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PakSets and Customization => Pak128 => Pak128 Add-ons and Graphics => Topic started by: gauthier on November 02, 2008, 07:38:53 PM

Title: [in devloppement] High buildings
Post by: gauthier on November 02, 2008, 07:38:53 PM
Hi all,

the problem is this :

_I find level 60 too small for the highest buildings.
_In pak128 there was only ONE RES, COM and IND building with the highest level so when a city is growing too much, there is only these three building appearing making something very ugly ...

the project : create many new buildings for pak128 wich have a higher level than 60 BUT there must are various building to have the highest level.

I have already begun this project with these buildings :
the highest level is 80.
Post here your city buildings and ideas !

EDIT : project suspended because of no time. Feel free to use sources to resume this project.

last version of high buildings
=> http://www.simutrans-france.fr.nf/lib/exe/fetch.php?media=fr:building.snfos_high.pak (http://www.simutrans-france.fr.nf/lib/exe/fetch.php?media=fr:building.snfos_high.pak)
sources
=> http://graphics.simutrans.com/thumbnails.php?album=51 (http://graphics.simutrans.com/thumbnails.php?album=51)
Title: Re: [in devloppement] High buildings
Post by: maister on November 03, 2008, 09:03:54 AM
I think, not only the height of the buidling represent a big/booming city, also is very important that the buidling are looking very nice. With nice blue, greenish or reddish-brown shining/glossy windows-surface around the building.

For impressions:
Title: Re: [in devloppement] High buildings
Post by: gauthier on November 03, 2008, 06:45:10 PM
unfortunately I don't know how to draw it :(
Title: Re: [in devloppement] High buildings
Post by: vilvoh on November 03, 2008, 08:23:38 PM
Those surfaces are quite difficult to draw if you use pixel-art techniques but you may start using gradients.BTW, I like the dubai supertowers pic.... ;)
Title: Re: [in devloppement] High buildings
Post by: gauthier on November 03, 2008, 10:16:04 PM
what are "gradients" ?
Title: Re: [in devloppement] High buildings
Post by: vilvoh on November 03, 2008, 11:40:25 PM
For creating the glass effect, you may use gradients (short tutorial (http://www.19.5degs.com/element/835.php)) Basically, a gradient is a set of near colors that goes from dark to light, and it's used to simulate shadows.

(http://www.19.5degs.com/nf/images/832/glass_paint_2.gif)

From Computer Desktop encyclopedia:
Quote
A smooth blending of shades from light to dark or from one color to another. In 2D drawing programs and paint programs, gradients are used to create colorful backgrounds and special effects as well as to simulate lights and shadows.
Title: Re: [in devloppement] High buildings
Post by: maister on November 04, 2008, 06:34:06 AM
I`m not sure, if that the right effect for non transparent glazing effects like the dubai towers?

I know Photoshop good and 3d Studio Max a little bit. There you work with material-gloss(reflection-potency) and lighting (illuminate).
And sure in Photoshop you can generating only the illusion of this effect.
Title: Re: [in devloppement] High buildings
Post by: vilvoh on November 04, 2008, 07:48:57 AM
Well, It's easier to get that effect with a 3D program like Blender or 3DSMax, of course. I'm not an expert on pixel art. Perhaps A. Brose or any other pixel-artist from here knows more about this issue.
Title: Re: [in devloppement] High buildings
Post by: jbode on November 04, 2008, 08:41:24 AM
Regarding high-level buildings:

- those unique building need to be unique in ST, as in RL
- option to define a painted object as "unique" within the pak
- option of allowed surrundings needed

I would like that (beside the graphics) into extention requests

Jörg
Title: Re: [in devloppement] High buildings
Post by: gauthier on November 05, 2008, 03:55:00 PM
last creations :

http://img1.imagilive.com/1108/HighSNFOS.PNG

I haven't really understood what you mean, can you explain ?

Quote
- option to define a painted object as "unique" within the pak
- option of allowed surrundings needed
Title: Re: [in devloppement] High buildings
Post by: vilvoh on November 05, 2008, 04:11:11 PM
I would use smaller trees in rooftops. Those gardens on the top seems a little bit strange to me.
Title: Re: [in devloppement] High buildings
Post by: Spike on November 05, 2008, 04:17:29 PM
In regard to this message:
http://forum.simutrans.com/index.php?topic=739.msg6185#msg6185

Problem: If there are only few buildings of the highest level, cities will at some point only show these in the centers -> too many of the same buildings are shown, which looks bad.

Solution: Have a multitude of buildings on the highest level of a pak set. Simutrans will choose from them randomly and at least create a little bit more varied skyline for high level city cores.

Don't bump single buildings to a higher levels, or you'll end up with only these in city centers.
Title: Re: [in devloppement] High buildings
Post by: gauthier on November 05, 2008, 04:42:47 PM
All my highest buildings have level 80
Title: Re: [in devloppement] High buildings
Post by: vilvoh on November 05, 2008, 04:54:28 PM
The highest value I would put would be 23, as much 25.. Anyway, Hajo's advice is very reasonable. Do not put the same level for all. Use a range, from 20 to 25 for example.
Title: Re: [in devloppement] High buildings
Post by: gauthier on November 05, 2008, 05:00:59 PM
 ???

for example the black tower :

the highest (with five blocks) is level 80
4 blocks : 64
3 blocks : 48
2 blocks : 32

same the tower which has metal tubes to support its blocks.

The highest of the third tower in the first pictures has level 80, the medium sized tower has level 60 and the small one level 40.

If I correctly understand you, I have to change highest level : exemple :
black tower 5 blocks : 85
metal tubes tower 5 blocks : 75
highest third tower : 80

but If I do this, I will finish with only black tower  ???

(offtopic : I see a dat option to draw the ground under the building in the game to avoid a graphic problem with transparancy, what is this option because I have forgotten it :( )
Title: Re: [in devloppement] High buildings
Post by: vilvoh on November 05, 2008, 05:21:13 PM
needs_ground is used when you do not want to paint building's ground, or it doesn't take the whole tile (to prevent graphic glitches or bugs I guess)

As I see it, you have several options:
1.- Put the same level for all, but different values for chance. This way all would appear from the same level but some of them would repeat more than others
2.- Put different level and the same chance. This way they will compete against other buildings with the same level, but not against the rest of the group.
3.- Different levels and chances. More variety at all levels.

Examples (lowest to highest):
1.- Level: 20 --- Chances: 18,14,10,6
2.- Levels: 14,16,18,20 -- Chance: 20
3.- Mix of the first two.
Title: Re: [in devloppement] High buildings
Post by: gauthier on November 05, 2008, 05:47:07 PM
I don't understand the utility.

For the moment I have various buildings in very dense cities, I don't need some buildings more than others.
Title: Re: [in devloppement] High buildings
Post by: VS on November 05, 2008, 05:50:01 PM
1) ::) needs_ground

2) All buildings try to upgrade as high as possible. If only one object has level 80, all buildings upgrade to this. So you need many buildings with same highest level. Best strategy for variety is making buildings with same level as highest in pakset.

@gauthier: you were right, what you thought first is correct!
Title: Re: [in devloppement] High buildings
Post by: gauthier on November 08, 2008, 01:02:38 PM
I have understood how to draw nice glass surfaces on buildings but there is a problem : I want theme to switch on the light in night so I can only use special colors :(
Title: Re: [in devloppement] High buildings
Post by: VS on November 08, 2008, 01:42:08 PM
Cut from them the parts that should stay lit (windows etc.) and put them into FrontImage[]=*... (use * after = )

Voila, lower "layer" of building dark, higher with windows keeps colors always same.
Title: Re: [in devloppement] High buildings
Post by: gauthier on November 08, 2008, 02:08:37 PM
Quote
Cut from them the parts that should stay lit (windows etc.) and put them into FrontImage[]=*... (use * after = )

Voila, lower "layer" of building dark, higher with windows keeps colors always same.

Can you explain it very detailled ? I don't remember see it on german wiki  :o
Title: Re: [in devloppement] High buildings
Post by: VS on November 08, 2008, 02:20:40 PM
a) BackImage is what you normally use. But you can add another image in front of it, FrontImage.

b) The = on lines where you tell which part of picture is used is not just =. You can also use => which forbids zooming, and =* which forbids dark images.

So, put the two together: windows are in separate image so it can be set to stay in day look. If you use bright colors, it looks like light in night.


No, it does not work. I can't find where it was written, too. But I remember clearly reading about it.

Oh, here: http://archive.forum.simutrans.com/topic/05119.0/index.html
Title: Re: [in devloppement] High buildings
Post by: gauthier on November 08, 2008, 03:33:27 PM
Quote
(use * after = )

I didn't see this, you're sure that it is possible ?
Title: Re: [in devloppement] High buildings
Post by: gauthier on November 09, 2008, 05:54:27 PM
SNFOS_RES03 has snowy graphics.

I have just finished SNFOS_RES04 wich won't have snowy graphics because of the solar panels on its roof.

(http://img1.imagilive.com/1108/massivehouse.png)
http://img1.imagilive.com/1108/massivehouse.png (for full size)

you can donwload the latest version of the project : http://files.filefront.com/buildingSNFOS+Highzip/;12301125;/fileinfo.html
Title: Re: [in devloppement] High buildings
Post by: gauthier on November 20, 2008, 06:49:40 PM
SNFOS web page of High buildings project : (the website isn't finished yet).

http://villeme.dyndns.org/snfos/index.php?option=com_content&view=article&id=4 (http://villeme.dyndns.org/snfos/index.php?option=com_content&view=article&id=4)(http://img1.imagilive.com/1108/forum_lien.png)

(Is it possible to make a link picture, when you click on the picture, it works as a link but the link isn't shown ?)
Title: Re: [in devloppement] High buildings
Post by: gauthier on November 28, 2008, 10:08:48 PM
Last creations :
_ 3 level with one, two and three towers
_ each level has two rotations but I can only show one because of a bug.
_ each one has a snowy view.

Skyline

Quote
eeer. It was a false bug, citybuilding rotations work well, the problem is in my dat file -_-"

sorry sorry sorry sorry, 100 times sorry

result  ;D

EDIT : can an admin merge my posts please ?  ;D

done! -VS
Title: Re: [in devloppement] High buildings
Post by: VS on November 28, 2008, 10:24:00 PM
No, since you added attachments to both… you must live with your crime :P

Or delete one attachment, add it to the other post, also move all text, then delete the empty post. I can do only the same.
Title: Re: [in devloppement] High buildings
Post by: gauthier on November 28, 2008, 10:32:55 PM
I have retired the first attachments.

Quote
you must live with your crime

lol  :D
Title: Re: [in devloppement] High buildings
Post by: gauthier on December 04, 2008, 09:45:18 PM
preview of the next one :
Title: Re: [in devloppement] High buildings
Post by: ariarinen on December 06, 2008, 02:28:07 PM
Last creations :
_ 3 level with one, two and three towers
_ each level has two rotations but I can only show one because of a bug.
_ each one has a snowy view.

Skyline

result  ;D

EDIT : can an admin merge my posts please ?  ;D

done! -VS
That looks really nice
Title: Re: [in devloppement] High buildings
Post by: gauthier on December 06, 2008, 03:35:18 PM
some buildings are still unnamed, you can see that on SNFOS page http://villeme.dyndns.org/snfos/index.php?option=com_content&view=article&id=4&Itemid=6
You can purpose a name for these buildings.
Title: Re: [in devloppement] High buildings
Post by: Beder on December 06, 2008, 05:30:45 PM
Well, i think these buildings are high, but they don't seem naturalistic ;-)

Did you ever see a building which is about 20 Meters long but 400 meters high? ^^

There was a really nice and realistic building. 2x2 or 3x3 and really high. I don't know the name anymore but i think it was a simutrans headquarter.
Some building like this would be more realistic and beautiful (and more easy to draw)... because you have more pixels and maybe it will be more easy to draw difficult buildings.

i know i'm not a talented painter but i would like your buildings more when they would get a bigger "base"
Title: Re: [in devloppement] High buildings
Post by: gauthier on December 06, 2008, 05:33:15 PM
I made it to give this feeling of very slim building. They don't seem naturalistic ... You know : newer buildings don't seem naturalistic in real life too :D
Title: Re: [in devloppement] High buildings
Post by: gauthier on December 11, 2008, 06:12:34 PM
I have updated the addon.
http://files.filefront.com/buildingSNFOS+Highpak/;12623391;/fileinfo.html
Title: Re: [in devloppement] High buildings
Post by: gauthier on December 17, 2008, 03:47:36 PM
No feedback ? How disappointing ...
I'm waiting for your remarks to improve my graphics :/
Title: Re: [in devloppement] High buildings
Post by: emaxectranspoorte on December 17, 2008, 10:21:40 PM
Hi all,

the problem is this :

(http://img1.imagilive.com/0908/moche.PNG)
It's not that these buildings are ugly (they aren't very nice) but in very dense cities : there are ONLY these buildings.
Plus : I find level 60 too small for the highest buildings.

the project : create many new buildings for pak128 wich have a higher level than 60 BUT there must are various building to have the highest level.

I have already begun this project with these buildings :

(http://img1.imagilive.com/1008/famille.PNG)
http://img1.imagilive.com/1008/famille.PNG

I'm making snow view for these buildings.

the highest level is 80.

Post here your city buildings and ideas !

I'm new right now to this, but to make things a bit more interesting:

You know how you have the small construction site, the small reddish ground and yellow consttruction vehicles which comes before every new building, it could be changed into one which has cranes constructing something like a half or 3/4 unbuilt (probably a concrete skeleton) building as a construction site, before these new better buildings appeared.

I know this is a simulation, but it look a still unrealistic to have those small construction sites for these huge good-looking buildings...

Anyway, it was just a thought...

Added:
To make the game interesting, you can also add both construction sites: smaller one for smaller buildings, bigger one for larger buildings (skyscrapers, etc...)
Title: Re: [in devloppement] High buildings
Post by: gauthier on December 18, 2008, 05:08:55 PM
You're right but I can't change this, it's a programmer's work ... but Prissi is to busy at the time.

Instead of changing ST, I can make buildings with crane but they doesn't necessary appear before high buildings and it would stay a long time before replacing by a complete building.

Sorry I can't do anything for you  :-\
Title: Re: [in devloppement] High buildings
Post by: DirrrtyDirk on December 18, 2008, 06:42:03 PM
The problem is that there is only one graphic that has to fit all building levels. From a small one story bungalow to huge skyscrapers - and I think a small construction site for skyscrapers is less baffling than a huge one that only produces a small building. So IMO the current way isn't that bad.
Title: Re: [in devloppement] High buildings
Post by: gauthier on December 19, 2008, 01:27:19 PM
There should be various construction sites to be chosen by the addon creator. We would be sure that there will be the good construction site.
Title: Re: [in devloppement] High buildings
Post by: DirrrtyDirk on December 19, 2008, 04:34:41 PM
IMHO that's just a waste of time and resources. Everything like that will make simutrans a bit bigger and a bit slower - and a bit harder to maintain. I doubt this is worth it.
Title: Re: [in devloppement] High buildings
Post by: gauthier on December 19, 2008, 05:16:24 PM
sure but it could be a secondary development ...
Title: Re: [in devloppement] High buildings
Post by: emaxectranspoorte on December 20, 2008, 01:43:50 AM
Thanks, Gauthier. :-)
Title: Re: [in devloppement] High buildings
Post by: VS on December 20, 2008, 09:56:03 AM
I wouldn't certainly mind :)
Title: Re: [in devloppement] High buildings
Post by: emaxectranspoorte on December 20, 2008, 09:52:53 PM
Thanks, Gauthier. :-)

I think that, above, was supposed to be a wink, and a smile, for some reason, I don't have any smileys in the Quick Reply box, below.
Title: Re: [in devloppement] High buildings
Post by: DirrrtyDirk on December 20, 2008, 10:00:53 PM
for some reason, I don't have any smileys in the Quick Reply box, below.

That's because it's just what it is: a Quick Reply box. For full features you have to use the normal "Reply" link - there you get all smileys, attachments, etc.
Title: Re: [in devloppement] High buildings
Post by: emaxectranspoorte on December 24, 2008, 01:22:43 AM
Thanks for for your help and also for reminding me, Dirk. :)

Is it allright if I call you Dirk?  :-\
Title: Re: [in devloppement] High buildings
Post by: gauthier on December 26, 2008, 07:02:42 PM
I have painted a couple of new buildings during the last week, I will finish them soon and show them of course ;)
Title: Re: [in devloppement] High buildings
Post by: DirrrtyDirk on December 26, 2008, 09:45:23 PM
Is it allright if I call you Dirk?  :-\

Sure.
Title: Re: [in devloppement] High buildings
Post by: gauthier on December 26, 2008, 10:03:31 PM
Hi Dirk  ;D

hum ... building of "high.pak" don't appear in the citybuilder  :-\
Title: Re: [in devloppement] High buildings
Post by: gauthier on December 27, 2008, 11:24:34 AM
They have appeared again in r2185 ...
Someone wants to drive me crazy, I know it ! :(
Title: Re: [in devloppement] High buildings
Post by: Václav on January 07, 2009, 09:46:53 AM
(http://img1.imagilive.com/1008/famille.PNG)

I don't like quoting but I have to do that - dark buildings on the left of city hall are nice (not beautiful, only nice), also grey buildings with stripes on edge (on the right end of picture) but light grey buildings with blue ?windows on the right of city hall are very ugly.

First called buildings look similar to this skyscraper
(http://www.run-up.cz/img/media/foto/most.jpg)
(http://www.tonerpol.com/img/komes.jpeg)

Most, Czech republic
Title: Re: [in devloppement] High buildings
Post by: emaxectranspoorte on January 07, 2009, 09:52:46 AM
Woooooooooooooooooooooooooooow... :o I would wistle on the keyboard typing, but don't know how to. ;) :D

Nice Photos, Vaclav. :)

EDIT: Good one, too. ;) ;D
Title: Re: [in devloppement] High buildings
Post by: gauthier on January 07, 2009, 02:57:41 PM
Quote
but light grey buildings with blue ?windows on the right of city hall are very ugly.

I thought same just after testing this building  ::)

I will replace it with an other looking like your Czech skyscraper  ;)
Title: Re: [in devloppement] High buildings
Post by: the almighty snark on January 07, 2009, 03:31:28 PM
I thought same just after testing this building  ::)

I will replace it with an other looking like your Czech skyscraper  ;)

Good idea, they indeed dont go very well with the back skyscraper.
Title: Re: [in devloppement] High buildings
Post by: Václav on January 08, 2009, 11:51:05 AM
So. Here is else high building.

(http://towers.corinthia.cz/data/hotel_location/hotel_location_1.jpg)
(http://towers.corinthia.cz/data/hotel_location/hotel_location_2.jpg)

Prague, Czech republic
Title: Re: [in devloppement] High buildings
Post by: gauthier on January 08, 2009, 07:08:30 PM
Thanks, they're nice ;)
Maybe I will make the Tour Montparnasse of Paris too ...
(http://photos-libres.fr/wp-content/uploads/blogger/blogger/5915/1917/1024/Tour%20Montparnasse.jpg)
(http://www.bigfoto.com/europe/paris/tour-montparnasse.jpg)
(http://www.paris-france-hotel-reservation.com/images/tour_montparnasse_paris.jpg)

Except buildings of the commercial district "La Défense", this tower is the only one in Paris.
Title: Re: [in devloppement] High buildings
Post by: gauthier on January 20, 2009, 06:21:56 PM
It's the building that will replace current RES_SNFOS_02.

Do you prefer the two on the left or the two on the right ? (the difference is between each window).

Don't worry about the roof, it's not finished ;)
Title: Re: [in devloppement] High buildings
Post by: emaxectranspoorte on January 20, 2009, 06:27:17 PM
The most important are resistance to earthquakes and safety of the buildings.
Which do you think is more resistent to earthquakes and safer and secure ones (I'm talking here fire escapes, flooding and other emergencies)?

But if they are considered a reality, I think all of them are beautifull architectural types and also safe and secure ones.

So, I'll choose the 2 ones on the left side. :) Anyway, I think it should be your choice because it's your work.

Title: Re: [in devloppement] High buildings
Post by: VS on January 20, 2009, 06:44:50 PM
I like the ones on the left better.

I am curious about changes to the top...
Title: Re: [in devloppement] High buildings
Post by: gauthier on January 20, 2009, 07:27:18 PM
Quote
Anyway, I think it should be your choice because it's your work.

Thanks but I ask you because it's an addon I make for the community ;)

So it will be the two on the left  ;D
Title: Re: [in devloppement] High buildings
Post by: gauthier on January 21, 2009, 06:28:41 PM
it's ready ;)

There are two buildings, one with level 80 (current max level of all SNFOS high buildings) and one with level 40.
Each one has two orientations and a snow graphic.

[attachment deleted by admin]
Title: Re: [in devloppement] High buildings
Post by: emaxectranspoorte on January 21, 2009, 07:30:47 PM
*applause*

Good work, gauthier, IMHO. :)

Title: Re: [in devloppement] High buildings
Post by: VS on January 21, 2009, 07:55:36 PM
Agreed, nice!
Title: Re: [in devloppement] High buildings
Post by: gauthier on January 22, 2009, 05:03:22 PM
thanks  ;D .

You see, it's not very nice in architecture, it's almost the mirror effect on south windows ...  ::) (just a sky picture found with my friend google  ;D ).
Title: Re: [in devloppement] High buildings
Post by: vilvoh on January 22, 2009, 05:25:48 PM
Why do they have a shadow at south and east sides if there's nothing that may cause it? It only happens in first floors..
Title: Re: [in devloppement] High buildings
Post by: IgorEliezer on January 22, 2009, 05:45:40 PM
As architect (almost there ::)) I give you my approval:

[WIN]
Title: Re: [in devloppement] High buildings
Post by: gauthier on January 22, 2009, 08:05:00 PM
Quote
As architect (almost there Roll Eyes) I give you my approval:

[WIN]

 :D :D :D

Quote
Insert Quote
Why do they have a shadow at south and east sides if there's nothing that may cause it? It only happens in first floors..

It's just a decoration, witheout this the buildings looks naked. There are similar shadows on Skyline, it'sure that it won't be realistic if there is no building befront  :-\  but it makes the building much more realistic if you place it in a big city  :)
Title: Re: [in devloppement] High buildings
Post by: gauthier on January 23, 2009, 09:22:11 PM
If you want me to update the downloadable files, you can ... you MUST ask me for that !

+ you can name some unnamed buildings because my mind is not plantyful for names :D

still unnamed :
_ RES_SNFOS_03
_ RES_SNFOS_05
_ RES_SNFOS_06

_ COM_SNFOS_01
_ COM_SNFOS_04
_ COM_SNFOS_05

_ IND_SNFOS_01

Some of them aren't in the current file, I'm updating it ...
Title: Re: [in devloppement] High buildings
Post by: gauthier on January 23, 2009, 09:51:34 PM
there's the last with some buildings I have forgotten to show you ::)

=> http://files.filefront.com/buildingSNFOS+Highzip/;13071303;/fileinfo.html
Title: Re: [in devloppement] High buildings
Post by: gauthier on January 24, 2009, 05:16:23 PM
last work ! RES_SNFOS_07 (you can name :D ).
Title: Re: [in devloppement] High buildings
Post by: VS on January 24, 2009, 06:15:43 PM
Nice.

The concrete futuristic factory with burger on side made me laugh... that is how food is made in future! :D

COM_04_*
RES_02_*
RES_05_*
These could almost go into the set :)

But you have some pieces of trees high in air ::)

[attachment deleted by admin]
Title: Re: [in devloppement] High buildings
Post by: emaxectranspoorte on January 24, 2009, 06:30:42 PM
The concrete futuristic factory with burger on side made me laugh... that is how food is made in future! :D

Should we name it "Soylent Green"? :D :'( 
Title: Re: [in devloppement] High buildings
Post by: gauthier on January 24, 2009, 06:42:30 PM
Quote
But you have some pieces of trees high in air Roll Eyes

ooooooooooooooooooops xD
I will remove that :D

Quote
Should we name it "Soilent Green"? Cheesy Cry 

Of course but I don't know what it means :(
Title: Re: [in devloppement] High buildings
Post by: DirrrtyDirk on January 24, 2009, 09:03:21 PM
http://en.wikipedia.org/wiki/Soylent_Green - "how food is made in future!"
Title: Re: [in devloppement] High buildings
Post by: gauthier on January 24, 2009, 10:34:22 PM
:s
Title: Re: [in devloppement] High buildings
Post by: VS on January 24, 2009, 11:01:46 PM
:s ... ? What can the internet offer after searching for "throwing up smiley" instead of textual emoticons? You don't want to go there, trust me...

Gauthier, how do you make snow? It seems so easy, but every time I try, it looks wrong.
Title: Re: [in devloppement] High buildings
Post by: vilvoh on January 24, 2009, 11:07:13 PM
Perhaps using the clone tool?
Title: Re: [in devloppement] High buildings
Post by: gauthier on January 25, 2009, 11:03:12 AM
It's simple but a bit boring if you have very complex buildings ...

I replace all surfaces by a color, to make a small effect of elevated (because snow isn't flat) I add sides with other colors. (see the screenshot to have a chance of understanding ;) )

I do this for all buildings of a picture (sometimes, for similar roofs for example, I use copy/paste function :D ).
Since I have prepared BIG pictures (1024*512) full of snow with different lightings ... I took a snow tile in the game and repeated it to make a picture full of it.
I copy this picture several times and make several lightings with Photofiltre.

After that, I copy and past with MS paint using transparency colors ...
Title: Re: [in devloppement] High buildings
Post by: VS on January 25, 2009, 11:40:36 AM
Oh... I see.
Title: Re: [in devloppement] High buildings
Post by: gauthier on January 26, 2009, 06:35:54 PM
One + :D
Title: Re: [in devloppement] High buildings
Post by: IgorEliezer on January 26, 2009, 11:41:19 PM
Good concept, but too much colorful. :)
Title: Re: [in devloppement] High buildings
Post by: Václav on January 27, 2009, 10:59:09 AM
Good concept, but too much colorful. :)

I don't think so - but combination steel/concrete/glass skyscrapers with brick houses looks very strange.
Title: Re: [in devloppement] High buildings
Post by: gauthier on January 27, 2009, 06:33:31 PM
Quote
I don't think so - but combination steel/concrete/glass skyscrapers with brick houses looks very strange.

... * thinking * ... with a good imagination ...

I'm a bit fed up with concrete buildings so I tried that ;)
Title: Re: [in devloppement] High buildings
Post by: gauthier on January 29, 2009, 09:28:11 PM
Same mix brick/steel/glass with a residential building :
Title: Re: [in devloppement] High buildings
Post by: vilvoh on January 29, 2009, 10:44:27 PM
I'm agree with VaclavMacurek, however I wouldn't say they look strange but sometimes the design is a little repetitive, specially in the case of brick surfaces...all floors look like exactly the same and the only parts that differ between them are glass surfaces.

Don't get me wrong, I like the idea and some of the buildings but as they are very high, you need to introduce some variations or small details every few space, for breaking the visual monotony, but keeping the style of the whole. It's just a suggestion... :)
Title: Re: [in devloppement] High buildings
Post by: Jhonny on January 30, 2009, 01:15:03 AM
Download these buildings are not yet available?  :D
Title: Re: [in devloppement] High buildings
Post by: gauthier on January 30, 2009, 01:42:01 PM
download and SNFOS web page will be updated all saturdays so wait a few  ;D

Quote
Don't get me wrong, I like the idea and some of the buildings but as they are very high, you need to introduce some variations or small details every few space, for breaking the visual monotony, but keeping the style of the whole. It's just a suggestion... Smiley

I think so but ... How I could do that ? except open windows I haven't ideas ... The problem of the texture (taken on PatrickN's pak128 picture) is that the texture can't be properly aligned and especially it's very ... small but I didn't found other one  :(

Anyway the texture of the wall isn't very seen behind windows.
Title: Re: [in devloppement] High buildings
Post by: vilvoh on January 30, 2009, 06:21:07 PM
Play with different windows designs and sizes. Use other color schemes (blue, white, light greys) An example:
(http://scophy.files.wordpress.com/2007/12/01_ipod_building.jpg)
Title: Re: [in devloppement] High buildings
Post by: gauthier on January 30, 2009, 09:12:27 PM
Oh nice ! I'll make it tomorow !

for instant : IND02 => an atomic toys plant ;)
(We had food of dead human bodys with IND01 so ... :)  )
Title: Re: [in devloppement] High buildings
Post by: VS on January 31, 2009, 01:02:18 PM
Reminds me of the Jules Verne cannon for Moon expedition...
Title: Re: [in devloppement] High buildings
Post by: gauthier on January 31, 2009, 01:29:44 PM
Quote
Jules Verne cannon for Moon expedition...

(not a bad idea ...)

EDIT : I need your help, how I could make this building less repetitive ?
Title: Re: [in devloppement] High buildings
Post by: emaxectranspoorte on January 31, 2009, 03:44:49 PM
Oh nice ! I'll make it tomorow !

for instant : IND02 => an atomic toys plant ;)
(We had food of dead human bodys with IND01 so ... :)  )

Toys! Toys! Toys?

IND02 = Requiem for a dream OR Gone with the wind?

COM06 = Greening Business

RES08 = Mermaids Eyes

Title: Re: [in devloppement] High buildings
Post by: gauthier on January 31, 2009, 04:28:44 PM
Quote
IND02 = Requiem for a dream OR Gone with the wind?
no no => atomic toys plant  ;D

EDIT : last work ... a simple skyscraper as you see ...
Title: Re: [in devloppement] High buildings
Post by: vilvoh on January 31, 2009, 10:42:55 PM
IMHO, this building design doesn't seem repetitive. It's bright and the glass effect is really cool...personally, I would remove that tree from rooftop and put a swimingpool or solar plates for example.

Btw, If you want more ideas of buildings and windows designs, take a look at CG textures buildings (http://www.cgtextures.com/textures.php?t=browse&q=1926) section.
Title: Re: [in devloppement] High buildings
Post by: gauthier on February 01, 2009, 10:07:33 AM
ok, thanks for the website :)
Title: Re: [in devloppement] High buildings
Post by: gauthier on February 01, 2009, 08:01:24 PM
last release, all problems fixed (nightly compatibility and RES_SNFOS_07 black glass on the higher one).
The download is on the page, the page is updated ;)
=> http://villeme.dyndns.org/snfos/index.php?option=com_content&view=article&id=4&Itemid=5
Title: Re: [in devloppement] High buildings
Post by: gauthier on February 04, 2009, 03:28:54 PM
(sorry for triple-post)

I'd like to test a building with a great tree in front of it (not on the roof this time :D )...(Yes I like trees :D )or maybe make some exotic gardens ...

I thought to a sequoia :
(http://lettres-histoire.ac-rouen.fr/histgeo/sequoia_tree_big_small.jpg)
(http://serendipita.org/static/sequoia.jpg)

you know these huge trees ...

I don't know how to draw a tree so if someone can draw a sequoia (about 350 px height and 50 large), it would be very cool  ;)
Title: Re: [in devloppement] High buildings
Post by: gauthier on February 06, 2009, 07:19:24 PM
nobody for the sequoia ?  :'(

last work : (a bright metal texture will be added).
Title: Re: [in devloppement] High buildings
Post by: gauthier on February 07, 2009, 08:22:15 PM
RES10 : (RES09 waiting for the sequoia ^^ )
A piece of retro look with bricks ;)
See the covered gardens at the top of these buildings.
Title: Re: [in devloppement] High buildings
Post by: VS on February 07, 2009, 09:03:50 PM
Erm... bricks as big as windows?

The top is very nice.
Title: Re: [in devloppement] High buildings
Post by: DirrrtyDirk on February 07, 2009, 09:23:51 PM
Actually even bigger than windows :o.

But the tops are really nice!

And on the Sequoia:

We are apparently now in the rather unique situation in younger ST history, to have more active code developers around here than active painters - at least it feels like that. And that makes finding someone for such a special project... well not exactly easy (not because of the increase in coders, but for the almost dramatic decrease in - active - painters.) Maybe one of the local Blender crowd can help you a little (I think I remember hearing that there was a way to generate trees in blender fairly easy... but maybe I'm mistaken. You might want to ask vilvoh on that.). But for pixel-pushers like me (I've never done, not even tried a single tree so far), that's simply too much.
Title: Re: [in devloppement] High buildings
Post by: VS on February 07, 2009, 09:43:51 PM
There is a program called ngPlant which is supposedly best you can get in the Free department. I can't remember if it saves output as something that can be imported or not... but probably yes. imported into Blender et al, I mean.

Oh, and about the nice tops. Gauthier, I am sure that 50% of your material has enough quality to go straight in official pak, but the other 50% is not enough. Unfortunately the 50% and 50% are usually both in one object. You do absolutely wonderful things like the top of this building, and then ruin the rest with huge bricks. You have huge potential, and I think with some practice and help you can improve the bad 50% quick enough. If I could help you there, I would, but I suck at graphics. That said, you can probably get some tidbits of knowledge here and there... I am looking forward to next buildings!
Title: Re: [in devloppement] High buildings
Post by: gauthier on February 07, 2009, 11:09:43 PM
I'm a pixel painter, first I make the shape of the building in very flashy colors, after I put textures by pasting the picture on a large texture picture with the good color in transparency. I use paint for general drawing and photofiltre for changing lighting of a texture.

I use photofiltre to make mirror effects (for skyscrapers like the new RES02) and transparency for example : the windows at the top of the building. better : I use the mirror effect and after a transparency.

Explaination for the bricks :
I often use textures given in PatrickN's picture with elements for buildings (topic "free parts for painting" or something like ...) but textures are clearly not scaled, you cannot properly align multiples quares of textures so I search a texture on google picture, make it diagonal with photofiltre. The problem is that I didn't found bricks enough small and red. I prefered big red bricks. I could reduce the size much more but it would make the texture very repetitive :/

But don't hesit to say me what it must be improved for every buildings, I show you every building just 1 minute and 30 seconds after compiling ;)
Title: Re: [in devloppement] High buildings
Post by: gauthier on February 08, 2009, 02:49:50 PM
one plus ;)
Title: Re: [in devloppement] High buildings
Post by: emaxectranspoorte on February 08, 2009, 02:57:57 PM
Beautiful creative work!
Title: Re: [in devloppement] High buildings
Post by: Zeno on February 08, 2009, 03:06:59 PM
Oh, really nice... like Burgeroo's slogan: I'm loving it! :D
Title: Re: [in devloppement] High buildings
Post by: gauthier on February 08, 2009, 03:49:01 PM
lol  :D
Title: Re: [in devloppement] High buildings
Post by: gauthier on February 09, 2009, 11:29:47 AM
COM09 : simple design ;)
Title: Re: [in devloppement] High buildings
Post by: Václav on February 09, 2009, 01:30:44 PM
(http://forum.simutrans.com/index.php?action=dlattach;topic=739.0;attach=4224;image)
Very simple design. Mirror effect on walls is strange but roof garden is very good.
Title: Re: [in devloppement] High buildings
Post by: gauthier on February 10, 2009, 06:33:45 PM
The SNFOS website isn't avaible since Villeme (the hoster of the site) is moving.
I don't know when it will be online again :(
Title: Re: [in devloppement] High buildings
Post by: gauthier on February 11, 2009, 04:58:47 PM
Since the Sequoia isn't drawn yet, I have made this as RES09.
Title: Re: [in devloppement] High buildings
Post by: gauthier on February 14, 2009, 01:17:39 AM
a bit ... fantastic design with some antique architecture ...
Title: Re: [in devloppement] High buildings
Post by: Fabio on February 14, 2009, 10:36:42 AM
i like them but for their ground level: how can they not to fall? i suggest 4 columns on the corners (and a entrance door ;))...
Title: Re: [in devloppement] High buildings
Post by: gauthier on February 14, 2009, 10:37:57 AM
It's not real  :o

Stop worry about it ... :D
Title: Re: [in devloppement] High buildings
Post by: VS on February 14, 2009, 12:05:23 PM
I am sure Igor could tell you how to build that... seems certainly possible. I know that in Bratislava is hq of national broadcasting company a building in shape of inverted pyramid (http://www.slovakia.travel/imagegallery.aspx?l=2&io=10519&igo=8245), and it does not fall apart, too...
Title: Re: [in devloppement] High buildings
Post by: gauthier on February 14, 2009, 07:24:08 PM
I think this one won't collapse :)
Title: Re: [in devloppement] High buildings
Post by: gauthier on February 15, 2009, 05:35:45 PM
A colorful one to make our cities more amazing ;)
Title: Re: [in devloppement] High buildings
Post by: gauthier on February 16, 2009, 02:46:07 PM
one again, cubic design, concrete and glass ...
Title: Re: [in devloppement] High buildings
Post by: Fabio on February 16, 2009, 02:48:15 PM
just a curiosity: does the small ones have 2 orientation as well? it would be nice.
Title: Re: [in devloppement] High buildings
Post by: gauthier on February 16, 2009, 03:47:06 PM
of course it has, all have snowy graphics ;)


Usually I show all sizes ans all orientation only for the biggest one.
I show snowy graphics only if it really changes the aspect of the building.
Title: Re: [in devloppement] High buildings
Post by: Fabio on February 16, 2009, 05:45:44 PM
thank you!
Title: Re: [in devloppement] High buildings
Post by: gauthier on February 16, 2009, 11:49:22 PM
one plus :D
Title: Re: [in devloppement] High buildings
Post by: Alex. Brose on February 17, 2009, 07:30:07 AM
Where do you get your inspiration for those building architectures? I am really wondering about that. xD
Some buildings could even descend from movie "Bladerunner".

I don't play games in 2100+ but they are really interesting to the core. :)
Title: Re: [in devloppement] High buildings
Post by: gauthier on February 17, 2009, 10:03:55 AM
Inspiration ... I get it everywhere and sometimes I'm thinking on a building and think too "it could be nice for Simutrans" ;)
Usually, these ideas are just shapes of buildings, I add some other things after (like the electronic stuff on the last one).

I saw Bladerunner but the film is always is night so buildings can't be well seen :(
Title: Re: [in devloppement] High buildings
Post by: sojo on February 17, 2009, 01:45:16 PM
I have planed pak96.comic should have new buildings for 2020-2050. If you could make one of this buildings at a 96x96 tile then I can test it.

If you try it, can you make the building only the half height? This height is too much for pak96.comic.
Title: Re: [in devloppement] High buildings
Post by: gauthier on February 17, 2009, 02:18:03 PM
... pak96 has clearly not the same style of drawing, it would need complete redrawing, unfortunately I have too much projects after High buildings so I don't think I will do it.

But sources will be downloadable at the end. As MLM dev. sources, they will be free for using ;)
Title: Re: [in devloppement] High buildings
Post by: sojo on February 17, 2009, 06:47:35 PM

But sources will be downloadable at the end. As MLM dev. sources, they will be free for using ;)

You should do what you have to do! I will wait for source and than I make some testes. Or can you send me one source for testing?
Title: Re: [in devloppement] High buildings
Post by: gauthier on February 17, 2009, 11:10:57 PM
I'm uploading source files ...

Last one : (it's a futuristic underground complex, light enters by roof's window.)
Title: Re: [in devloppement] High buildings
Post by: vilvoh on February 17, 2009, 11:14:05 PM
Interesting design. Looks like a barracks from Starcraft.. ;)
Title: Re: [in devloppement] High buildings
Post by: gauthier on February 17, 2009, 11:49:54 PM
all sources uploaded :D
=> http://graphics.simutrans.com/thumbnails.php?album=51

Quote
Interesting design.
I wanted to break (very)high buildings ... I will make other ... gardens like that.
Title: Re: [in devloppement] High buildings
Post by: sojo on February 18, 2009, 10:30:26 AM
Thank you. :exclaim:
Title: Re: [in devloppement] High buildings
Post by: gauthier on February 18, 2009, 05:00:13 PM
For this one ... Many thanks for PatrickN's trees, they are very important in this COM13 ;)
=> http://forum.simutrans.com/index.php?topic=321.0

You can see(and use) other parts as metal columns and fences
=> http://graphics.simutrans.com/displayimage.php?album=51&pos=25
Title: Re: [in devloppement] High buildings
Post by: Spike on February 19, 2009, 01:56:13 PM
Maybe a bit uneasy to the eye first, but definitely very creative ideas for buildings!
Title: Re: [in devloppement] High buildings
Post by: gauthier on February 19, 2009, 02:26:30 PM
I planned to do :
21 RES
21 COM
12 IND
(multiples of 3 because they will be presented 3 by 3 on SNFOS website :D )

The last one is an industrial, rusty, dirty, maybe strange  :o
Title: Re: [in devloppement] High buildings
Post by: gauthier on February 20, 2009, 06:50:54 PM
I won't be there for a week, I think I will develop some buildings during this time ;)
Title: Re: [in devloppement] High buildings
Post by: gauthier on February 28, 2009, 11:06:36 PM
Last buildings are now included in pak file downloadable here :
=> http://files.filefront.com/buildingSNFOS+Highzip/;13387189;/fileinfo.html

ALL old night problems are completely removed ;)

Unfortunately I have many problems with SNFOS website, joomla is full of bugs and I can't upload any pictures since the last update. I'm searching for an other software.
Title: Re: [in devloppement] High buildings
Post by: Trukker on March 01, 2009, 09:15:39 AM
Very good job.

I tried in simutrans and i was a bit disapointed because they are beautiful alone but in a  big city they are in block.

Is it possible to change the growing of the city to not put all the hight building together ?

Anyway thanks for the hight buidings.
Title: Re: [in devloppement] High buildings
Post by: gauthier on March 01, 2009, 10:56:41 AM
I noticed that, I will make some gardens or low buildings ;)
Title: Re: [in devloppement] High buildings
Post by: gauthier on June 15, 2009, 01:21:13 PM
Since Filefront has deleted all my files, I hosted again high buildings, sources are already avaible on graphic simutrans. (see the first post of this topic).
Title: Re: [in devloppement] High buildings
Post by: vilvoh on June 15, 2009, 01:48:21 PM
You can also host the files at files.simutrans-germany.com
Title: Re: [in devloppement] High buildings
Post by: gauthier on June 19, 2009, 10:14:13 AM
You're right :D
Title: Re: [in devloppement] High buildings
Post by: CareBearer on May 14, 2010, 10:49:36 AM
"Warning: this topic has not been posted in for at least 45 days.
Unless you're sure you want to reply, please consider starting a new topic."

Sorry, but I came up with an idea, for another high building.

HMH (Highrise Multiple Houses) stacked upon one another, complete with their own Huge gardens, garages etc.(Passenger level: around 150, Mail level: around 50) *
SMH (Skyscraper Multiple Houses) stacked upon one another, complete with their own Huge gardens, garages etc. (Passenger level: around 550, Mail level: around 150) *

I'm sure, maybe, somewhere in the future it might be a usefull solution for the world overpopulation problem... :-X

EDIT: * instead of having apartments, we could have a whole lands for houses on each levels and as above
Title: Re: [in devloppement] High buildings
Post by: gauthier on May 14, 2010, 12:51:49 PM
As you can see this project is suspended, I don't develop it for the moment. But I notice your ideas, they're very good ;)
For the passengers level, it would be level=80 : if I put a higher level, big cities will build only these buildings, if I put a lower one, you won't see them in big cities.

You can also draw them and purpose your pictures ;)
Title: Re: [in devloppement] High buildings
Post by: idan44 on May 14, 2010, 02:36:44 PM
I don't wish to distrbute but I saw a wrong. In the uploaded file you said dubai burj while it needs to be the opposite. ( In Arabic and Hebrew first is the topic and than the adjectives...

Oh and maybe you should try something easier first as Azrieli tower or Aviv tower? ( Aviv tower is the second highest building in the middle east. )

Beder : There are many high and short buildings... Belive me I saw a few...

Oh and I almost forget - The graphic is pretty nice. :)
Title: Re: [in devloppement] High buildings
Post by: CareBearer on May 14, 2010, 04:10:49 PM
Sorry for the long non-response time, gauthier and many thanks for the reply. :)
But I notice your ideas, they're very good ;)
Thanks. :) ;)
For the passengers level, it would be level=80 : if I put a higher level, big cities will build only these buildings, if I put a lower one, you won't see them in big cities.
What about the other levels, besides the passengers level? Probably, Mail Level 40 for SMH and 20 for HMH? Right??
Title: Re: [in devloppement] High buildings
Post by: gauthier on May 14, 2010, 09:11:50 PM
Actually, in .dat files I set only one level : 80 for the higher version of each building. I do so to allow cities to build multiple buildings at the higher level.
Passenger's level and post's level depends on the building type (residential, commercial or industrial).

@idan : I don't really understand your first sentance ... but I'm sure to have never talked about dubai burj or other towers you mentionned :D I think these kind of buildings should better be monuments than citybuildings. But I take note of the three buildings you mentionned ;)

Quote
The graphic is pretty nice.
I completely disagree : most of the buildings I made for high buildings project are completely ugly, that's why I planned to remake all of them (after French stuff project and MLM dev. big updating ...).
Title: Re: [in devloppement] High buildings
Post by: Václav on May 15, 2010, 06:43:46 AM
Most ugly buildings are inside group of IND. But inside groups RES and COM it is not so bad. I only don't understand being of some buildings.
Title: Re: [in devloppement] High buildings
Post by: gauthier on May 15, 2010, 08:29:12 AM
COM_SNFOS_9 is not very nice
COM_SNFOS_8b needs a GOOD anti-aliasing  ;D
COM_SNFOS_6 is too simple for me
COM_SNFOS_5 is worse
COM_SNFOS_4 is ugly
COM_SNFOS_3 is a bit repetitive

I won't describe residential ones ...
For industrial, I find good only the second one, the first is completely ... how to say it ... too simple and not too nice  :-[, and for the third I didn't succeed in doint what I had in mind.
Title: Re: [in devloppement] High buildings
Post by: Václav on May 15, 2010, 10:19:26 AM
COM_SNFOS_9 - may be not perfect but still it is good. It's problem is height and mirror effect on southern wall.
COM_SNFOS_6 - I don't agree - but let be alive only _06_40. _06_80 is too high and repeating of basic part causes something what I don't how to say it. It needs better roof.
COM_SNFOS_5 - I agree.
COM_SNFOS_4 - I agree.
COM_SNFOS_3 - repetitive? I don't think so.

COM_SNFOS_13 - is very ugly. It should be eliminated.
Title: Re: [in devloppement] High buildings
Post by: gauthier on May 15, 2010, 10:49:06 AM
I completely disagree for 13, its concept is a bit uneasy to understand with the eye but it's one of the nicest.
Title: Re: [in devloppement] High buildings
Post by: CareBearer on May 15, 2010, 02:52:18 PM
Actually, in .dat files I set only one level : 80 for the higher version of each building. I do so to allow cities to build multiple buildings at the higher level.
Passenger's level and post's level depends on the building type (residential, commercial or industrial).

It could be residential, commercial and industrial. So could you also have, a freight level to help nearby industries?
Title: Re: [in devloppement] High buildings
Post by: gauthier on May 15, 2010, 03:27:57 PM
No I can't have a freight level. Only industries can produce goods (or electricity ...).
The purpose of this project is to give very high buildings for big cities, RES and COM have max level of 80 and IND have a max level of 70, I don't take care if it gives what level for passengers or mails ...
Title: Re: [in devloppement] High buildings
Post by: paulo francis PF20 on October 17, 2012, 05:37:31 AM
hello, I'm Paul ... wanted to download the buildings but I'm not consegindo posted, you can pass me the link to dawnload? recommended on this page is not working out ..
thank you!
Last buildings are now included in pak file downloadable here :
=> http://files.filefront.com/buildingSNFOS+Highzip/;13387189;/fileinfo.html

ALL old night problems are completely removed ;)

Unfortunately I have many problems with SNFOS website, joomla is full of bugs and I can't upload any pictures since the last update. I'm searching for an other software.
Title: Re: [in devloppement] High buildings
Post by: gauthier on October 17, 2012, 01:28:24 PM
You can download them here :)
If you're good at painting things, you can get the sources too since I have no time to develop this project :/
=> http://www.simutrans-france.fr.nf/lib/exe/fetch.php?media=fr:building.snfos_high.pak
Title: Re: [in devloppement] High buildings
Post by: Fabio on October 17, 2012, 02:51:35 PM
I might try to complete them at a certain point for the official Pakset, although I would stick to the existing max level 60, in order to have highrises mixed to existing level 60 buildings.

The sources should be here: http://graphics.simutrans.com/thumbnails.php?album=51
Title: Re: [in devloppement] High buildings
Post by: gauthier on October 17, 2012, 04:31:53 PM
Most of them need to be improved/replaced.
However, I don't agree with sticking to max level 60, I started this project to go higher :/
Title: Re: [in devloppement] High buildings
Post by: Sarlock on October 17, 2012, 04:39:48 PM
We'd have to have enough buildings as a group to bump it higher, to avoid having a high-level city look monotonous.  Not sure how many different types we'd need, probably 8-10 for enough variety, including plazas/parks to break it up a bit.
Title: Re: [in devloppement] High buildings
Post by: gauthier on October 17, 2012, 04:43:58 PM
Quote
We'd have to have enough buildings as a group to bump it higher, to avoid having a high-level city look monotonous.  Not sure how many different types we'd need, probably 8-10 for enough variety, including plazas/parks to break it up a bit.

Then, make some at level 80  :D
Title: Re: [in devloppement] High buildings
Post by: Fabio on October 17, 2012, 05:06:30 PM
Currently all city buildings have a max level of 60.
I would change that according to the building type:

RES: 60
nothing changes, there is now a good variety of high level buildings.

COM: 80
so far nothing changes, but we might plan more downtown verticality for the future with a new set of highrises.

IND: 40
presently there are only 20 buildings with level > 40. This gives bad industrial areas in big and huge cities. Additionally, in real life industrial areas span a wider area and don't have many pax traffic apart from workers (which in Simutrans anyway go also to real factories).
Hence I suggest to downgrade those 20 buildings to levels 39 and 40 (10 each level). I could recode them if agreed.

Yes, we could go up to 80, but ONLY for commercial (COM) buildings.
We could also leapfrog from 60 to 80, so that the downtown will stick out of the surroundings (i.e. the city must be really big to upgrade a level 60 to a level 80 ;))
As Sarlock said, we need at least 10-15 towers to do it.

I've seen your towers and, yes, they need quite some work, but at least they are good raw material to work with (especially the glass sides, harder to paint effectively).
Title: Re: [in devloppement] High buildings
Post by: gauthier on October 17, 2012, 05:26:00 PM
Well I finally agree with you  ;)
Title: Re: [in devloppement] High buildings
Post by: Ghost-cz on January 31, 2013, 01:35:32 PM
The download link on first page doesnt work...Can you please re-upload it? Thx

btw: All buildings look great
Title: Re: [in devloppement] High buildings
Post by: mEGa on January 31, 2013, 02:39:53 PM
The download link on first page doesnt work...Can you please re-upload it? Thx

btw: All buildings look great
correct link :
http://www.simutrans-france.fr.nf/lib/exe/fetch.php?media=fr:building.snfos_high.pak
Title: Re: [in devloppement] High buildings
Post by: greenling on January 31, 2013, 08:13:25 PM
Thank you Mega.
Title: Re: [in devloppement] High buildings
Post by: gauthier on February 03, 2013, 12:40:13 PM
That's odd ... the two links are exactly the same xD
Title: Re: [in devloppement] High buildings
Post by: mEGa on February 03, 2013, 04:37:56 PM
That's odd ... the two links are exactly the same xD
I noticed too without any explanation...
Title: Re: [in devloppement] High buildings
Post by: Djohaal on March 24, 2013, 03:57:06 PM
Those buildings are simply beautiful gauthier, what is your workflow? You do pixel art directly or you model them in some 3d software and then paint on top?

The big problem with supertall buildings is that the city building script doesn't support multi-tile buildings. Maybe we could do some of the more massive towers as tourist attractions?
Title: Re: [in devloppement] High buildings
Post by: gauthier on March 27, 2013, 02:31:17 PM
I used to directly pixel art these ones but I will (as soon as I have time for that) learn to use a 3d software to remake them.
I planed to remake these thiner, anyway your idea of making tourist attractions is interesting.
Title: Re: [in devloppement] High buildings
Post by: vorlon on February 10, 2014, 08:24:22 PM
*bump*

Sorry for waking up this old thread, but I noticed while going through these towers that one of them was corrupted and re-compiled it. This one is my favourites so I thought maybe someone else wants some vertical flavour for their cities as well:
(http://imagizer.imageshack.us/v2/xq90/836/gfnw.png) (https://imageshack.com/i/n8gfnwp)

download pak (https://drive.google.com/file/d/0B6UMUu4C4DTJd0FvTWwtb2ViTDQ/edit?usp=sharing)

I also feel that the general issue of tall commercial blocks has gotten topical again. Now that we have new roads, rails, terrain and especially Fabio's amazing residential buildings pak128 is near perfect. This makes the shortage of decent office towers stand out. Although the existing buildings are fine in themselves, many of them are out of scale or don't fit well into the general style of the pakset and most of all, all of them are shadowed by the larger residential buildings. I would take the task of modifying these (although not much is needed) or paint new ones if I had the skills, but I'm confident that we'll see progress on this matter someday...

Anyway, just thought I'd shed some light on this important matter. Thank you.  :)
Title: Re: [in devloppement] High buildings
Post by: gauthier on February 10, 2014, 09:08:31 PM
This addon is suspended for a while now, I'm surprised to see someone still interested in it. Thanks for your reporting and your recompiling (so I don't have to do it myself :p ).

Quote
This makes the shortage of decent office towers stand out. Although the existing buildings are fine in themselves, many of them are out of scale or don't fit well into the general style of the pakset and most of all, all of them are shadowed by the larger residential buildings. I would take the task of modifying these (although not much is needed) or paint new ones if I had the skills, but I'm confident that we'll see progress on this matter someday...
I stopped high buildings since I found my drawing skills clearly insufficient for such large graphics. I would be glad to help again with high buildings for pak128 once I learned how to use a 3D software (blender or something else ...). Anyway I'm not doing that soon, I still have some French trains to draw, stations to work on, then maybe going back to MLM dev. ...
Title: Re: [in devloppement] High buildings
Post by: vorlon on February 10, 2014, 10:53:58 PM
Quote from: gauthier
I'm not doing that soon, I still have some French trains to draw, stations to work on, then maybe going back to MLM dev. ...

I understand, and you have already done a great job with these buildings. I'd say that having an idea and a workable design might even be harder than the actual drawing phase.

But anyway, I simply wanted some to get some attention for these buildings (because many of them are definetely worth using in their current state) and for the need and demand that exists for more such designs. After all, it's a large community we have here.  ;)
Title: Re: [in devloppement] High buildings
Post by: Commander Noddy on August 08, 2014, 06:08:59 AM
Can anyone make more high-rise here? I really want more. In fact, I dont know how to make addons. Even after reading the tutorials D:
Title: Re: [in devloppement] High buildings
Post by: gauthier on August 08, 2014, 08:51:53 AM
Have you tried this one (http://www.simutrans-france.fr.nf/doku.php?id=en:creation_daddons) ? You can skip the "graphics" part if you already have graphic skills. Anyway, several graphic tutorials are proposed (there are three, one for basic pixel-art teaching, one for 3D with google sketchup, and there's also a link to a 3D blender tutorial on this forum).
Title: Re: [in devloppement] High buildings
Post by: Commander Noddy on August 08, 2014, 05:26:55 PM
Have you tried this one (http://www.simutrans-france.fr.nf/doku.php?id=en:creation_daddons) ? You can skip the "graphics" part if you already have graphic skills. Anyway, several graphic tutorials are proposed (there are three, one for basic pixel-art teaching, one for 3D with google sketchup, and there's also a link to a 3D blender tutorial on this forum).

Thanks Gauthier. If I have problems, I will ask you:D I hope I can make the first addon in a month XD
Title: Re: [in devloppement] High buildings
Post by: gauthier on August 08, 2014, 09:43:07 PM
This tutorial isn't that long, if you already have ideas for addons, you will make your first ones soon (in a couple of days I think).

I started painting addons some years ago, at this moment I was in holydays, but I was bored, so I started painting a greenish maglev on MS paint (without even thinking it would become an addon for pak128), it took me a couple of hours for the first vehicles. What's long is gaining experience. In order to see what I'm talking about, compare my first maglev trains from MLM dev. (which have even been improved since I first painted them) and my French trains. Here are two examples :
(http://www.simutrans-france.fr.nf/lib/exe/fetch.php?media=fr:cirrus.jpg)
(http://www.simutrans-france.fr.nf/lib/exe/fetch.php?media=fr:trainsfrdoc:z50000doc.jpg)
Title: Re: [in devloppement] High buildings
Post by: Commander Noddy on August 09, 2014, 06:23:04 AM
I will:D