Started by Ves, June 01, 2013, 11:40:34 PM
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Quote from: JunnaThere's a simple reason that sleeper carriages would not be superior to regular carriages, particularly on heavy load services: they have a very low capacity due to their nature. Now, the game doesn't take into account time of day and variable loads, but over very long distances loading will generally be less - it will be interesting to see how with the new distance-based generation this will turn out - and overall sleepers would be preferable on very long few-stop services due to their low capacity and simultaneous high revenue.
Quote from: Ves on March 01, 2014, 08:41:28 PMEven though the signs are very nice (!!) I think they is maybe little too big? Vladki, is it very difficult for you to resize them, or if you find it too timeconsuming (boring ) is it ok if I or someone else are resizing them? What do you all think?
Quote from: Ves on March 04, 2014, 01:34:43 PMMaxmax your details are wonderful! Have you tried to render it for the game? Just use my catenaries as a template.What about the car you made earlier?
Quote from: Ves on March 04, 2014, 01:34:43 PMIt's a shame now you made all those details, that the cannot be visible in the game, but maybe you are hoping for the simutrans 3D
Quote from: vorlon on March 06, 2014, 10:14:04 AMHey everyone, and sorry I've not been able to participate lately. I have still read every message that has been posted and the discussion has been very interesting. I have my high school final exams going on and they will keep me occupied for a couple of weeks more.I just wanted to briefly comment the issue of different tilesizes. I totally agree with Max-Max with regards to the roads reserving the whole tile. The biggest problem I have with simutrans graphics in general is that cities tend to be more pavement than buildings due to the disproportionate scaling of roads, and narrower roads would open some very interesting possibilities with sidewalks, special road markings in intersection etc. But I understand that for pixel-artists bigger tiles mean a lot more work, and the current graphics being all 128-sized I think the current size is the way to go. I would have no problem with painting bigger graphics though, if that is what we end up with.
Quote from: Max-Max on March 05, 2014, 05:02:25 PMIf things looks odd or not in 192 or 256 has nothing to do with tile size.
Quote1) The player spends a lot of his/her time zoomed out, so the detail is largely lost.
Quote1) Consistent lighting. Very important. If you want your pakset to look good your lighting levels have to be similar.
Quote2) Very few shadows. The few shadows that are there play little part in making the image believable.
Quote from: Max-Max on March 09, 2014, 05:47:17 PMThose smaller signs looks just about perfect
Quote from: Vladki on March 10, 2014, 07:30:39 AMJust to make sure - do you mean the small red-yellow "no entry" sign? The others - blueish are bus stops from pakBritain