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 OpenTHGFX: Miscellaneous Objects « View previous topic :: View next topic » 
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TheFlyingBastard
PostPosted: Wed Nov 18, 2009 5:54 pm    Post subject:  Reply with quote   



Joined: 10 Nov 2009
Posts: 21

Waltzy wrote:
2) How do we handle sprites that extend over multiple tiles?


This. I've noticed this has become a bit of a headache in OpenTTD. And if shadows are no problem, can we use PNG with transparency in the game as to get rid of the ugly jaggies?

Also, how do we export the animations? Seperate still files, or export it to a different format?


Last edited by TheFlyingBastard on Thu Nov 19, 2009 7:29 pm; edited 2 times in total
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vommie
PostPosted: Wed Nov 18, 2009 9:52 pm    Post subject:  Reply with quote   



Joined: 09 Mar 2009
Posts: 99
Location: Berlin

TheFlyingBastard wrote:
I need some feedback. And this model needs more frills. What do you people think?


Yeah, it's really nice! I like it.
But I think to keep the original feeling of graphics it needs more suration Smile
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TheFlyingBastard
PostPosted: Thu Nov 19, 2009 7:33 pm    Post subject:  Reply with quote   



Joined: 10 Nov 2009
Posts: 21

The saturation is more of a lighting issue. Smile

And honestly, I find the coloring in some graphics I've seen a bit ridiculous. If you're going to replace the graphics with something sharper, you might want to make make it a bit less ultra-poppy. We have a bigger color-palette now.
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Hpzone
PostPosted: Mon Jan 11, 2010 10:32 pm    Post subject:  Reply with quote   



Joined: 11 Jan 2010
Posts: 1

Any objects that still need a make-over? The starting posts isn't that up-to-date anymore I'm afraid.
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Lego3
PostPosted: Tue Jan 12, 2010 3:22 pm    Post subject:  Reply with quote   



Joined: 09 Mar 2009
Posts: 124
Location: Göteborg, Sweden

A lot actually... The list is at http://openth.pbworks.com/OpenTH-Graphics-Replacement. But things aren't very active here at the moment...
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TheFlyingBastard
PostPosted: Wed May 26, 2010 2:13 am    Post subject:  Reply with quote   



Joined: 10 Nov 2009
Posts: 21

Waltzy wrote:
Right, a few simple questions,


    1) What Frame Rate are the animations?

    2) How do we handle sprites that extend over multiple tiles?


so the frame rate is pretty straight forward, we better standardise this or the animations will not sync properly.

I assume we will just render the graphics for each tile in order... how will we specify the ordering etc, I may be being an idiot here but I’m unclear on this.


Oh and btw, I’ll do the pool table if no one has any objections.


Edit: and it would help if you stated how many tiles each object takes, as i dont have TH installed atm Sad


Does anybody have an answer for this yet?

Oh, and by the way, slightly adapted the model for the pharmacy cabinet. Rendered in OrthoVision instead of perspective.
I changed the handles at the bottom to knobs and screwed around with the colours because the old ones looked dull. Yeah, this isn't as "pretty", but this is gonna be a sprite anyway.

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Bami
PostPosted: Thu Aug 26, 2010 3:59 pm    Post subject:  Reply with quote   



Joined: 02 Apr 2009
Posts: 20

Finally found my login credentials. I was lurking the forum these last months, but lost my login info while changing computers.

Anyways, that pharmacy cabinet looks pretty sharp, but I would recommend making all the glass opaque, since it will be hardly visible when the picture gets scaled to fit in-game.
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