Timberwolf's Roads
Posted: 14 Dec 2020 21:54
Oh dear, he's at it again. Didn't you pay attention in school when they told you never to play around with voxels?
One of the things I hear (or rather read) every so often is, "those 2x vehicles look so out of place next to the low-res roads/tramways". And I thought it would be absolutely excellent if instead I was reading, "those 2x roads and tramways look so out of place next to the low-res ground tiles." Thusly I present to you... Timberwolf's Roads!
It's a UK-inspired road set, in 8bpp with 2x sprites for everything to maximise the opportunity for confusion with people using "32bpp" to mean extra zoom. Like my other sets, it's intended to be close in style to the original Simon Foster graphics while taking advantage of the latest OpenTTD features. So we have roadtypes of multiple speeds and generations, and high resolution tram rails to match, but if you zoom out, set your screen resolution to 640x480 and dig out those old Green Day cassettes it could feasibly be 1995 again.
The aim is something I loosely collect under "project coexist" along with the stations and tracks - making 2x vehicles more feasible by providing infrastructure in the same resolution, with less jarring transitions to 1x graphics. (I feel it's easier to blend in a static and relatively uniform road edge or station platform than a moving vehicle with lots of detail and contrast)
Currently done: everything you see here.
Still to do: town centre graphics for the unpaved roads, outskirts and suburb version of the town road (much the same, but with less aggressive parking restrictions), catenary for trams and trolleybuses to attach their electric noodles to, and a similar variety of depot sprites to Timberwolf's Tracks. Plus GUI sprites and a higher-res sprite for the one way overlay. Trying to keep this relatively small and somewhat of a palate cleanser after two monstrous vehicle set releases this year. Road sets are good for this, they don't have variables that let you inspect where one road is relative to another and do horrific things. Not that I'd ever do that.
One of the things I hear (or rather read) every so often is, "those 2x vehicles look so out of place next to the low-res roads/tramways". And I thought it would be absolutely excellent if instead I was reading, "those 2x roads and tramways look so out of place next to the low-res ground tiles." Thusly I present to you... Timberwolf's Roads!
It's a UK-inspired road set, in 8bpp with 2x sprites for everything to maximise the opportunity for confusion with people using "32bpp" to mean extra zoom. Like my other sets, it's intended to be close in style to the original Simon Foster graphics while taking advantage of the latest OpenTTD features. So we have roadtypes of multiple speeds and generations, and high resolution tram rails to match, but if you zoom out, set your screen resolution to 640x480 and dig out those old Green Day cassettes it could feasibly be 1995 again.
The aim is something I loosely collect under "project coexist" along with the stations and tracks - making 2x vehicles more feasible by providing infrastructure in the same resolution, with less jarring transitions to 1x graphics. (I feel it's easier to blend in a static and relatively uniform road edge or station platform than a moving vehicle with lots of detail and contrast)
Currently done: everything you see here.
Still to do: town centre graphics for the unpaved roads, outskirts and suburb version of the town road (much the same, but with less aggressive parking restrictions), catenary for trams and trolleybuses to attach their electric noodles to, and a similar variety of depot sprites to Timberwolf's Tracks. Plus GUI sprites and a higher-res sprite for the one way overlay. Trying to keep this relatively small and somewhat of a palate cleanser after two monstrous vehicle set releases this year. Road sets are good for this, they don't have variables that let you inspect where one road is relative to another and do horrific things. Not that I'd ever do that.