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Topic: More city buildings (Read 214878 times) previous topic - next topic

Re: More city buildings

Reply #420
Here it is (hopefully with all textures).
http://www.saunalahti.fi/jusskiiv/earlyCitybuildings.blend

I already made some modifications after last renders(disabled filtering for textures). Also I used ray shadows for C.inn and those are still enabled.

Re: More city buildings

Reply #421
Thanks!  Not sure when I'll be able to take a look (I'm busy the next few evenings), but maybe Kieron will get chance (and I he set up the render settings in the first place so he might be able to find differences quicker than me).

Re: More city buildings

Reply #422
Is there snow version of sidewalk? I tried to find it from svn but can't find it.

My next project will likely be old brick school.



It will be 2x2 curiosity building.

Re: More city buildings

Reply #423
Not on SVN, as the sidewalk itself doesn't support snow images, bizarrely.  If you take the pavement and add a pale grey musgrave texture that should do the trick.  Nice idea for the school - looking forward to it.

Re: More city buildings

Reply #424
Interesting how the modern addition for the air-handler follows the original design and materials.  I guess that would be only in the 1960s version of it!

As for curiosities ... how about just a little city park:


Re: More city buildings

Reply #425
@wlindley,

City parks are generally a good idea, and again larger than 1x1 is probably better.  I'm not sure about the one in that image though - (a) it does look a bit too small and also the telephone box is too bright I think.

Re: More city buildings

Reply #426
@Archon,

I've looked at your blends and there are a few differences in render settings.  The key one is the antialiasing filter size.  Yours is set to 1.00, whereas mine are set to 1.50.  If you increase to 1.50, everything looks a little less blurry and suddenly fits in the style much better.  You may need to adjust some other texture settings though elsewhere to compensate.  The other thing to alter is to set all interiors to pure black (RGB=0,0,0).  The render below is with those two changes made. 

Glad it was something simple - those models of yours are far too good to be spoilt by a small inconsistency with the existing graphics :)

Re: More city buildings

Reply #427
Nice, very nice :)

Re: More city buildings

Reply #428
Should someone make snow image for sidewalks just in case it will be supported later?
It seems little task and would make pak more consistent if it was used as base for buildings winter images.

Also I didn't get what you meant with setting all interiors black.

Re: More city buildings

Reply #429
Quote
Also I didn't get what you meant with setting all interiors black.
The surface for all windows should be set to render as pure black. This means the material should be set to V 0 and as shadeless.

Re: More city buildings

Reply #430
preview of 2x2 church.  add some gravestones in churchyard, perhaps? or...?


Re: More city buildings

Reply #431
As per a comment I made earlier on, you need to show the shadow line from the roof overhang - in this case on the gable end of the ?vestry? At the moment you can't see any evidence of tiles on the surface facing away from you. Also, what material are these church roofs? They are very black, even for slate (compare Archon's slate roofs). I can't imagine it's meant to be roofing felt! You could always give the larger church a lead or copper(malachite) roof, of course.

Also with churches, if it's easy to do(?), you might want to make sure all game-churches align the same way (ie east-west).

Re: More city buildings

Reply #432
@wlindley,

Looking better, although I'd make the churchyard fill up most of the 2x2 (doesn't quite look like it does at the minute).  After that, add some gravestones, a path, and I think some more detail to the tower (like a clock and gratings for the belfry).

@AP,
It would be possible for all churches to face East by only specifying one direction, but then they would look the same when everything else rotates, so I'd prefer a full 4 rotation image.  In any case, there are enough churches in the country which don't point East for me not to worry about that too much!

Re: More city buildings

Reply #433
Render no "lost count + 8"


If jury thinks it has everything right I will render rest of my buildings with these settings.


Re: More city buildings

Reply #434
This jury member votes in favour :)  sorry if we've been trying your patience, but it's good to get it right (I struggled a lot with that at first too).  Hopefully you have it all set up right to never have to worry about it again now.

Re: More city buildings

Reply #435
Quote
It would be possible for all churches to face East by only specifying one direction, but then they would look the same when everything else rotates, so I'd prefer a full 4 rotation image.  In any case, there are enough churches in the country which don't point East for me not to worry about that too much!

i don't quite understand this, shouldn't this be actually the other way round? all rotations are needed to keep it oriented into the same geographical direction while turning the map.

the offtopic that really surprises and interest me however is that many english churches don't have their apsis in the east. is this through all periods, or only for some architecural styles/aeras?


oh, btw, the new city buildings all of you made look really good. this will greatly improve the pak!

Re: More city buildings

Reply #436
@sdog,
If 4 rotations are specified, they will be used at random on generation, so approx 25% facing any direction, and it will rotate properly.  If 1 rotation is used, they will all point the same way, but when you rotate, the rest of the map buildings rotate but the church wouldn't.  Hope that makes more sense.

Most churches do point East, but enough don't for me not to worry about it.  Examples I can think of are Liverpool Cathedral and All Souls London, both of which point more or less north.

Re: More city buildings

Reply #437
@the hood

thanks for explaining the random rotations. in that case it's impossible to align the churches properly anyway.
do you think this is worth an extension request for standard? i was missing an indicator pointing north for quite a while, geting confused when turning the map. churches could do that job in a very natural way.

i got to be carefull if i travel to england. usually i use churches to determine directions on overcast days and during nights. (i love the japanese custom of having a compas rose in front of every subway entrance!)

Re: More city buildings

Reply #438
Jury decides executioner gets to work.
Stone shops and houses ready. 4 more buildings to go.


I am not getting impatient. Just starting to have fun. :)
Should I update my zip now or after they are all done?

If someone finds this useful, feel free to use it.

Re: More city buildings

Reply #439
Just update once they are all done.  I'll include them all in the next release of pak128.Britain, which will be pretty soon after you finish them!

Re: More city buildings

Reply #440
the offtopic that really surprises and interest me however is that many english churches don't have their apsis in the east. is this through all periods, or only for some architecural styles/aeras?
If the church was built first, or at the same time as the surrounding estate, or in its own enclosure (large churchyard), one of which is normally the case, then it will almost always face east-west. If the church is built later than the surrounding buildings, say on a constrained urban site, it will fairly often be oriented to best fit in with surrounding buildings or features (eg align with roads etc). If the church is pre-Georgian, it's a fairly safe bet it faces east-west.

Quote
i love the japanese custom of having a compas rose in front of every subway entrance
I carry a lensatic comp**** in my bag at all times (both for work and for hiking), it's very handy to avoid getting lost in places like London!

Re: More city buildings

Reply #441
more on the building, (better roof texture and windows)... no progress on the surroundings yet.



Re: More city buildings

Reply #442
That's better.  Just watch out for stray white pixels around the edges...

Re: More city buildings

Reply #443
All buildings ready. Remembered special colors while writing this message and removed those.
http://www.saunalahti.fi/jusskiiv/pak/A_Buildings.pak.zip

Also made non-corner version of tenement and stone cottage.

haven't tested these much yet but should be ok.

Re: More city buildings

Reply #444
Archon: splendid!

Re: More city buildings

Reply #445
Excellent!  Going in SVN now...

Re: More city buildings

Reply #446
This is preview of my new school/prison.


it still needs lot of work.

Re: More city buildings

Reply #447
Very much like! But "school/prison" - what are you saying about education? ;-)
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Re: More city buildings

Reply #448
Very nice.  I was wondering why it had gone quiet on here.  I think we'll go with school rather than prison.

Re: More city buildings

Reply #449
well it is supposed to be school but it looks more like prison to me. And there are gates so kids have no way to escape. :)

Re: More city buildings

Reply #450
Prisons don't generate p****engers in quite the same way as schools do...  :D

That one starts to remind me of Scotland Street School (CR MacKintosh), which has its own 'compound'


Re prisons, if you want to do one, maybe a victorian type on the radial model plan: Link


Re: More city buildings

Reply #451
Nice building! Be it a prison or a school :P

But the roof looks a little bit too continuous. There should be some more contrast around the roof ridges.
Parsley, sage, rosemary, and maggikraut.

Re: More city buildings

Reply #452
Second take.

It looks maybe little more like school now but yard needs some details.
What do you think about those roof windows?
Second picture is first from that angle so there is still more work needed for it.

Re: More city buildings

Reply #453
I like the roof windows...
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Re: More city buildings

Reply #454
Yard details could include some things like hopscotch squares or a football goal or similar marked on the floor/wall.  Roof light is a good idea, but maybe better smaller.