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 Post subject: Dutch Terraced Houses
PostPosted: Sun Mar 17, 2013 5:54 pm 
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I've created a small set with Dutch terraced houses, in which about 60% of the Dutch live. By having a number of different houses with the same dimensions, the idea is that they can link up, making a row. Currently there are only three different types the graphics of which still need a bit off work.

Attachment:
row.png
row.png [ 4.51 KiB | Viewed 9833 times ]


However, I already made a grf with these three houses in it.

--
Version 0.1α2: The floorplan is now shown in transparant mode.
Version 0.1α3: New but less graphics, always faces the road.
Version 0.1α4: Variations of the house and construction stages.
Version 0.1.01: First houses complete.


Last edited by YSH on Mon Aug 19, 2013 4:06 pm, edited 4 times in total.

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PostPosted: Sun Mar 17, 2013 6:08 pm 
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I'm a fan of such developments :!:

Although work is in progress this might actually turn out very nice!

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PostPosted: Sun Mar 17, 2013 6:49 pm 
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Good start!

It might be worth looking at the angle of the roof - something doesn't look right in there. Do you know about/are you using the TTD palette of colours?

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PostPosted: Sun Mar 17, 2013 8:32 pm 
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The angle of the roof and the texture are the two main issues graphics-wise, the texture certainly might take some time to get right. In the meantime however, I've added the proper sprites for the transparant mode to the grf, showing the groundfloor of the house.


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PostPosted: Wed Mar 20, 2013 9:52 am 
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The scale of these looks way off compared with other TT buildings.

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PostPosted: Wed Mar 20, 2013 11:31 am 
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They could use a garden on both sides of the house, and some more details on the roof, like chimneys. Different colors too, not everyone paints his house in the same color :mrgreen:

Overall, good start though. Interesting to see how this develops :))

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PostPosted: Wed Mar 20, 2013 2:49 pm 
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Ameecher wrote:
The scale of these looks way off compared with other TT buildings.


Which scale? Compared to the scale of stations, industries, offices, churches, busses, trains or something else?


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PostPosted: Wed Mar 20, 2013 3:07 pm 
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Ameecher wrote:
The scale of these looks way off compared with other TT buildings.
Certainly when used with the default graphics, the difference is too large. However, in comparison with TTRS for example, the difference is smaller. Also, many recent station sets use buildings that are even larger in scale. So, while I will most likely be making them somewhat smaller, they will remain somewhat large compared to opengfx.

As for variation, I plan on a number of different eras, in which the buildings have the same dimensions and brick colour, other details such as colour of the doors, bays and dormers will differ. In that way, they can be linked up to make a row. The buildings will get a minimum life that is quite long, many decades, to ensure there will be greater historical variation in a town.(I always find it annoying to have a town build a skyscraper, only to have it demolished after a few years).


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PostPosted: Wed Mar 20, 2013 3:10 pm 
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The best that can be done in the way of a unified scale is 2 pixels per meter horizontally and vertically and a little more than 1 pixel per meter diagonally. Compared to that, as well as to houses, road vehicles and trains at least - the things that matter - they're much too big.

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PostPosted: Wed Mar 20, 2013 4:23 pm 
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After playing around a bit with the scale, I have reduced the height of buildings a bit and added an extra house.

Quick sketch of a smaller scale:


Attachments:
Geen naam, 17 Feb 1945.png
Geen naam, 17 Feb 1945.png [ 202.37 KiB | Viewed 9530 times ]
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PostPosted: Wed Mar 20, 2013 5:17 pm 
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Looks okay to me!

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PostPosted: Thu Mar 21, 2013 7:49 am 
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I think the depth of the houses is a tad big. How about decreasing the depth which frees up space for a garden?

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PostPosted: Thu Mar 21, 2013 9:03 am 
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I would also try to use a LOOOOT more colour shades

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PostPosted: Thu Mar 21, 2013 7:51 pm 
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Purno wrote:
I think the depth of the houses is a tad big. How about decreasing the depth which frees up space for a garden?


They definitely need a garden at the back, it would make them a lot more dutch.

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PostPosted: Thu Mar 21, 2013 8:40 pm 
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Indeed there must be:


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rij30.png
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PostPosted: Thu Mar 21, 2013 9:17 pm 
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These are becoming very recognisable, almost like one I grew up in ;-)

The windows might be a bit too bright though for that view.

Keep up the great work! :bow:

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PostPosted: Thu Mar 21, 2013 9:34 pm 
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Actually, these look quite good - although they do need a lot of texturing indeed. But it's very promising.

Another variation that might be interesting is the one they're now experimenting heavily with in my old and my parents' current hometown of Culemborg, where they decided to spice up the older "rijtjeshuizen" in different colours. The attached image is not the best example, as those are a few new houses in the "eco-wijk" on the border of the town, but imagine those colours applied to the ones you're drawing now. I'll look into a better photo next time I'm there.


Attachments:
golfplaatje.jpg
golfplaatje.jpg [ 68.82 KiB | Viewed 9299 times ]

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PostPosted: Sat Mar 23, 2013 3:18 pm 
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Those coloured houses might be an option for some modern houses, since most modern houses are still in the same style as old ones: brick with a pointed roof.

Which is a concern for later date, for now an update to version 0.1a3, which is a complete rewrite of the code into NML allowing more advanced stuff and a major update of the graphics. The houses are now only build facing the road, but in such a way that they don't suddenly shift orientation if the road is changed. (Unfortunately I'm having some issues with more than one house showing up in the game, so only one house is included.)

Attachment:
File comment: Only with a road facing the right way:
Eeroever Transport, 23 Nov 1945.png
Eeroever Transport, 23 Nov 1945.png [ 151.5 KiB | Viewed 9205 times ]


The grf is to be found in the first post.


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PostPosted: Sun Mar 24, 2013 7:08 pm 
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You know fair play to you for coming out and releasing something without demanding someone else do it.

I would, however, take on board opinions re: shading and mixing shades to increase realism, but I think you've got the general design down.

Well done.

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PostPosted: Sun Mar 24, 2013 7:10 pm 
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Dave W wrote:
You know fair play to you for coming out and releasing something without demanding someone else do it.

I would, however, take on board opinions re: shading and mixing shades to increase realism, but I think you've got the general design down.

Well done.

This.

They look good but I think it's the colours that make them look almost too like a carton. Take a look at the other buildings in that screenshot you posted. Perhaps change the white and red colour for grey and dark red?

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