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PostPosted: 02 Jan 2013, 19:35 
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Roadside Eyecandy Set

While building motorways in Openttd I thought that there are not much eyecandy grf for the roads and motorways and I came across this idea: I will make NewGRF containing rest areas and service areas.

Now I have made one testing sprite and coded it to the game via NML. I have never made GRF's before so this may take a while.

Tracking table:

Oldish style little gas station with building and gas pumps 0%
Modern style little gas station with buildings and gas pumps 20%
Modern style medium size gas station: (Build in parts.)
Restaurant 0%
Car Wash 0%
Gas Pumps 0%
Repair Shop 0%
Modern style big gas station: (Build in parts.)
Restaurant 0%
Car Wash 0%
Gas Pumps 0%
Truckers Resting area 0%

Simple rest area (surface and some cars.) 50%
Rest area WC (Little building with WC only.) 0%
Rest area cafe (Little wooden cafe.) 0%
Info (Sign with some information about area) 0%
Picnic area (some tables on the grass.) 0%

Unmanned gas station (Only gas pumps.) 0%
Parking place 0%

I hope this set will someday reach release and I will post some beta version when I have got some stuff done to grf.

Note that "Modern style little gas station" have only one view and you can look it here.


Last edited by Katve on 29 Jan 2013, 17:17, edited 4 times in total.

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PostPosted: 02 Jan 2013, 19:35 
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<Reserved for future screenshots>


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PostPosted: 02 Jan 2013, 20:22 
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Wow, very ambitious project. A set like this could be really useful, I hope you'll get this together in a good manner!

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PostPosted: 02 Jan 2013, 20:36 
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Agree with SlemFreak! :) And you'll receive loads of help from this community, so don't hesitate to ask...

As for the shading issue I can hand out a little tip which I use myself. In my "scrapbook" I have loads of prepared shadings that I can use depending on the structure I'm working on. Below is an example of such a shading object, easy to apply to buildings whenever needed. Depending on the size I simply add several of these single shading objects together, then mark the wall on the building and move the marker to the shading object, then copy and paste. I have two versions of each to reflect each side of the building... :P

Attachment:
Image281.png
Image281.png [ 8 KiB | Viewed 10177 times ]

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PostPosted: 03 Jan 2013, 04:00 
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and don't forget to skew them for the sides of the buildings to create the illusion of depth.


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PostPosted: 03 Jan 2013, 13:05 
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Skewing is not necessary. As SAC pointed out, you can place a couple of these prepared shadings next to each other and then cut out the shape that you need using the outlines of the wall you want to get shaded.


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PostPosted: 14 Jan 2013, 20:13 
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I have tried to draw some roadside rest areas. Cars are still missing because I haven't yet got anything worth of showing from my attempts. In the final set there will be 4 objects for rest areas ends, plain tile, trucks and cars. I also would like to ask would it be better if I tried to gear towards some roadset or just try to make may own style not inspired by roadsets?


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File comment: Be aware of little glitches ;)
Paborough Transport, 27-02-1950.png
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PostPosted: 14 Jan 2013, 20:51 
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Katve wrote:
I have tried to draw some roadside rest areas. Cars are still missing because I haven't yet got anything worth of showing from my attempts. In the final set there will be 4 objects for rest areas ends, plain tile, trucks and cars.
There's a glitch at the edge of the groundtiles. Other than that it looks nice!
Attachment:
Paborough Transport, 27-02-1950.png
Paborough Transport, 27-02-1950.png [ 185.11 KiB | Viewed 10099 times ]

Katve wrote:
I also would like to ask would it be better if I tried to gear towards some roadset or just try to make may own style not inspired by roadsets?
I think you should do what you feel like, draw it the way you want. If people like it they will use it.

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PostPosted: 15 Jan 2013, 13:18 
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Quote:
I think you should do what you feel like, draw it the way you want. If people like it they will use it.

Indeed! Only thing I would ask is that the places where your pieces can link up to the normal roads are correct. I saw a picture of, I think, a roadside diner/petrolstation earlier and the road that was in there did not link up to the normal roads.
Good luck and have fun, I'm looking forward to it!


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PostPosted: 22 Jan 2013, 21:06 
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Any progress Katve?

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PostPosted: 23 Jan 2013, 14:53 
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Not much at the moment. I should do 20 minutes lasting presentation for the school about Finnish classical writer. So I have spend time to read some books. And I also got only 1 month to the my presentation(Of course I should have started it before christmas, but I didn't . :( ) . I think I will continue drawing in the couple of the following weeks when I get school stuff done.


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PostPosted: 23 Jan 2013, 15:36 
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Well, good luck with that Katve and we'll keep an eye out for some progress later on... :)

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PostPosted: 02 Feb 2013, 12:49 
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I have got back to the drawing board. Though my school project isn't finished I decided to correct glitches on the old tiles and I made one sprite with some trucks, other rotations still missing though.


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PostPosted: 02 Feb 2013, 16:04 
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I'd work a little more on the asphalt - 'cause it is supposed to be asphalt? It looks too... I don't know... clean perhaps... :?

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PostPosted: 03 Feb 2013, 11:31 
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I agree with SAC, also some lines making up parkingplaces or marking the roadsides would make it a bit more interesting.


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PostPosted: 03 Feb 2013, 11:49 
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You can even make the edges a bit more rough, sort of suggesting that the grass on the neughboring tiles not promptly ends, but grows just a tiny tiny bit into the asphalt area... :) Perhaps a sign of some sort to add more details, or why not even a few benches where people can sit down, relax and enjoy their coffee break... :P

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PostPosted: 03 Feb 2013, 12:06 
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Thanks for feedback I made some changes what you think?


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PostPosted: 03 Feb 2013, 12:13 
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Better! Simply by looking at that image, what first comes to mind is that those edges, (e.i. asphalt edges), are a bit too sharp. They need to be rugged up IMHO... :)

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PostPosted: 04 Feb 2013, 11:57 
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It's getting better and better. I would like to see it without trucks, to get a better idea of the parkingspots.
And a suggestion for the empty tiles connecting road to parkingspots. Maybe you could draw lines indicating that you are not allowed to drive over them (don't really know the english term for it), I mean the stripes on the right in this picture: Image
And indeed as SAC mentioned, making the edges a bit rougher would be better.
And, uhm, the trucks are going to need some work... They are very boxy. Please see this as positive criticism.


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PostPosted: 04 Feb 2013, 16:18 
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I see your comments as a contrustive critism :). I know I will never be good drawer if I can't stand some critism.

I will improve trucks later and I will make parking places for empty tiles next (I made only this one tile for the screenshot with parking places.)

And I actually thinked about adding those stripes for additional object with empty tiles and short of "No parking here" place. But I thought that it isn't needed, because it takes additional object ID. But your idea sounds pretty nice and I will make these changes next and I will post screenshot

OT: I didn't know before that Dutch Road Furniture looked so real (Never been there.) and it actually make me smile when I see those matrix activators and they looked like ones in OpenTTD.


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