Shouldn't roofs have less snow than the landscape since houses have heating? Is a snow transition for roofs necessary?SwissFan91 wrote:I'm addressing that. I guess it's better to draw big lumps of snow during the snow transition. Has anyone got any tips on doing so?michael blunck wrote:Yikes! What sort of contagious disease did attack those poor houses?
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Re: TARS Town Set [Progressing; coder found]
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Re: TARS Town Set [Progressing; coder found]
Maybe just the edges of the roofs (above the overhangs) should have snow in the transitions. Only in full snow should the main (heated) part of the roof have any snow on it, otherwise it would usually just melt away (as Purno said).
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Re: TARS Town Set [Progressing; coder found]
I don´t think so. In older times, w/o thermal insulation (of the roof), thrifty heating was too marginal to melt snow on the roofs, especially in continental/alpine climate. In fact, the snow itself played an important role as thermal insulation. And with modern thermal insulation, the only source for melting snow on roofs are warmer temperatures from outside (mostly direct sun, but also warm air).Purno wrote: Shouldn't roofs have less snow than the landscape since houses have heating?
It´s not "necessary", but depends on the ideas of the artist.Purno wrote: Is a snow transition for roofs necessary?
In any way, the correct procedure to do it would be like this:
- when snow first starts to fall, it will cover the roof in full, not in "speckles" (s.a.), although as a very thin layer at first, but nevertheless, I´d make the full roof snow-covered,
- with more snow falling, one could try to draw the snow "thicker",
- when melting, snow usually slides down from the upper parts of the roof, with the last remnants usually hiding in some shady places (behind chimneys, dormers, roof edges, ...).
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Michael
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Re: TARS Town Set [Progressing; coder found]
This is my thinking, too. I may end up drawing all of my graphics having 'thick snow' in December/January.when snow first starts to fall, it will cover the roof in full, not in "speckles" (s.a.), although as a very thin layer at first, but nevertheless, I´d make the full roof snow-covered,
- with more snow falling, one could try to draw the snow "thicker",
- when melting, snow usually slides down from the upper parts of the roof, with the last remnants usually hiding in some shady places (behind chimneys, dormers, roof edges, ...).
[EDIT] Although, thinking about it, this approach may look odd in that, during the transition when first snow arrives, roofs will have a full covering while the ground tiles will only have a dusting..
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Re: TARS Town Set [Progressing; coder found]
I agree, that will look odd, if the gardens have no snow while the adjacent grass has some. Though I also agree that the very fine snow patches as shown in the screenshot look a bit funky, tooSwissFan91 wrote:This is my thinking, too. I may end up drawing all of my graphics having 'thick snow' in December/January.when snow first starts to fall, it will cover the roof in full, not in "speckles" (s.a.), although as a very thin layer at first, but nevertheless, I´d make the full roof snow-covered,
- with more snow falling, one could try to draw the snow "thicker",
- when melting, snow usually slides down from the upper parts of the roof, with the last remnants usually hiding in some shady places (behind chimneys, dormers, roof edges, ...).
[EDIT] Although, thinking about it, this approach may look odd in that, during the transition when first snow arrives, roofs will have a full covering while the ground tiles will only have a dusting..
And as I didn't mention it yet: what I see so far looks tasty
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Re: TARS Town Set [Progressing; coder found]
i have a feeling your snowline-transition detection is one level too low. there's partially snowed houses on the same level as green grass, and fully snowed houses on same level as partially snowed grass, etc.
Re: TARS Town Set [Progressing; coder found]
I'll look over the codeEddi wrote:i have a feeling your snowline-transition detection is one level too low. there's partially snowed houses on the same level as green grass, and fully snowed houses on same level as partially snowed grass, etc.
Re: TARS Town Set [Progressing; coder found]
From my tile grid newobject grf:
This places the appropriate ground tile under the sprite.
It will also transition the ground tile for variable snow lines.
I can (and have done) add different sprites for each ground tile that also transition with the variable snow line. This is not an issue.
So the question remains ... How can we detect the 1/4, 1/2 and 3/4 snowed tiles?
Code: Select all
// Action 2 for object
// Ground sprite = bare ground 3929 = 0F59
// <Sprite-number> * <Length> 02 07/09 <set-id> 00 <groundsprite> <buildingsprite> <xoffset> <yoffset> <xextent> <yextent> <zextent>
// Flat
24 * 17 02 0F 00 00 8D 0F 00 00 00 80 00 80 00 00 0F 0F E5 // 00 FLAT grass 3981 0x0F8D
25 * 17 02 0F 01 00 C6 11 00 00 00 80 00 80 00 00 0F 0F E5 // 4550 desert 0x11C6
26 * 17 02 0F 02 00 8D 0F 00 00 00 80 00 80 00 00 0F 0F E5 // 3981 rainforest 0x0F8D
27 * 17 02 0F 03 00 C6 11 00 00 00 80 00 80 00 00 0F 0F E5 // 4550 snow 0x11C6
//=====================================================================================
// varAction 2 - Terrain Type check
// 0 normal, 1 desert, 2 rainforest, 4 on or above snowline
// Flat
158 * 26 02 0F 5F 81 41 00 FF 04 00 00 00 00 01 00 01 01 02 00 02 02 03 00 04 04 4C 00
It will also transition the ground tile for variable snow lines.
I can (and have done) add different sprites for each ground tile that also transition with the variable snow line. This is not an issue.
So the question remains ... How can we detect the 1/4, 1/2 and 3/4 snowed tiles?
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Re: TARS Town Set [Progressing; coder found]
Very simple, check for height differences, not for tile types:wallyweb wrote:So the question remains ... How can we detect the 1/4, 1/2 and 3/4 snowed tiles?
* query the tile height and the snowline.
* calculculate the difference and
** height - snowline <= -2: no snow
** height - snowline = -1: 1/4 snow
** height - snowline = 0: 2/4 snow
** height - snowline = 1: 3/4 snow
** height - snowline >= 2: 4/4 snow
You only need the tiletype to check whether it is a ground tile.
See e.g. http://dev.openttdcoop.org/projects/ope ... locks.pnml which makes mathematically slightly faster use of comparisons and creation of a properly crafted temporary register which then is used to decide on the snowyness of the sprites to show.
OpenGFX users can enjoy smooth transitions e.g. for rivers, locks and canals already since last Christmas
EDIT: Also mind that the definitions of the height variables differ in grf v7 and grf v8. The linked code is grf v8.
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Re: TARS Town Set [Progressing; coder found]
Should be easy enough.planetmaker wrote:Very simple, check for height differences, not for tile types:.
Unfortunately I only code in the pure environment of NFO ...... .pnml
which should be doable in nfo?which makes mathematically slightly faster use of comparisons and creation of a properly crafted temporary register which then is used to decide on the snowyness of the sprites to show.
Is Saint Nicholas aware of this?OpenGFX users can enjoy smooth transitions e.g. for rivers, locks and canals already since last Christmas
Good to know as I code for OTTD/TTDP compatibility.EDIT: Also mind that the definitions of the height variables differ in grf v7 and grf v8. The linked code is grf v8.
Now all I have to do is find out in which variables snow line and tile height are hiding. I assume that GRFSpecs will have these ... It will, won't it ?
Thanks for this.
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Re: TARS Town Set [Progressing; coder found]
Of course The changelog as of 24 Dec 2011 knows itwallyweb wrote:Should be easy enough.planetmaker wrote:Very simple, check for height differences, not for tile types:.Unfortunately I only code in the pure environment of NFO ...... .pnmlwhich should be doable in nfo?which makes mathematically slightly faster use of comparisons and creation of a properly crafted temporary register which then is used to decide on the snowyness of the sprites to show.Is Saint Nicholas aware of this?OpenGFX users can enjoy smooth transitions e.g. for rivers, locks and canals already since last Christmas
Of course all that can also be implemented in NFO; NML cannot do more than is feasible with NFO. But it might (or might not) turn out much more lengthy for cases like these (would take me hours to figure out these things in NFO - less test them). Tile height is var 0x62 for objects, snowline is global variable 0x20 for varaction2 usage.Good to know as I code for OTTD/TTDP compatibility.EDIT: Also mind that the definitions of the height variables differ in grf v7 and grf v8. The linked code is grf v8.
Now all I have to do is find out in which variables snow line and tile height are hiding. I assume that GRFSpecs will have these ... It will, won't it ?
Thanks for this.
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Re: TARS Town Set [Progressing; coder found]
planetmaker wrote:...
/me goes to play with his new toys.
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Re: TARS Town Set [Progressing; coder found]
Here's something I finished off and added:
From:
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Re: TARS Town Set [Progressing; coder found]
Here's my brainstorm for how to draw snow transitions:
*edges = top of walls, fences, railings etc.
Here's an in-game screenshot for reference (with the OLD method of snow on buildings): What do people think? Advice would be very much appreciated.
Code: Select all
0 (no snow) = no snow on roofs
no snow on edges
no snow on floor
1 = small lumps on edges of roofs
no snow on edges
snow only on floor where sheltered e.g. under overhanging areas and behind walls
2 = medium sized lumps on bottom half of roofs, less on sides facing 'sun' (light in TTD)
no snow on edges
snow in small lumps on floor
3 = snow on most of the roof bar any areas of heat (chimneys, etc.) or steep areas of roof. Partial melt on roofs facing the 'sun' (light in TTD)
snow on edges that are in shadow (protected from the 'sun' (light in TTD))
mainly snow on floor but pathways worn away
4 (full snow) = full snow on roofs
full snow on edges
full snow on floor
Here's an in-game screenshot for reference (with the OLD method of snow on buildings): What do people think? Advice would be very much appreciated.
Last edited by SwissFan91 on 02 Sep 2012 10:55, edited 1 time in total.
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Re: TARS Town Set [Progressing; coder found]
Nice
I think at 1/4 snow the snow patches could be less but slightly larger
At the no-snow stage the grass could be like the surroundings - similar like for all the snow stages.
I think at 1/4 snow the snow patches could be less but slightly larger
At the no-snow stage the grass could be like the surroundings - similar like for all the snow stages.
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Re: TARS Town Set [Progressing; coder found]
Thanks for the feedback, PM. I hope you noted that the screenshot is with the OLD version of doing snow transitions, not the outlined method above it
The grass below the buildings will be fixed, too. That is unintentional.
The grass below the buildings will be fixed, too. That is unintentional.
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Re: TARS Town Set [Progressing; coder found]
Sorry, no, I overlooked thatSwissFan91 wrote:Thanks for the feedback, PM. I hope you noted that the screenshot is with the OLD version of doing snow transitions, not the outlined method above it
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Re: TARS Town Set [Progressing; coder found]
I've stressed it a bit more now
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Re: TARS Town Set [Progressing; coder found]
Here's something I did quickly:
OLD: NEW: Done based on the criteria I outlined above. Thoughts?
OLD: NEW: Done based on the criteria I outlined above. Thoughts?
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Re: TARS Town Set [Progressing; coder found]
Very nice, definite improvement.
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