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VAST Development

Posted: 08 Jun 2010 15:34
by zero.eight
Development thread for VAST.

I'll post ideas for testing here. Complete releases will be in the Release thread (link above). The source repository is https://dev.openttdcoop.org/projects/vast.


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Original post


First up:

The tiles in the Path class are arguably too bright for OTTD's style. I would prefer the paths to be more red than pink, so I've attached some darker test path sprites for people to have a go with. Darker brown tiles are also included in case they look better, although I think they are ok at the moment.

Extra sprites are in the Test class.

Re: VAST Development Thread

Posted: 09 Jun 2010 08:06
by Nite Owl
I think the darker combination's look better and fit in better with both the OpenGFX coloring and most station set's coloring. I would even go so far as to say that a combination of the Red+2 and the Brown+1 might fit in the best with both.

Re: VAST Development Thread

Posted: 09 Jun 2010 19:45
by Pingaware
Not sure. The darker the red is, the better in my opinion. However, I'm not nearly so certain about the brown. Can you give a combination shot of Red +2 and Brown +1, please? Not very good at visualising things like that

Re: VAST Development Thread

Posted: 09 Jun 2010 20:05
by Kogut
I think that grass have even better future.

Re: VAST Development Thread

Posted: 11 Jun 2010 12:05
by zero.eight
Added 3 more tiles:

R + 2 B + 1
R + 1.5 B + 1
R + 1.5 B + 0

I prefer the R + 1.5 versions. R + 2 looks too dark to me and R + 1 looks too light. Still not sure which looks best overall though. What do you think? :) Update in first post.

Re: VAST Development Thread

Posted: 11 Jun 2010 15:57
by Kogut
I suggest R +1.5, B +0,5

Re: VAST Development Thread

Posted: 11 Jun 2010 16:16
by Pingaware
Kogut wrote:I suggest R +1.5, B +0,5
Gotta say, I do agree with this

Re: VAST Development Thread

Posted: 20 Jun 2010 14:06
by zero.eight
Thanks for testing :) Check the release thread for the latest version - I think the balance is better there. There's a lot less grey mixed into the red so Path tiles look more even. Brown tiles have been darkened and lost a small amount of detail, but it shouldn't be noticeable.

Re: VAST Development Thread

Posted: 20 Jun 2010 18:08
by Kogut
Feedback welcome, especially suggestions on tiles to add.
- Fountains
- Grassy hills

Re: VAST Development Thread

Posted: 20 Jun 2010 18:28
by Chris
Fountains would be great :D .

Re: VAST Development Thread

Posted: 20 Jun 2010 20:03
by ChillCore
Nice sprities zero.eight.

Some stairs/ramps would be nice too.

Re: VAST Development Thread

Posted: 28 Jun 2010 17:44
by zero.eight
v0.2.5

New tiles for testing.
  • More variations for Italian Cypress (1x and 3x)
  • New Station Class: "VAST: Statues and Fountains" and 2 fountains - more to come
  • Callery Pear with 2 variations and seasonal changes - bright white flowers in early spring; brilliant red leaves in autumn
  • Added seasonal changes to Hornbeams - leaves turn brown in winter
  • Added ramps with 1 variation each to Paths - more variations to come
  • Hornbeams are darker (when green) - better contrast with Callery Pear.
Kogut wrote:Grassy hills
Not sure what you mean by this. Tiles are drawn at the top of a hill and need foundations, so they won't look like hills. But there could be some small "hills" made as flat tiles. I will have a look at custom foundations as well.
Not a convincing hill
Not a convincing hill
VAST-0.2.5-2.png (85.87 KiB) Viewed 18740 times

Re: VAST Development Thread

Posted: 28 Jun 2010 18:40
by Kogut
But there could be some small "hills" made as flat tiles
That is what I called "grassy hill"

Re: VAST Development Thread

Posted: 28 Jun 2010 20:00
by Chris
Wow it looks even better than RollerCoaster Tycoon :D . Would try them out now but not enough time...

Re: VAST Development Thread

Posted: 29 Jun 2010 00:03
by Nite Owl
Most impressive. I have added VAST to my list of must have grfs for every game I play. The idea of the sloping walkways works well for those stations that might be on a hill just slightly above the level of the town. In the past I always leveled the station down to the level of the town and now I can just ramp up to the station. Well done.

Re: VAST Development Thread

Posted: 29 Jun 2010 06:45
by Bob_Mackenzie
I have it loaded for my current game :)

Maybe you could have "creeper" climbing up the vertical portions? Its a bit of a stark contrast with the garden at the moment.

I suspect it can't be too showy as I'm guessing that there is only one vertical sprite?

[edit]

Your formal gardens really cry out for a big fat stately home, or a chateau, to go with them :)

Re: VAST Development Thread

Posted: 29 Jun 2010 06:51
by Kogut
Bob_Mackenzie wrote:Your formal gardens really cry out for a big fat stately home, or a chateau, to go with them :)
Try ECS (one of tourist centres)

Re: VAST Development Thread

Posted: 07 Jul 2010 19:33
by Kogut
HQ Gardens during spring.
But why in placed marked with red circles there is no hedge?
And small request - is it possible to have trees with grass, not tiles on the ground?

Re: VAST Development Thread

Posted: 09 Jul 2010 06:19
by zero.eight
Kogut wrote:But why in placed marked with red circles there is no hedge?
I was going to put something there, but then I didn't for some reason. I will put them back in :)
Kogut wrote:And small request - is it possible to have trees with grass, not tiles on the ground?
Like this?
vastgrasst.png
vastgrasst.png (20.55 KiB) Viewed 18317 times
It can be done, but it causes a few problems that I haven't been able to solve nicely yet. But I will try to come up with something.

Re: VAST Development Thread

Posted: 09 Jul 2010 06:38
by Kogut
I thought about using VAST grass. And not super necessary but nice: snow aware version (I prefer to have 1 new tile than 4 old with added snow).