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Re: [32bpp] Extra zoom levels Graphics

Posted: 30 Sep 2008 18:23
by Varivar
maquinista wrote:I have coded It, and It is a very good model.
Varivar: remember that the other building (sprites 4420-4423) only needs the building, the ground is shared with the building that I coded.
I've done the other building. I've rendered the complete version and the snow version without ground, but with shadows.

Re: [32bpp] Extra zoom levels Graphics

Posted: 30 Sep 2008 19:37
by brupje
maquinista wrote:I have added the latest models. A ground shadow would be better in the futuristic tower, but I think that It is good enough. I prefer a custom building placement tool with construction stages.

The desert roads are 1 pixel down, It creates some random pixels in the borders.
great job, I like it :P

Re: [32bpp] Extra zoom levels Graphics

Posted: 30 Sep 2008 21:35
by boekabart
brupje wrote:great job, I like it :P
About the futuristic tower: It seesm to be rendered from a wrong angle, it doesn't look good in the screenshot...

Re: [32bpp] Extra zoom levels Graphics

Posted: 30 Sep 2008 22:04
by ArmEagle
boekabart wrote:
brupje wrote:great job, I like it :P
About the futuristic tower: It seesm to be rendered from a wrong angle, it doesn't look good in the screenshot...
The sides on the cubes are parallel to the sides of other buildings.

I guess it's the bottom part (the columns and floors) that's throwing you off. The front side of the bottom is indeed not parallel. But I guess that's somehow meant to be like that.

Re: [32bpp] Extra zoom levels Graphics

Posted: 01 Oct 2008 06:12
by brupje
boekabart wrote:
brupje wrote:great job, I like it :P
About the futuristic tower: It seesm to be rendered from a wrong angle, it doesn't look good in the screenshot...
Don't know what you mean exactly, but it's shown as intended.

Re: [32bpp] Extra zoom levels Graphics

Posted: 01 Oct 2008 09:32
by maquinista
I have finished some landscape tiles.

Re: [32bpp] Extra zoom levels Graphics

Posted: 01 Oct 2008 12:55
by Varivar
maquinista wrote:I have finished some landscape tiles.
They look nice, good work! :)
ArmEagle wrote:
boekabart wrote:
brupje wrote:great job, I like it :P
About the futuristic tower: It seesm to be rendered from a wrong angle, it doesn't look good in the screenshot...
The sides on the cubes are parallel to the sides of other buildings.

I guess it's the bottom part (the columns and floors) that's throwing you off. The front side of the bottom is indeed not parallel. But I guess that's somehow meant to be like that.
I think it looks weird because there aren't shadows on the ground. You should render the building with the ground plane set to "OnlyShadow".

Re: [32bpp] Extra zoom levels Graphics

Posted: 02 Oct 2008 02:15
by maquinista
I have updated the crossings TAR file (blue asphalt surface), and added the new roads.

Re: [32bpp] Extra zoom levels Graphics

Posted: 02 Oct 2008 14:24
by maquinista
Some rails for arctic climate:

Re: [32bpp] Extra zoom levels Graphics

Posted: 02 Oct 2008 14:32
by Varivar
maquinista wrote:I have updated the crossings TAR file (blue asphalt surface), and added the new roads.
maquinista wrote:Some rails for arctic climate:
Good work, Maquinista, the Arctic climate is developing fast now :) .

I've drawn a Temperate city building, the 1x1 courtyard flats. I'll draw the construction stages too. The zip file contains the blend file.

Re: [32bpp] Extra zoom levels Graphics

Posted: 02 Oct 2008 15:01
by brupje
ArmEagle wrote:
boekabart wrote:
brupje wrote:great job, I like it :P
About the futuristic tower: It seesm to be rendered from a wrong angle, it doesn't look good in the screenshot...
The sides on the cubes are parallel to the sides of other buildings.

I guess it's the bottom part (the columns and floors) that's throwing you off. The front side of the bottom is indeed not parallel. But I guess that's somehow meant to be like that.
I think it looks weird because there aren't shadows on the ground. You should render the building with the ground plane set to "OnlyShadow".[/quote]

Here's a shadow render

Re: [32bpp] Extra zoom levels Graphics

Posted: 02 Oct 2008 15:29
by brupje
Hangingflat building, stage 1 & 2

Re: [32bpp] Extra zoom levels Graphics

Posted: 02 Oct 2008 16:54
by Roujin
Varivar wrote:
maquinista wrote:I have updated the crossings TAR file (blue asphalt surface), and added the new roads.
maquinista wrote:Some rails for arctic climate:
Good work, Maquinista, the Arctic climate is developing fast now :) .

I've drawn a Temperate city building, the 1x1 courtyard flats. I'll draw the construction stages too. The zip file contains the blend file.

No windows on the inner side?

Re: [32bpp] Extra zoom levels Graphics

Posted: 02 Oct 2008 17:21
by brupje
First attempt at hangingglass building :)

Re: [32bpp] Extra zoom levels Graphics

Posted: 02 Oct 2008 23:36
by athanasios
A simple question though: "How do people enter the building?"
I think this should be fixed.

Re: [32bpp] Extra zoom levels Graphics

Posted: 02 Oct 2008 23:45
by Arathorn
A little rope ladder dangling from the bottom. :wink:

Re: [32bpp] Extra zoom levels Graphics

Posted: 03 Oct 2008 00:22
by maquinista
Varivar wrote:
maquinista wrote:I have coded It, and It is a very good model.
Varivar: remember that the other building (sprites 4420-4423) only needs the building, the ground is shared with the building that I coded.
I've done the other building. I've rendered the complete version and the snow version without ground, but with shadows.
I have coded them:

Re: [32bpp] Extra zoom levels Graphics

Posted: 03 Oct 2008 05:18
by Varivar
maquinista wrote:I have coded them:
Thanks. I found a bug in "brupje_houses_preview.tar". The futuristic tower has wrong offsets, and it doesn't colorize good. I didn't have this problem in the previous tar with Brupjes houses.

Re: [32bpp] Extra zoom levels Graphics

Posted: 03 Oct 2008 06:42
by brupje
athanasios wrote:A simple question though: "How do people enter the building?"
I think this should be fixed.
How would they in the original image? Why is it a problem?

I'm open to suggestions though, but the only way seems to be the yellow tubes. And they are not wide enough for a person :P

Re: [32bpp] Extra zoom levels Graphics

Posted: 03 Oct 2008 09:35
by habell
maquinista wrote:Image
The desert roads are 1 pixel down, It creates some random pixels in the borders.
I don't see this error.
Desert road test
Desert road test
desert_road_test.png (273.52 KiB) Viewed 6194 times
So don't know how to correct it :?

I can only re-upload the files and hope it's corrected.