , Автор - Brupje , Netherlands , без обид - это только учебный пример !
На Sprite 256*256 - фактически размер здания нам не известен , внизу есть зазор от здания до нижней края картины , расположить такое здание по центру вертикали - очень тяжело , есть зазоры справа и слева , как поместить такое здание в готовую сетку городского масштаба вплотную к другим зданиям - очень тяжелая задача.
Второе здание - Автор - Czestmyr , Czechia - здание полностью по центру , расположено вплотную к нижнему краю изображения и строго симметрично вертикальной оси , хорошая детализация стен , приятный цвет стекол , работать с таким зданием очень приятно.
Для упаковки готовых наборов можно использовать следующие архиваторы :
http://www.7-zip.org/
http://www.rarlab.com/
http://www.winzip.com/
Самое лучшее сжатие графических файлов дает формат 7z , самое плохое - zip.
Убедительная просьба - не все читатели этой темы имеют 1 000 Мб каналы связи , многие заходят в Интернет через телефон , по модему , на скоростях 14400/28000/33600 , поэтому размер архива больше 5 Мб не делать !!!
Если что-то неписано не совсем правильно , я прошу Alltaken , Ben_Robbins_ , а также участников
OpenTTD Development Team исправить текст данной статьи прямо на месте.
I welcome all authors of graphic images!
Let me briefly to state the requirements to registration of ready graphic jobs for an opportunity of inclusion in public graphic sets TAR.
Since the version 8942, the base sizes Sprites were changed. The structure (1*1) is obliged to have the size 256*256 points, (1*2) or (2*1) - 384*384 points, (2*2) - 512*512 points, (3*3) - 768*768 points, (4*4) - 1024*1024 points. If height of structure more than 256 points, she should be multiple 4 (to be divided wholly on 4).
Each structure should be shown in 4 different turns, thus the light source should be in one place!!! As the platform TTD/OpenTTD uses more 100 urban buildings, and them catastrophically do not suffice to us, I offer in modular archive to put till 2 sets -
First - yours initial color of structure in 4 corners of turn
Second - On each corner of turn you should change colour of any element of structure - roof, pipe, awnings,
Glasses, plants, it to allow to create visibility of variety of urban houses.
Everyone Sprite should be made out as a separate file PNG, 32-bit of colour, transparent substrate,
The image should settle down strictly without backlashes, closely to bottom кромке, is symmetric concerning a vertical axis. If structure more than (1*1), the modular archive is obliged to have the general(common) sketch of a structure,
Executed in complete scale, for reduction of the size of archive can be executed in 8-bits colour.
The general(common) photo of the large structure should be cut on separate Sprites, size 256*256 points. In modular archive also it is desirable to put a file such as Readme.txt for the instruction(indication) of the author of graphic sets, name of structure and any other information, which author Will count necessary (country, city, electronic address, site...). The given rules are accepted for registration of files on a platform Simutrans, why to us to not use this positive experience.
I show examples of correct and wrong registration separate Sprite.
Example of the incorrectly made out file, only, Author - Brupje , Netherlands, without insults is only educational example!
On Sprite 256*256 - actually size of a building is not known for us, below there is a backlash from a building up to the bottom edge(territory) of a picture, to arrange such building on the centre of a vertical - very hardly, there are backlashes on the right and at the left how to place such building in a ready grid of urban scale closely to other buildings - very heavy task.
The second building - Author - Czestmyr , Czechia - building completely on the centre, is located closely to the bottom edge(territory) of the image and strictly symmetrically of vertical axis, good detailed elaboration of walls, pleasant colour of glasses to work with such building very pleasantly.
For packing ready sets it is possible to use the following archivers:
http://www.7-zip.org/
http://www.rarlab.com/
http://www.winzip.com/
The best compression of graphic files gives a format 7z, most bad - zip.
The earnest entreaty - not all readers of this theme have 1 000 Mb channels of communications(connections) much(many) come into the Internet through the telephone, on the modem, on speeds 14400/28000/33600, therefore size of archive there are 5 Mb to not do more(make more) than!!!
If something is unwritten not absolutely correctly, I ask Alltaken, Ben_Robbins_, and also participants OpenTTD Development Team to correct the text of given clause is direct on a place.
Sergej.
- Attachments
-
- The second building
- Shopsofficest_327.png (89.19 KiB) Viewed 11386 times
-
- Example of the incorrectly made out file
- cot2_50.png (10.99 KiB) Viewed 11387 times
- athanasios
- Tycoon
- Posts: 3138
- Joined: 23 Jun 2005 00:09
- Contact:
Anyone to translate? I don't get to the point of what is the problem with symmetry of buildings. Other things I understood. Bl... translator 

http://members.fortunecity.com/gamesart
"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
"If no one is a fool I am also a fool." -The TTD maniac.
I prefer to be contacted through PMs. Thanks.
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- Location: Ekaterinburg, Russia
- Contact:
Since the 8942 build, the base size of sprites was changed. The structure (1*1) must have 256*256 pixels, (1*2) or (2*1) - 384*384 pixels, (2*2) - 512*512 pixels, (3*3) - 768*768 pixels, (4*4) - 1024*1024 pixels. If height of the structure is more than 256 pixels, it should be a power of 4 (can be divided wholly on 4).Начиная с версии 8942 , были изменены базовые размеры Sprites. Структура (1*1) обязана иметь размер 256*256 точек , (1*2) или (2*1) - 384*384 точки , (2*2) - 512*512 точек , (3*3) - 768*768 точек , (4*4 ) - 1024*1024 точки. Если высота структуры более 256 точек , она должна быть кратна 4 ( делиться целиком на 4 ).
Each structure should be shown from 4 different sides, and the light source should be in the same place!!! As TTD/OpenTTD uses more than 100 urban buildings, and we don't have enough of them, I suggest making two sets of sprites and pack them together-Каждая структура должна быть показана в 4 разных поворотах , при этом источник света должен находиться в одном месте !!! Так как платформа TTD/OpenTTD использует более 100 городских зданий , и нам их катастрофически не хватает , я предлагаю в сборный архив вкладывать по 2 набора - первый - Ваша первоначальная раскраска структуры в 4 углах поворота
второй - На каждый угол поворота Вы должны изменить цвет любого элемента структуры - крыша , труба , тенты ,
стекла , растения , это позволит создать видимость многообразия городских домов .
First - yours initial color of structure in 4 sides.
Second - On each side you should change colour of any element of the structure - roof, chimney, awnings, wndows, plants, this will allow to create a feeling of variety of urban houses.
Каждый Sprite должен быть оформлен в виде отдельного файла PNG , 32-бит цвета , прозрачная подложка,
изображение должно располагаться строго без зазоров , вплотную к нижней кромке , симметрично относительно вертикальной оси . Если структура более чем (1*1) , то сборный архив обязан иметь общий эскиз строения , выполненный в полном масштабе , для уменьшения размера архива может быть исполнен в 8-битах цветности.
Each sprite should be a separate PNG file , with 32-bit colour, transparent background, the image should be without backlashes (gaps?), close to the bottom edge of the image, and should be symmetrical relatively to the vertical axis. If the structure is more than (1*1), the archive should contain the general sketch (preview?) of the structure in full scale which can be in 8bit colors to make the archive smaller.
This sketch (preview) of the large structure should be cut on separate sprites, with the size of 256*256 pixels. It is desirable to put a file such as Readme.txt with the name of the author of graphic sets, name of structure and any other information, which author would find necessary (country, city, electronic address, site...). These rules are used for registration of files on a platform Simutrans, why shouldn't we use this positive experience.Общая фотография большой структуры должна быть разрезана на отдельные Sprites , размером 256*256 точек. В сборный архив также желательно вкладывать файл типа Readme.txt для указания автора графических наборов , названия структуры и любой другой информации , которую автор сочтет необходимой ( страна , город , электронный адрес , сайт ...). Данные правила приняты для оформления файлов на платформе Simutrans , почему нам не использовать этот позитивный опыт.
Here are some examples of correct and wrong registration of separate sprite.Показываю примеры правильного и неправильного оформления отдельного Sprite.
Пример неправильно оформленного файла , только , Автор - Brupje , Netherlands , без обид - это только учебный пример !
На Sprite 256*256 - фактически размер здания нам не известен , внизу есть зазор от здания до нижней края картины , расположить такое здание по центру вертикали - очень тяжело , есть зазоры справа и слева , как поместить такое здание в готовую сетку городского масштаба вплотную к другим зданиям - очень тяжелая задача.
Второе здание - Автор - Czestmyr , Czechia - здание полностью по центру , расположено вплотную к нижнему краю изображения и строго симметрично вертикальной оси , хорошая детализация стен , приятный цвет стекол , работать с таким зданием очень приятно.
Example of an incorrectly made file, only, Author - Brupje , Netherlands, no offense, this is only for educational purposes!
On Sprite 256*256 - we don't know the actual size of the building, below there is a gap between the building and the bottom edge of the picture, it's very difficult to center such building verticaly, there are backlashes on the right and left edges. Placing such building in a ready grid of urban scale close to other buildings is a very difficult task.
The second building - Author - Czestmyr , Czechia - building completely in the centre, is located closely to the bottom edge of the image and strictly vertically symmetricall, good detailization of walls, pleasant colour of glasses, to work with such building is very pleasant.
And an earnest entreaty - not all readers of this topic have 1 000 Mb channels of communications, many of them connect to the Internet via the telephone and the modem, on speeds 14400/28000/33600, therefore the size of the archive is limited to 5 Mb, please don't make it bigger!!!Убедительная просьба - не все читатели этой темы имеют 1 000 Мб каналы связи , многие заходят в Интернет через телефон , по модему , на скоростях 14400/28000/33600 , поэтому размер архива больше 5 Мб не делать !!!
*****
Hope this will make things clear. But some phrases are difficult to understand even in russian.
Надеюсь, так будет понятнее. Но некоторый фразы я даже на русском не могу понять.
None taken, but check the right version and/or remove the transparent area will help you a lotDamage wrote:Example of an incorrectly made file, only, Author - Brupje , Netherlands, no offense, this is only for educational purposes!
On Sprite 256*256 - we don't know the actual size of the building, below there is a gap between the building and the bottom edge of the picture, it's very difficult to center such building verticaly, there are backlashes on the right and left edges. Placing such building in a ready grid of urban scale close to other buildings is a very difficult task.

The change of scale went from the version 8942.dmh_mac wrote:A couple of questions:
What is the measurement of a tile, is it still 25 x 25 meter?
The world(global) size of 12,5 meters was transformed in Sprite:
Square in the basis - width of 256 heights 127 points.
Sergej
If has written something incorrectly - I ask to correct.
- Attachments
-
- The world(global) size of 12,5 meters
- Scale_12,5_64.png (42.99 KiB) Viewed 11010 times
Scale 32-bit of auto models for the version OpenTTD 32bpp
Scale 32-bit of auto models for the version OpenTTD 32bpp 8942 also is more senior
I put scale of model of the Swedish bus Volvo-9700, the example is taken from the textbook Wiki,
With a rounding off of the sizes in the large party.
Sergej
I put scale of model of the Swedish bus Volvo-9700, the example is taken from the textbook Wiki,
With a rounding off of the sizes in the large party.
Sergej
- Attachments
-
- Scale 32-bit of auto models for the version OpenTTD 32bpp
- volvo9700_Scale.png (36.86 KiB) Viewed 10220 times
I shall bring an example of job with the large images of structures (more than 1 * 1).
1 - general view of structure
2 - circuit of division on separate the staff
3 - separate staff (width 256 points, 32-bit of colour, transparent substrate)
Sergej
The note: the given images to not use! Is shown only as an example!!!
1 - general view of structure
2 - circuit of division on separate the staff
3 - separate staff (width 256 points, 32-bit of colour, transparent substrate)
Sergej
The note: the given images to not use! Is shown only as an example!!!
- Attachments
-
- separate staff (width 256 points, 32-bit of colour, transparent substrate)
- Sample_Sim_3.png (38.79 KiB) Viewed 10202 times
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- circuit of division on separate the staff
- Sample_Sim_2.jpg (53.53 KiB) Viewed 10203 times
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- general view of structure
- Sample_Sim_1.jpg (47.51 KiB) Viewed 10208 times
Last edited by Sergej_S on 19 Mar 2007 20:00, edited 1 time in total.
I know where you nicked that from 
There's a tool in the Simutrans forums that does this, the Tilecutter.
http://forum.simutrans.com/index.php/topic,5013.0.html
It does the job for all the tilesizes you're using.
Timothy coded it, and is planning to release one for irregular bases. (spoiler spoiler)
Regards

There's a tool in the Simutrans forums that does this, the Tilecutter.
http://forum.simutrans.com/index.php/topic,5013.0.html
It does the job for all the tilesizes you're using.
Timothy coded it, and is planning to release one for irregular bases. (spoiler spoiler)
Regards
Hi there,
I didn't know that TTD used a similar system of tiles for its building graphics, I am sure that TileCutter could be adapted for use with TTD (and maybe even interface with the makeobj equivalent for it...), certainly I would be interested in pursuing such changes. I have to admit, I am somewhat unknowledgable about how TTD graphics work, so I'll go do some research... But anyway, if people think this is a worthwhile avenue to explore ("porting" TileCutter to work in the same capacity in TTD as Simutrans) I will work on it
Hello to everyone btw!
I didn't know that TTD used a similar system of tiles for its building graphics, I am sure that TileCutter could be adapted for use with TTD (and maybe even interface with the makeobj equivalent for it...), certainly I would be interested in pursuing such changes. I have to admit, I am somewhat unknowledgable about how TTD graphics work, so I'll go do some research... But anyway, if people think this is a worthwhile avenue to explore ("porting" TileCutter to work in the same capacity in TTD as Simutrans) I will work on it

Hello to everyone btw!
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