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Gold Rush [32 bpp mod]

Posted: 02 Jul 2009 22:56
by Bad_Brett
Image

Re: Unofficial desert tiles [32 bpp Extra zoom levels]

Posted: 02 Jul 2009 23:01
by SwissFan91
I personally think they look great. Well done.

Re: Unofficial desert tiles [32 bpp Extra zoom levels]

Posted: 03 Jul 2009 04:34
by ervin2
Pretty nice, but too repetitive. I think you should just make it sand, but with occasional plant tiles.

Re: Unofficial desert tiles [32 bpp Extra zoom levels]

Posted: 03 Jul 2009 04:44
by Bad_Brett
ervin2 wrote:Pretty nice, but too repetitive. I think you should just make it sand, but with occasional plant tiles.
Is that possible?

Re: Unofficial desert tiles [32 bpp Extra zoom levels]

Posted: 03 Jul 2009 06:52
by jonty-comp
Couldn't you make some of the trees into plants like those? I think it's great except that there are too many plants. :)

Re: Unofficial desert tiles [32 bpp Extra zoom levels]

Posted: 03 Jul 2009 09:22
by Bad_Brett
There are often a lot of plants in american deserts:

http://www.thedailygreen.com/cm/thedail ... ert-lg.jpg

I'll try to do something with one of the cactus sprites... Thanks for the tip! :)

I made some new houses as well:
Houses.jpg
(1014.81 KiB) Downloaded 349 times

Re: Unofficial desert tiles [32 bpp Extra zoom levels]

Posted: 03 Jul 2009 09:49
by SwissFan91
The houses look a little bit stereotypical of the Wild West sort of desert. Unless that was what you were aiming for of course.. in which case good graphics.

Re: Unofficial desert tiles [32 bpp Extra zoom levels]

Posted: 03 Jul 2009 12:02
by maquinista
Bad_Brett wrote:There are often a lot of plants in american deserts:

http://www.thedailygreen.com/cm/thedail ... ert-lg.jpg

I'll try to do something with one of the cactus sprites... Thanks for the tip! :)

I made some new houses as well:
Houses.jpg
I like it. It could be a a new GRF like the Japan or Australian landscapes.

Re: Unofficial desert tiles [32 bpp Extra zoom levels]

Posted: 30 Jul 2009 17:06
by Bad_Brett
jake.grimshaw wrote:The houses look a little bit stereotypical of the Wild West sort of desert. Unless that was what you were aiming for of course.. in which case good graphics.
That's kind of what I'm aiming for actually. :) I'm hoping to make a mod out of this, running from 1850-1950 or something like that. Wagon Trains will replace trucks in the early game.

I've been experimenting a lot the latest month and tried to make the terrain look more "alive".

Image

The main drawback is that the missing grids makes it harder to build stuff. Hopefully some nice programmer eventually make a "Grid On/Off" feature. ;) Otherwise I'll add grid to the standard zoom level, in which most of the construction will take place.

Here's the tileset "in action":

Image

It needs some tweaking here and there, though.

I've also been working on some older steam engines, here is the well known 4-4-0 American:

Image

Hope you like it! :)

Re: Unofficial desert tiles [32 bpp Extra zoom levels]

Posted: 30 Jul 2009 17:07
by SwissFan91
Looks a bit 'Sid Meier's Railroads!'-ish.

Re: Unofficial desert tiles [32 bpp Extra zoom levels]

Posted: 30 Jul 2009 17:12
by Bad_Brett
jake.grimshaw wrote:Looks a bit 'Sid Meier's Railroads!'-ish.
Ouch! Probably the worst game ever released with Sid's name on. :wink:

Re: Unofficial desert tiles [32 bpp Extra zoom levels]

Posted: 30 Jul 2009 17:53
by Benny
That looks much more alive indeed! :D

What's up with the railroad? Mockup?

Re: Unofficial desert tiles [32 bpp Extra zoom levels]

Posted: 30 Jul 2009 18:00
by cid.67
Bad_Brett wrote:
jake.grimshaw wrote:Looks a bit 'Sid Meier's Railroads!'-ish.
Ouch! Probably the worst game ever released with Sid's name on. :wink:
theses desert sprites and and the water tower are really amazing!
the houses and the train are very nice and detailed too.

the details on the the desert make them far away nicer than the actual tropical sprites.
the actual sprites are the only which have been made at this time,
but i think that theses ones should deserve to be integrated to the game when all the tiles will be created.
very good work.

Re: Unofficial desert tiles [32 bpp Extra zoom levels]

Posted: 30 Jul 2009 18:20
by SirkoZ
Wow - it looks simply amazing!

Of course it has a Western touch to it which would be a great mod-grf from tropic to Western. :-)

Re: Unofficial desert tiles [32 bpp Extra zoom levels]

Posted: 30 Jul 2009 18:52
by CommanderZ
SirkoZ wrote:Wow - it looks simply amazing!

Of course it has a Western touch to it which would be a great mod-grf from tropic to Western. :-)
My words, It looks absolutely incredible.

Re: Unofficial desert tiles [32 bpp Extra zoom levels]

Posted: 30 Jul 2009 21:11
by maquinista
Your graphics are awesome. It's a new climate.
Bad_Brett wrote:The main drawback is that the missing grids makes it harder to build stuff. Hopefully some nice programmer eventually make a "Grid On/Off" feature. ;) Otherwise I'll add grid to the standard zoom level, in which most of the construction will take place.
This feature would be awesome in OTTD...

I think that it could be added with a new GRF file called "gridless tiles". This new GRF file could replace the standard tiles with gridless tiles (Action 10 (Ah)). A TAR file could have 32 bpp files for these 8 bpp sprites.

The problem is that reloading the GRF files is slow if there are loaded too many GRF files. Also, I don't know if loading and unloading a GRF file too many times could break or the other GRF files.

Re: Unofficial desert tiles [32 bpp Extra zoom levels]

Posted: 30 Jul 2009 21:23
by Bad_Brett
maquinista wrote:This feature would be awesome in OTTD...

I think that it could be added with a new GRF file called "gridless tiles". This new GRF file could replace the standard tiles with gridless tiles (Action 10 (Ah)). A TAR file could have 32 bpp files for these 8 bpp sprites.

The problem is that reloading the GRF files is slow if there are loaded too many GRF files. Also, I don't know if loading and unloading a GRF file too many times could break or the other GRF files.
Wouldn't it require less resources with a "layer" using small grey scale png's?

It would be cool if the grid showed up automatically when you hit any construction button. If it could work this way, the gridless tiles wouldn't affect the playability at all.

Re: Unofficial desert tiles [32 bpp Extra zoom levels]

Posted: 30 Jul 2009 21:38
by maquinista
Bad_Brett wrote:
maquinista wrote:This feature would be awesome in OTTD...

I think that it could be added with a new GRF file called "gridless tiles". This new GRF file could replace the standard tiles with gridless tiles (Action 10 (Ah)). A TAR file could have 32 bpp files for these 8 bpp sprites.

The problem is that reloading the GRF files is slow if there are loaded too many GRF files. Also, I don't know if loading and unloading a GRF file too many times could break or the other GRF files.
Wouldn't it require less resources with a "layer" using small grey scale png's?

It would be cool if the grid showed up automatically when you hit any construction button. If it could work this way, the gridless tiles wouldn't affect the playability at all.
This would be better, but needs modifications in the sourcecode.

Re: Unofficial desert tiles [32 bpp Extra zoom levels]

Posted: 31 Jul 2009 13:10
by Bad_Brett
Bennythen00b wrote:That looks much more alive indeed! :D

What's up with the railroad? Mockup?
Yep, nothing is complete yet. I just wanted to get rid of the original tiles.

The next thing I'm working on are the grass tiles. It's going to take some time, but I think it's going to be pretty cool. The grass will cover a larger area than a single tile to create smoother transitions.

Re: Unofficial desert tiles [32 bpp Extra zoom levels]

Posted: 31 Jul 2009 13:57
by maquinista
The station is awesome. Is based on a new GRF file?

About the vertical walls of the terrain, You can modify this file:
http://www.tt-forums.net/download/file.php?id=110910
http://www.tt-forums.net/viewtopic.php?p=788988#p788988

It has a bat file with all the offsets.