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Topic: More city buildings (Read 213725 times) previous topic - next topic

Re: More city buildings

Reply #385
Any chance of the source files?

Re: More city buildings

Reply #386
Headquarter produce p****engers. And they can be larger than 1x1. Pak64 has 2x2 headquarters.
Parsley, sage, rosemary, and maggikraut.

Re: More city buildings

Reply #387
1850s warehouses with snow: zipfile with pak and sources

Still to come, final 1870 offices with snow.

Re: More city buildings

Reply #388
Sources are in that file (it is actually .pak.zip).

Re: More city buildings

Reply #389
@Archon,

Thanks - I had to rename as .zip and it was OK.

@Dwachs,
Thanks for the clarification.  Even so, less of a priority than citybuilding variety / planes / ships for now.  If anyone does want a go, I think 2x2 office type structures are the way forward, several different levels of design.  Unfortunately AP's suggestion doesn't reflect the way the game deals with it.

Re: More city buildings

Reply #390
AP's suggestion doesn't reflect the way the game deals with it.

As far as the game is concerned, the headquarters is just eye-candy, and produces a few p****engers, right?  So why not break with the (boring) tradition of other paks and have something fun like a big railway works?  Or do I miss something here.

Re: More city buildings

Reply #391
Yeah, you might even have a HatQuarter  ;)


edit: This hat-Issue we had gave me the idea of having a building with a hat anyway. Ok it's not so suitable in this set here, i admit.

Re: More city buildings

Reply #392
The headquarters are more of a status symbol than mere eye-candy: they are expensive to buy and maintain and have little function in themselves, so only the most successful companies can afford them.
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Re: More city buildings

Reply #393
and, at last, the 1870s commercial buildings, zip with pak and sources. (TheHood: Anything else you need for the release?)

mobo:  how about the Henry Heath Hat Factory from London's West End?  Could it be a proper Factory, accepting Wool producing Textiles, like a small-scale city-based Textile Mill?


Re: More city buildings

Reply #394
Probably best as a city industrial building (of which we need more anyway). Excellent idea, though!
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Re: More city buildings

Reply #395
@wlindley - thanks for the snow images.  We still need the 1950s parking lot (currently the only citybuilding without snow) and at some stage (not necessarily for this release) the industry-chain shops you did.

Re: More city buildings

Reply #396
TheHood: OK, I'm on it.

Meanwhile, a little bit of noodling about with remixing photos into paks... The angles came out all wrong, and it's photo colors not game colors, but it's a work in progress.  Homage to my favorite store in London (anyone guess?)



no fair peeking at the filename.

Re: More city buildings

Reply #397
Hmm, I really think blender is the way to go - it ensures everything is nice and consistent if the right settings and the same textures are used.  Feel free to keep experimenting though, but I think you might spend a very long time tidying up the image into something that fits in with pak style...


Re: More city buildings

Reply #399
Awesome.  I'll add all of these to SVN and we're nearly there then for the next release :)

Re: More city buildings

Reply #400
Small point - would it be better with white on blue for "P" sign?

Re: More city buildings

Reply #401
The problem with using photographs is that it is very difficult to get consistent lighting with the rest of the buildings in the pakset.
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Re: More city buildings

Reply #402
This is what I made today. Coaching inn 1750 - 1880 level8.


Give your honest opinion.

Re: More city buildings

Reply #403
Car park -- I made the red P as a neon sign.  I would consider changing to white for the 1980s version, though.

James -- As to lighting, more like "impossible" ... photos are best used, I am quickly discovering, as "trace-over inspiration" for rendered or drawn images.

Archon -- Another winner! Although perhaps with no stone pavement in the rear ... What do you think of an early level-1 stone cottage, or perhaps something with a thatched roof?  For the village look.

Re: More city buildings

Reply #404
Very nice!

Two things I noticed:
.. the contrast between doorway and walls is too low in the bottom image
.. there is not door on the backside of the house (the doorway only lead in the house but not in the yard)
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Re: More city buildings

Reply #405
Very nice.  I would agree with Dwachs's comments though.  Also, as with all corner buildings, it would be great to do non-corner versions too as with your stone terrace houses.

@Wlindley
I find photos/drawings are best used in blender if you can get the orthographic views and "trace" over them with the objects.  That's how I did most of the trains I drew, and some of the early buildings, until I got good enough to be able to do it intuitively.

Re: More city buildings

Reply #406
I do like the coaching inn, and agree with W. Lindley's comments on it. One small suggestion: had you thought about producing different versions of it, the only difference being the markings on the sign? That might create some welcome variety with little effort. You would only have to re-do two of the four renders, as the sign is only visible from the two angles.
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Re: More city buildings

Reply #407
Archon -- if you do two different signs per james' suggestion, you might make them the "corner" and "non-corner" versions in the same .dat file.  I am really loving the "corner" distinction.

Re: More city buildings

Reply #408
problem with my buildings is that they all seem to end up corner versions.

btw. that doorway is for horses, not supposed to go trough building.


Re: More city buildings

Reply #409
I think the doorway should go through - normally in these inns there is a stable in the yard at the back so the horse doorway goes right the way through.  For non-corner versions, just lop off the bit at right angles - the sides can be boring as they will be next to other buildings.

Re: More city buildings

Reply #410
I think the doorway should go through - normally in these inns there is a stable in the yard at the back so the horse doorway goes right the way through.
Which makes it very easy to make a later version of the same building - just replace the horses with parked cars!

Re: More city buildings

Reply #411
Latest version of coaching inn.



Re: More city buildings

Reply #412
Archon: Lovely!

How about this 1600s stone church?


Re: More city buildings

Reply #413
Looks good, but I'd reduce the tower height by about half or maybe more.  Also probably best coded as a curiosity rather than a citybuilding.

Re: More city buildings

Reply #414
Love the church!

Just wonder though - is reworking the parish/town/city hall on the cards any time soon? It looks so out of place amongst all the other buildings, and there are so many nice English precedents (1,2,3,4)


Re: More city buildings

Reply #416
Right, ... coding it as a curiosity, starting with the 1980s church .dat as template.  Also as a larger version, which should have an accompanying walled church-yard ... work in progress.  i have found some excellent shortcuts that are making pixel-editing a breeze.


Re: More city buildings

Reply #417
@AP
No current plans for new townhalls.  I don't think the current style is out of place anyway, just there are plenty of other styles that could be used as well.

@wlindley
Looking good.  I'd make the larger one a 2x2 (with yard).

Re: More city buildings

Reply #418
Love the church!

Just wonder though - is reworking the parish/town/city hall on the cards any time soon? It looks so out of place amongst all the other buildings, and there are so many nice English precedents (1,2,3,4)
The current town hall is based on St. Albans Town Hall. I tried to work out a progression of images by which the building would be upgraded (the actual prototype is I think the 2nd last stage). Reasoning behind this is that Town Hall should be quickly recognisable, if town halls vary wildly between levels then it becomes more difficult to find it. That said I think there'd be a strong case for having a medieval style town hall and a modern style town hall in addition to the current one to cover different time periods. I'm sure the existing model could be improved as well.

Also, and I will repeat this again, Archon's buildings do not fit the rest of the pak buildings completely - that's not to say there's anything wrong with them design or detail wise (both of which are great) but something in the rendering setup makes them appear more blurry (compare the windows in the screenshot above - on wlindleys church, The Hood's farm, my town hall and pub they are all a lot sharper than on the buildings from Archon).

Re: More city buildings

Reply #419
@Archon,
In the light of Kieron's comments, could you make the final .blends you used in your render available so I/we can do some tests?  You'd also need to include all the textures you used etc.  I really like the stuff you are doing so it would be great to iron out any minor style differences between your stuff and the existing stuff - especially as it is all 3D models and therefore fairly easy to adjust. 

As another comment, I notice that none of the snow images have pavements - could you add a snowy pavement texture to each of the snow images?