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GarryG
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Posted: 13 Apr 2016, 05:30 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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Adding a Fake Wooden trestle bridge to the objects. Attachment:
WoodTrestleBridge2.png [ 35.3 KiB | Viewed 6964 times ]
A few more bites and pieces to add to it such as entrance and exits, and with a fake river, creek and floodway under it.
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wallyweb
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Posted: 13 Apr 2016, 07:00 |
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Joined: 27 Feb 2012, 22:45 Posts: 1880 Location: Canada
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GarryG wrote: Here the sprites wallyweb for the culverts.
I having a go at a wooden one just for railway lines. Want to see if I can make it look at if rails are directly on top of the wooden beams like in rear. Much appreciated.
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GarryG
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Posted: 13 Apr 2016, 07:05 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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Wallyweb: Wood you like the wooden bridge too? Might have that finished in a few more hours.
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wallyweb
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Posted: 13 Apr 2016, 07:12 |
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Joined: 27 Feb 2012, 22:45 Posts: 1880 Location: Canada
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GarryG wrote: Wallyweb: Wood you like the wooden bridge too? Might have that finished in a few more hours. Send it along. No hurry as I have a lot to do before I start in on the graphics. I'm saving the suggestions in a folder.
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athanasios
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Posted: 14 Apr 2016, 04:00 |
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Joined: 29 Feb 2012, 00:55 Posts: 1770 Location: Hellas
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Garry: Quast gave some nice suggestions about how to fix the levels issue. You could use less pixels than the 8? needed (4 pixels) for smaller slopes.
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GarryG
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Posted: 14 Apr 2016, 04:30 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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I did do some parts to the bridge that the pylons get short as if going up a slope. But I need to do something as the ground looks the same. Been looking at pics on internet and see many bridges across floodways almost all have either dirt, stone, gravel or something like that under them where the railways spray weed poison so I think look more obvious if I do something simular.
I love to have a game where can have both wooden and brick bridges but that don't seem possible that why I trying to make the fake wooden one.
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GarryG
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Posted: 14 Apr 2016, 06:41 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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I re-coloured the bridge and put some gravel under it so pylons not get undermined next time it floods.
The end sections of the bridge I've had a go at making it look like it on a slope.
Attachments: |
Fake Wooden Bridge.png [ 185.56 KiB | Viewed 6954 times ]
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GarryG
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Posted: 14 Apr 2016, 09:11 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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Here's the latest object newgrf files. Been some alterations made to culverts and new ones added and added the Fake Bridge shown above. In Roadobjects one of the Golf Course Buggy turn arounds was also in the fake Road Section .. and the big blue harvester along with some other machinery been removed due to copyright. Attachment:
Auz_Roadside_Objects.grf [1.6 MiB]
Downloaded 265 times
Attachment:
Auz_Lineside_Objects.grf [2.56 MiB]
Downloaded 270 times
Wallyweb: Here's the sprites to the fake Wooden Bridges. Welcome to use and alter any of my work. Attachment:
WoodenBridgeobjects.rar [24.39 KiB]
Downloaded 286 times
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Last edited by GarryG on 14 Apr 2016, 16:49, edited 1 time in total.
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GarryG
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Posted: 14 Apr 2016, 15:56 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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IMPORTANT MESSAGE
SHUTTERSTOCK SUPPORT
Other day I contacted Shutterstock Support to see if I can use some of their images and received a reply saying I can. But been a misunderstanding .. I thought I could use and I though it was for free .. however got a message from them just a short time ago saying have to pay to use.
I will have to remove the Blue Combined Harvester and the other Blue Tractors from my object sets, which means will up set a few saved games.
Being on a disability pension I can not afford to pay the amount required for 5 images.
Sorry all.
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wallyweb
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Posted: 14 Apr 2016, 22:46 |
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Joined: 27 Feb 2012, 22:45 Posts: 1880 Location: Canada
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GarryG wrote: Being on a disability pension I can not afford to pay the amount required for 5 images. Did you use actual photos or did you simply draw a copy of what you saw? Almost all of the sprites in the game are original drawings that are based on photos.
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GarryG
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Posted: 15 Apr 2016, 00:37 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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wallyweb wrote: Did you use actual photos or did you simply draw a copy of what you saw? Almost all of the sprites in the game are original drawings that are based on photos. Used the actual image .. had to re-colour as original was 24 bit and had to reduce the size and change to 8 bit. What I will do is do a few different colours of the yellow one. Game will have to go without the big fella for now.
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GarryG
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Posted: 15 Apr 2016, 11:24 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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Latest invention for the objects is fake wooden bridge, embankments and embankments with culverts. Attachment:
Embankment.png [ 51.11 KiB | Viewed 6946 times ]
Attachment:
Culverts and embankments.png [ 46.53 KiB | Viewed 6946 times ]
Still need some work to them. Hope soon have available.
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athanasios
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Posted: 16 Apr 2016, 05:11 |
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Joined: 29 Feb 2012, 00:55 Posts: 1770 Location: Hellas
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Garry: I followed the discussion in tt-forums and about the bridges i do not need to repeat what was already discussed (empty sprite bridges etc). But still you need to fix the adjacent tiles to appear that they have slopes. Now that may be difficult. But to make the problem appear less evident expand the "end sections of the bridge" you already made to more than 1 tile. You might need 3 tiles in length to fake it nicely. So at a later time when you get more drawing experience you could do the shading of the adjacent slopes.
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GarryG
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Posted: 16 Apr 2016, 05:31 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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I definitely got some experimenting to do.
Doing fake slopes like they mentioned seemed a good idea . but how to make them so they will be same colour as landscape if players use different types?
I like to use the xUSSR Set.Static Objects as the grass not so green. Very seldom do you see green grass in my country unless had a lot of rain and in peoples yards.
I shall keep trying .. maybe instead of trying to do the slopes, just let the graphics do the talking.
Cheers pal.
Forgot to show latest embankment graphics.
Attachments: |
Embankment with culvert.png [ 23.26 KiB | Viewed 6941 times ]
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athanasios
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Posted: 17 Apr 2016, 01:17 |
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Joined: 29 Feb 2012, 00:55 Posts: 1770 Location: Hellas
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I understand that you will have to draw a different sprite for each set. Using black dots for the shadows or a 'mask' sprite like the transparent roof of stations doesn't suffice: how will you make the brighter sides Only way might be to use 32bpp transparent sprites. Wally would that work codewise?
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GarryG
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Posted: 17 Apr 2016, 01:28 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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Been experimenting with pics on internet of ballast, embankments etc trying to pick up different shades.
Some embankments I seen start with the ballast top 3rd of so and rest dirt, so thinking changing it simular.
Hard getting the shades right .. but I keep trying.
Not sure if I can get slopes right as need to be a colour landscape that will be suitable no matter what setting gamers use.
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GarryG
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Posted: 17 Apr 2016, 12:36 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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Change the bridge by having only 3 pylons and a few pixels higher. Attachment:
NewBridgeDesign1.png [ 525.56 KiB | Viewed 6928 times ]
By doing this the roads and water pass under it better. If you like to try for yourself here's a test file. Attachment:
Auz_Lineside_Objects.grf [2.6 MiB]
Downloaded 239 times
It has the bridge I been working on to be an object under another bridge. What I done will work with Urban Transit System Bridge .. just need a idea now to cover up the white pylons.
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wallyweb
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Posted: 17 Apr 2016, 12:45 |
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Joined: 27 Feb 2012, 22:45 Posts: 1880 Location: Canada
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athanasios wrote: I understand that you will have to draw a different sprite for each set. Using black dots for the shadows or a 'mask' sprite like the transparent roof of stations doesn't suffice: how will you make the brighter sides Only way might be to use 32bpp transparent sprites. Wally would that work codewise? Actually I just had an inspiration. I'm planning out my NMF set and I will be including Gary's culverts. The track can be drawn with any ballast and the ballast can be extended downwards by objects placed under the bridge. The effect will be a causeway with occasional culverts. It will take me a few days to work out the details. Stay tuned.
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GarryG
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Posted: 17 Apr 2016, 12:53 |
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Joined: 03 May 2015, 03:27 Posts: 1716 Location: Newcastle, Australia
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wallyweb wrote: Actually I just had an inspiration. I'm planning out my NMF set and I will be including Gary's culverts. The track can be drawn with any ballast and the ballast can be extended downwards by objects placed under the bridge. The effect will be a causeway with occasional culverts. It will take me a few days to work out the details. Stay tuned. That be great if you could do that .. looking forward too see your work.
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wallyweb
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Posted: 17 Apr 2016, 15:06 |
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Joined: 27 Feb 2012, 22:45 Posts: 1880 Location: Canada
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GarryG wrote: That be great if you could do that .. looking forward too see your work. Can I get you to fill in the yellow parts with your gravel? Shading sould be a bit darker on the left tile with each tile getting a bit lighter going to the right. Thanks.
Attachments: |
BallastSprites.png [ 1.77 KiB | Viewed 6923 times ]
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